Yup that'd work.
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As much as I like to believe that SE will make proper adjustments to make both PLD and WAR happy, this will just not happen. 1.19 the Marauders ruled, 1.20 the Gladiators ruled, 1.21 the Warriors ruled, and then SE will pull the classic nerf one job instead of making another better, and we will be in 1.22 with Paladins back in the game, but people will not touch Warrior.
I would throw suggestions on how to balance the two out, but patch date is so close that I will wait and see what happens. I truly hope that SE finds a way to bring balance to these two jobs.
It saddens me, because during my WoW days, between a Paladin and a Warrior, you were judged based on gear/skill on tanking, not simply which class you were. Each had their own unique mix of tanking skills and methods on holding hate, but were both able to balance each other out. Like I said, gear/skill was more important than the class itself. If SE is looking at how western developers are doing things, why can't they take note on balance structure?
Let's just go by square's past actions
https://lh6.googleusercontent.com/-K...00/tanaka3.jpg
Paladin and Warrior should both stay being viable tanking jobs. Warrior defense isn't an issue nor is its crazy amount of hp or amount of sustainable damage. Each class played correctly can maintain hate in either solo or group battles, but each excels in each category. Warrior for groups since it does hold hate better by being able to take only moderate damage regardless of blocking/parry and Paladin for single targets which all of you know or should.
Paladin and Warrior abilities are fine as they are, what needs adjusting is the base groundwork stat wise on Paladin. Paladin should get an innate 15-20% damage reduction like i read in another post I read recently which sure sounds like a lot, but really it isn't. Ifrit for example just because its easy math since Warrior and Paladin take same dmg; If each class were to be hit for 800 dmg, Pld should only take 640 dmg then the additional block damage reduction(if it activates...which doesn't happen very often) As well as a HP pool of roughly 4000. Neither is outrageous by any means. Paladin does not do as much damage as a Warrior in any given situation, although paladin should take less damage and have close to the same amount of HP to make it a more reliable tank for those high level mobs.
I would love to see pld be a better healer to DD to make close range combat a more viable option in more battles.
they must leave the nerf thing on jobs/classes they need to buff classes to balance not make them suck in the next patch...
You can't continuously buff jobs to make up ones weakness at every opportunity, that's just bad design, makes older content weaker and less relevant, and really just makes adjustments more difficult in the future. For instance look at FFXI after the level cap was raised it threw all the game mechanics into utter chaos, because they never rectified the formulas to reflect the new level adjustment. Now rather than fixing the issue, they continuously feed the playerbase gear and skills based on these broken mechanics, and now it's a mountainous mess of problems just because they didn't try to fix the problem when it first emerged.
As for WAR I think it's in a good place design wise. The job might stand to take a little more damage or lose it's ability to heal off AoE'd targets, but I don't think it really deserves any major tweaks or nerfs beyond simple little adjustments like those.