FINAL FANTASY XI Job Adjustments Manifesto: Paladin
I'm beginning to wonder if the development team is even aware that the Paladin sub-forum exists. If they are, they must not care. Paladin, at this point, is probably one of the least useful jobs in the game, and we receive the least amount of communication from Camate and the other community reps.
Personal grievances aside, the Manifesto's plan for Paladin does nothing to address the job's inability to contribute anything to any situation (barring precious few scenarios where the MDT from Aegis comes in handy, but requiring an Aegis or Ochain is obviously an unacceptable solution).
So, with that said, let's have a look at the vision for the job and example adjustments and see if we can't get Camate or one of his friends to make an appearance and set our minds at ease. Because we all know, Paladin is the best dressed class in the game.
- Vision
We respect the unselfish and bold nature of the paladin, so we plan on further developing their ability to maintain control of battles and keeping others out of harm's way, if only temporarily.
What abilities do the development team see as helping Paladin to control a battle? Prior to the Cover adjustment, it had Flash, a spell on a 45 second cooldown, Shield Bash, an ability of a five minute cooldown whose primary purpose is stun, not enmity generation, and Sentinel and Rampart, two more abilities on five minute cooldowns whose primary uses are defensive, and whose enmity gains are marginal and temporary to begin with. Divine Emblem is a ten minute recast. I think that's all I really need to say about it. None of these even approach being enough to balance out the enmity gain from raw damage that most jobs do.
Additionally, I think this is the right place to put my observation. Paladin is not needed to keep others out of harm's way. Nearly every other job in the game has some defensive mechanism by which they null damage. Thief, Ninja and Dancer all have exceptionally high evasion, Monk has Counterstance, Samurai, and any other two-handed damage dealer, has Seigan and Third Eye, and everyone has the capacity to set their support job as Ninja to gain access to Utsusemi. Also consider that all the above have significantly shorter cooldowns and significantly longer durations than any of Paladin's tools. Theoretically, Paladin's Shield is a great defensive tool. In practice, outside of Ochain (and Aegis to a lesser extent) the rate at which we block is substantially lower than the rate at which most of the above methods null damage completely. We also have the misfortune of still being hit, and thus being afflicted with whatever nasty additional effect the enemy has. You may cite the defense stat, but we all know that's just a joke.
From where I stand, there is a clear divide in the path of the evolution of Paladin when compared to any other job. Where other jobs have developed methods to mitigate or void damage to compliment their offensive capabilities, Paladin stands alone as the single job that has continued to "grow" (I use that term loosely with regards to Paladin) in a purely defensive capacity. The single legitimately offensive tool it gained through nine years of updates and adjustments, Atonement, has been rendered impotent by the rate at which enmity decays and by the magic resistance of most current endgame enemies, as well as made irrelevant by the staggering weaponskill damage most jobs are capable of, inside or outside Abyssea. Paladin, too, has access to a devastating weaponskill, but requiring an Empyrean weapon in order to be passably effective is not an acceptable solution. Sword weaponskill have always been lacking when compared to any other weapon class.
In short, Paladin does not have dominion over the singular role it has been groomed to fill.
With all that being said, let's have a look at the example adjustments.
- Example Adjustments Adding a new ability that reduces the amount of damage taken by a party member for one hit.
I don't really understand this. It almost feels like the development team is laughing at us by acknowledging the fact that Paladin never has the enemy's attention, and is reducing us to backline buffers. And one hit? At least give it a timed duration. Given the precedent, I assume this would have a five to ten minute cooldown? Waits that long and durations that brief are just impractical, and that goes for every ability Paladin has or will receive. The Cover tweak was a (small) step in the right direction (increased utility and duration, with a reasonable cooldown), although I would still like to see Cover made a job trait.
- Adding a new ability that slows enmity reduction.
This is potentially very useful, but I see two obstacles. First, you've listed it as a job ability, not a trait. This worries me as it would likely succumb to the short-duration-and-unbearably-long-cooldown sickness that plagues Paladin. I would much rather see it as a job trait, so Paladin can maintain some level of effectiveness despite the disturbing frequency with which I find the Amnesia icon at the top of my screen.
The second is that I fear this would be an incredibly small reduction (as SE has been wont to do in the past), ultimately having no impact. It needs to be a substantial decrease in enmity decay to combat the rapid enmity gain of damage dealing jobs.
I would personally like to see some abilities and traits that suppress the enmity gain of party members, or decrease the damage done to the Paladin while they hold the enemy's attention. Perhaps an ability or trait that somehow increases the damage Paladin does relative to their enmity levels (in other words, applying the Atonement mechanic in a much broader way). Paladin is all about maintaining the enemy's attention. Please, give us the tools to do so.
Of course, nothing you do will matter unless content is introduced that actually involves some risk for Paladin to mitigate. As things stand, current endgame is all reward, no risk.
FINAL FANTASY XI Job Adjustments Manifesto: Paladin
Thank you for the response and hard work, Camate! :) So far I love the majority of the things I have read on what is being planned for PLD. There are a few responses though that I'd like to talk about.
Quote:
Originally Posted by
Camate
We are currently looking into adjustments that will make it possible for paladins to up the amount of enmity they gain in situations where party members’ enmity is steadily rising due to high damage output. However, as was shown in the concept, instead of an ability like Provoke that gives a spike in enmity, we are focusing more on the direction of adding elements that will allow of enmity gain as a part of defense and being able to maintain a high amount of enmity that has been accumulated.
It's already quite easy to reach the hate cap to the point where the paladin and other damage dealers will be bouncing it back and forth. Don't get me wrong, I love the idea of being able to up my enmity in that certain situation but I'm not sure if it will get us anywhere. How about adding something to paladin that suppresses enmity gain on other players for a brief moment?
I'll use Synchronic Blitz from Voidwatch as an example. When we strike a highly vulnerable weakness on the Voidwatch NM we have all the damage dealers go in and do damage. When this happens all of the damage dealers are doing insane amounts of damage to the NM causing them to basically be at the hate cap. At this point in time is when it would be nice for paladin to be able to suppress the amount of enmity the damage dealers gain.
Just a thought...
Quote:
Originally Posted by
Camate
Though it doesn’t absorb enmity directly, Cover has an effect that is very close.
I've done some testing with Cover and it does seem to lower the enmity of the person you're covering, but I'm not sure if it works every time from what I've seen. (Maybe it's broken?)
I love what cover can do now, but do you think it would be possible to cover melee attacks like that of the Iron Giant, Hahava, and Celaeno? This would be great! :)
Quote:
Originally Posted by
Camate
Since Cover was designed to only function with party members, it would be necessary to carefully look into the balance of battles if we expanded it to cover alliance members, so it is not something we can change without a lot of testing. This is same way we approach all abilities and spells for jobs.
I know this will require your testing, but us paladins feel quite useless when we can't protect our other members when they're in dire need of it. :(
Allowing us to be able to cover anyone in our alliance would be one of the greatest things you could do to paladin. Pretty please with sugar on top, Camate? ;)