

If every game in the series, regardless of similarities wasn't meant to be different, maybe. Not to mention, people think that having white magic means you must be able to heal in some way, and they actually sort of addressed that. People just don't like the way they did it.

What's worse, is Bards are no longer "support" classes anymore, but rather a DPS class. Sure, you can sing a song, but not like they have always been traditionally. RIP Bard class.
At least Paladin's have nice armor, sword and shield. Bard, imo, is embarrassing to look at. And you hardly ever see their beautiful musical notes like in so many other mmo's. Very disappointed.


A DPS class with a healer's Limit Break... I'm entirely convinced SE knew where they were going with that one.What's worse, is Bards are no longer "support" classes anymore, but rather a DPS class. Sure, you can sing a song, but not like they have always been traditionally. RIP Bard class.
At least Paladin's have nice armor, sword and shield. Bard, imo, is embarrassing to look at. And you hardly ever see their beautiful musical notes like in so many other mmo's. Very disappointed.
While I don't mind my Paladin as she is, I will confess I would have liked to see more skills aimed at being the self-healing supertank. The downside of that is that it basically steals Warrior's tricks and would render them rather more redundant. As a result, I'm happy with things as they are.
I know a lot of fantasy casts "Paladins" as holy-magic type warriors, but in reality, all "Paladin" really means is basically knight. This is congruent with the background story of the Paladins in this game and the job quest series.
That said, requiring CNJ15 and getting CNJ abilities to cross-class from, PLD always feels a bit shafted in this regard. It's a real shame that its magic/curative aspect feels utterly useless. Not going to argue with that...


Nah, I think they should homogenize the jobs even more :Kappa:

Okay, I'm about to go on a rant. To preface this, I've played lots of RPGs, some MMOs, and League of Legends for 4 years.
The Paladin's kit and design if H O R R I F I C. So Jubez, why do you play then? I play because the DUNGEON mechanics carry this game. Not the class mechanics, the DUNGEON mechanics. Why do you think there's no interesting solo content in this game really? Because the class mechanics are weak.
1. Aggro/hate/enmity. The Paladin gets aggro/hate/enmity way too easily. Shield Oath, Flash, Provoke, Halone. It's all too easy. The threat of losing aggro is nonexistent in this game. Provoke should have a longer cooldown, flash should cost mana scaling with how many enemies there are. The list goes on.
2. Pala-what? A Paladin is supposed to be a HOLY warrior. With magical capabilities. I think SE kind of knew this when they gave us Riot Blade..but then never gave us a single spell to use. Imagine having to balance out your spells/MP/DPS/tanking all in one? Yea, that would be insanely fun and rewarding. But nope.
3. Rage of Halone. This is the worst skill to ever be put in this game. Highest damage? Check. Best at gaining threat? Check. Some bonus utility? Check. It's an all-in-one skill. There is never any reason to ever not spam it really. SE should break the skill up into different combo paths. Do I need the extra hate? Do we need extra damage right now? Etc etc. More decision paths, more rewarding.
4. 35 Mitigation Skills. Mitigation skills are BORING. Also, they are extremely intangible. Stone skin is good because you can physically SEE your health bar not going down. You feel good about using it. You pop convalescence, well, who knows if it actually saved you or not! It's more of a buff to your healer than a buff to you. Foresight (who even knows who does magic damage?), Awareness, Bullwark..which is the best to use and when? WHO KNOWS! Seriously, by the time I was getting enhanced Awareness as a trait I was like okay this is getting out of hand..
6. Sword/Shield Oath lack Depth. Sword Oath could affect sword skills and Shield Oath your shield skills. Seeing as they cost mana to switch, it brings me back to my other point of having mana incorporated into the Paladin's kit.
Okay Okay I've been a little rough on ole Pally, do I have anything good to say about him? Yes. One thing that is fun is Stun/Pacify/Silence canceling and management. One of the most fun and rewarding things about the class. However, it could be better. Successful Shield Bashes should grant attack speed buff or something of the sword. Some incentive to stay in the AoE in hopes of getting the cancel. Also, not a lot of big bosses can be canceled.
But like I said, this game was more designed about boss mechanics. Imagine if people had to manage all of those things I mentioned AND dodge and do other stuff? No one would progress anywhere. I guess this is just how the game is by design, easy class mechanics, hard boss mechanics.

I really, REALLY agree with this. Definitely the best out of all the points you made. I would love to see something like this happen. Before RoH unlocks, it plays like this with Fast Blade being the stronger of your 2 combo paths, but we lose that depth of choice at level 26. Shame really. What I think we need is for Fast Blade to have something after it with a higher potency over RoH. We will probably have to wait for the level cap to rise first though. ::sigh::3. Rage of Halone. This is the worst skill to ever be put in this game. Highest damage? Check. Best at gaining threat? Check. Some bonus utility? Check. It's an all-in-one skill. There is never any reason to ever not spam it really. SE should break the skill up into different combo paths. Do I need the extra hate? Do we need extra damage right now? Etc etc. More decision paths, more rewarding.
Last edited by infinitezero; 04-22-2014 at 06:38 AM.
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