"CHARGING STAR!"


"CHARGING STAR!"
Give PLD something like Gorefiend's Grasp (an AOE pull in from WoW) because not every tank needs plunge.



Biggest problems with a pull-in is in extreme and savage content bosses would have to be immune otherwise you could cheese a lot of mechanics, I.e interrupt cast times And would screw with melees not expecting it...thus making a pull-in skill is redundant and a wasted hotbar space outside dungeons which the game is not balanced around.
Gap closer is perfectly fine, upgrade shield bash, keep it on a GCD where the only time you use it is for gap closing, don't need to slap a fancy ribbon on something to make it look different from the other tanks.





Tbh I don't think most people are doing savage, so a skill less useful in savage would probably still be a fine skill :P.Biggest problems with a pull-in is in extreme and savage content bosses would have to be immune otherwise you could cheese a lot of mechanics, I.e interrupt cast times And would screw with melees not expecting it...thus making a pull-in skill is redundant and a wasted hotbar space outside dungeons which the game is not balanced around.
Gap closer is perfectly fine, upgrade shield bash, keep it on a GCD where the only time you use it is for gap closing, don't need to slap a fancy ribbon on something to make it look different from the other tanks.
Gap closers are easier to balance but if its just another plunge/charge then that's a bit boring, imo. The temporary Tyrael wing idea mentioned on the other page I'd prefer over just another charge. Not that I'd say no movement skill over just charge, but I don't want to make that choice either lol.
Also you can make a draw in still useful even if the enemy is immune to the movement skill, so a second reason why even though it might get less use in savage that I still think it's fine to make. (Because you could make it helpful to use, even if part of the spell is ignored).



Yes not everyone does do savage content, but still think the opinion of people who do actually do savage content should outweigh those who don't mostly because those are the players "that actively use more or the toolkit efficiently" ( in quotes because not all necessarily do, but a good portion of players do).Tbh I don't think most people are doing savage, so a skill less useful in savage would probably still be a fine skill :P.
Gap closers are easier to balance but if its just another plunge/charge then that's a bit boring, imo. The temporary Tyrael wing idea mentioned on the other page I'd prefer over just another charge. Not that I'd say no movement skill over just charge, but I don't want to make that choice either lol.
Also you can make a draw in still useful even if the enemy is immune to the movement skill, so a second reason why even though it might get less use in savage that I still think it's fine to make. (Because you could make it helpful to use, even if part of the spell is ignored).
And tbh, just because something is boring, it has become more a necessity with fight design, with the overuse of pushbacks and the ridiculously long cooldown on Tempered Will, most likely forgotten by the devs at this point.
the wings idea mention was an interesting idea, which personally for some fights, I wouldn't mind due to how easy it is to miss holy spirit under req at certain points, but my point is rather a gap closer as opposed to a pull-in. Personally I would see it as a wasted skill, as outside of crowd-control (silence/stun/pushbacks/etc.) skills will have use in savage so just tacking a skill on for the sake of it, is terrible design.





Except outside of savage I don't think it would be that (or even in savage), but yeah I can see your desire to want a skill that'll be helpful for content you want to play (fair enough of course!). But onto the draw-in if it was oGCD and had some damage or debuff component to it that still applied even if draw-in did not then you could adjust and still use it (like weaving plunge in even when you don't need to move at all).
So I'd still say that a draw in spell is not a waste, even to savage content/players. Although I understand that a charge would balance the playfield most, just.. hoping for something more different than the same skill with tiny number tweaks (like lower cooldown and potency, or what have you).
Also disagree that the entire kit of a player needs to be designed specifically for savage players, 1% of the player base gets 99% of the focus is not my favorite idea for the devs to fixate on. I also don't think savage players should ever be given the finger, especially if purposely lol, but as I said I don't think giving Paladin a draw in (with another effect on top that means the ability is still useful even if the draw in fails) would be a finger to savage players.
Of course it doesn't have to be a draw-in, but I'm hoping it's not just another dash (but would prefer "just another dash" over nothing).
Last edited by Shougun; 12-15-2018 at 05:12 AM.
Paladins should get a Shield Charge attack that's an animation lock type gap closer.
During said animation lock, Paladin is immune to all Knockback Effects and Stuns.

Ok I got it lol. How about if the pld could drop a holy light clone that's targetable like the ninjas teleport. U place it down somewhere and a beam of light shoots down dropping your light clone, it then does aoe flash on arrival. It takes x amount of dmg can receive your partial buff from a def CD and if u reactivate the button u teleport to it's position and receive a small heal over time. How's that?
Sounds kinda dope but hard to balance.Ok I got it lol. How about if the pld could drop a holy light clone that's targetable like the ninjas teleport. U place it down somewhere and a beam of light shoots down dropping your light clone, it then does aoe flash on arrival. It takes x amount of dmg can receive your partial buff from a def CD and if u reactivate the button u teleport to it's position and receive a small heal over time. How's that?

It could replace flash or u could activate something that buffs flash into this. So then the move would just be a flash that u can place somewhere and teleport to basically. Ur clone drops down, flashes, and disappears after 3-5 seconds and u can teleport to it in that time. No balance needed. I think
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