Yeah the fact is realy here : PLD is boring to play.
I would like some mechanics to get him fun to play.
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Yeah the fact is realy here : PLD is boring to play.
I would like some mechanics to get him fun to play.
I'm bumping this idea. Due to the fact it is similar to what i've seen in other threads.
Stalwart Sword x8
Damage on enemy = 1 stack, x8 immediately
Since everyone uses an ability every 2.5 seconds = 8 stacks every 8 seconds.
5% every 3 seconds x8 = 40% heal every 3 seconds, since 2.5 = that it is permanent.
Sword Oath = Permanent 40% Heal every 3 seconds for 15 seconds.
Immediately Switch to Shield Oath when using defensive abilities.
Sword Oath = 15 second CD, Stalwart Sword = 15 seconds.
Every 15 seconds trigger on/off for permanent effect.
Stack Vitality.
With 18000 Health = 7200 Heal every 3 seconds.
Healing also = Threat.
Permanent Threat + Buffs.
Paladin = Ultimate Tank, Unstoppable and out heals healers.
I see what you're trying to do, but honestly this is horrendously overcomplicated and will actually made PLD more boring to play, not less. Stacks of automatic passive AoE damage every time you block/dodge/parry/attack with bonus block chance per stack = permanent passive AoE damage = faceroll AoE tanking where you just pop Bulwark or Sheltron at the start of every pull then pretty much go AFK. May as well just give an active AoE damage ability instead and be done. As is, you end up with boring passive AoE you can't fully control, and some bonus effects that also may or may not be there when you need them, and are non-intuitive and hard to remember ("Do I get my magic block at III or IV? I'm at III now, so should I try to block this or not?"). This isn't fun gameplay, it's trading complicated and dense resource management for passive damage. I appreciate that many PLDs seem to have problems with AoE threat (although I've personally never had much trouble), but making us push less buttons is not the solution. Also, I don't want my PLD to be permanently on fire like something out of Dragonball Z.
You've also got effects over-writing each other (eg. Royal Authority uses 2 zeal at zeal lv1 but also restores 1 zeal on use) and for the sword oath stuff, critting more often but for less damage is pointless, it just evens out to an average amount of damage with the player seeing confusing tiny crits for 150 or whatever.
Sorry, I don't mean to be harsh as you've obviously put a lot of effort into the idea, but this is way overengineered. You need to think things through more and imagine what the real mechanical effects of the suggestion you're making would be if it was actually implemented in-game. What it would actually be like to play.
Sword Oath and Shield Oath now are off the GCD with a 15 second cooldown. The ability to be outside of an Oath has been removed, except when switching from another class to the PLD. Instead, Oaths will always cast when used instead of falling off.
Shield Oath now grants Stalwart Shield for 15 seconds after being cast. The next Cover, Shield Swipe, Shield Bash, Bulwark, Clemency, or Sheltron consumes the buff to gain additional effects:
1 - Cover also absorbs magical damage over its duration.
2 - Shelton can block the next magical attack as well.
3 - Bulwark restores 10 TP on each block while active.
4 - Clemency is swiftcast.
5 - Shield Swipe debuffs the target with Reflect. Their next ability within 3 seconds deals 10% reduced damage and they take the potency of Shield Swipe again.
6 - Shield Bash costs no TP.
Tempered Will now removes ALL debuffs and can be used in ANY situation (including things like Fetters). Cooldown increased to 5 minutes.
Using Sword Oath grants all nearby party members Stalwart Sword for 15 seconds. The next damaging ability used by a player on an enemy consumes their buff and applies stacks of Stand United to that enemy, with a cap of 8. Upon the last stack of Stalwart Sword falling off, the Stand United stacks activate, allowing the next Royal Authority combo to trigger and consume all of them for 10 seconds. Triggering them grants nearby party members a regen that restores 2.5% of the PLD's max HP per tick. The regen gains 3 seconds in its duration for each stack of Stand United triggered. None of these effects can stack with an allied PLD.
The rate of passive blocking has been reduced. Bulwark has been buffed to retain the same block rate as before.
The cost of Oaths has been greatly increased.
The cost of Clemency has been somewhat reduced. The overall mana drain with Shield Oath remains the same.
How's that for all in on defense?
I don't disagree with these ideas but there's too many "change paladin threads" or "this is my idea how plds should be buffed", for everyone's sake putting X ability and saying that it will do "_____" is just unrealistic. There has to be math, testing, numbers, before any of these ideas would work in this game. I did play paladin in 2.0, still love the class but I chose drk in HW to lvl as instead of paladin because I needed a change, but these threads on here aren't really helping. Good ideas just too many all at once is what i'm saying, pld just needs a tweak not new abilities and effects added on.
You misunderstood the complexity of the idea and didn't read the clauses. Every party member gains the buff, and they consume their buff to add it to the enemy. That buff does nothing until everyone has consumed their buff, either by using it or timing out. Then the PLD uses Royal Authority to remove all stacks of the buff and create a regen effect. The effect does not gain more regen per tick. It always ticks for the same regen based on HP, but it duration extends for each stack consumed.
The effect can never stack with any allied PLD, kinda like how AST and SCH can't double stack shields. The effectiveness already nerfed to 2.5% after being posted. It can also be made that healing just doesn't generate threat for this ability. The mana cost of Sword Oath is significantly increased. In other words, you can only get a 450 HP heal every 3 seconds from the PLD with 18000 HP.