I bet most people will think I do this for Death Rush, but no.
Just like I sent a video to Admin regarding the Druids, I will do the same about Paladins.
= Balance.
Ever since the boost of Druids, they've getting a lot better. Also I've seen that you boosted the exori mort strike spell. I bet all the Druids are happy about that but now Paladins are really underpowered.
I did a quick test on Sariel. using exura immune and exori mort strike. I dealt 11%.
And Death Rush used his spell, dealt 13%.
I know that the Druid spell doesnt increase (unless you changed that) but Death Rush is +1700.
I dont even want to know how little the other paladins deal.
Let's talk about the spell first before we consider it all in general.
Paladin spell cost 50% mana with a 30second exhaust. And is a big area spell. Personally I consider that an advantage but other paladins dont.
Druid spell cost 25% mana with a 10second exhaust. It increases the damage and removes all effects on the target.
Already here we can see unfair it is. They have to wait 30 seconds for their spell while Druids only have to wait 10seconds.
Let's put in the other features.
Paladins indeed got a decent healing and can rely on both their mana and hp.
What player forget though is that Knights got more protection so it's harder to tank as a Paladin.
Merger runes is indeed good but quite hard to use.
So mainly as a paladin you need to rely on your cooldowns to get a nice rotation.
Druids got the coolest features. Slow runes were already an issue and I've heard that they fixed the "push" so now it's even easier to use. Slow runes provides a high crowd control on the target.
Point is: Paladins got such a long cooldown and doesnt deal that much of a damage (does it even increase with rebirths). We did the tests on a Mage = much mana but it wasnt a huge difference with the damage.
As a druid we can spamm the spell every 10th sec and with the 3 second of immortality we can either boost the damage or use mana per soul 3-4 times. = OP.
My point is not to nerf the Druids, just boost the paladins a little. Perhaps you cannot fix the spell to be more suitable or perhaps you can increase the damage % of the Extreme Holy Runes? You have to collect those and players might find it better that they have to work to deal damage.
Or atleast add a extra effect to the paladin spell. Atm the Druid thing has ~3effects?
I'm not going to include the other vocations because it's just a waste. Point was that paladins should also get some sort of boost since you fixed all the other vocations.
I only used Druids as an example since they fixed them recently.
-
Just like I sent a video to Admin regarding the Druids, I will do the same about Paladins.
= Balance.
Ever since the boost of Druids, they've getting a lot better. Also I've seen that you boosted the exori mort strike spell. I bet all the Druids are happy about that but now Paladins are really underpowered.
I did a quick test on Sariel. using exura immune and exori mort strike. I dealt 11%.
And Death Rush used his spell, dealt 13%.
I know that the Druid spell doesnt increase (unless you changed that) but Death Rush is +1700.
I dont even want to know how little the other paladins deal.
Let's talk about the spell first before we consider it all in general.
Paladin spell cost 50% mana with a 30second exhaust. And is a big area spell. Personally I consider that an advantage but other paladins dont.
Druid spell cost 25% mana with a 10second exhaust. It increases the damage and removes all effects on the target.
Already here we can see unfair it is. They have to wait 30 seconds for their spell while Druids only have to wait 10seconds.
Let's put in the other features.
Paladins indeed got a decent healing and can rely on both their mana and hp.
What player forget though is that Knights got more protection so it's harder to tank as a Paladin.
Merger runes is indeed good but quite hard to use.
So mainly as a paladin you need to rely on your cooldowns to get a nice rotation.
Druids got the coolest features. Slow runes were already an issue and I've heard that they fixed the "push" so now it's even easier to use. Slow runes provides a high crowd control on the target.
Point is: Paladins got such a long cooldown and doesnt deal that much of a damage (does it even increase with rebirths). We did the tests on a Mage = much mana but it wasnt a huge difference with the damage.
As a druid we can spamm the spell every 10th sec and with the 3 second of immortality we can either boost the damage or use mana per soul 3-4 times. = OP.
My point is not to nerf the Druids, just boost the paladins a little. Perhaps you cannot fix the spell to be more suitable or perhaps you can increase the damage % of the Extreme Holy Runes? You have to collect those and players might find it better that they have to work to deal damage.
Or atleast add a extra effect to the paladin spell. Atm the Druid thing has ~3effects?
I'm not going to include the other vocations because it's just a waste. Point was that paladins should also get some sort of boost since you fixed all the other vocations.
I only used Druids as an example since they fixed them recently.
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