Good. If you show up in front of ten people, they should absolutely rip you a new one and send you back to base.
This is simply good balance.
Good. If you show up in front of ten people, they should absolutely rip you a new one and send you back to base.
This is simply good balance.
Cannot agree. It's not always like that especially for a tanks. Also don't forget about WAR can drag you into enemy's crowd. and not like 3 secs resistance from too much of stun will give an immortality but at least you can try to do something to save yourself. That's the BALANCE when you can do "+" against the "-". Why would PLD need this superb defence skill if you totally vulnerable to stuns while it's on? i could agree either on over-stun res or this skill will be less defensive but provides some immunity to stuns while its duration.
Welp, overall PVP is so messy after it's big update that there's a lot to fix actually. And i guess the first thing is that these changes for CC is not suitable for Frontlines. I could more easily survive as PLD in CC compared to Frontlines which is obvious cause of the amount of participating players and THAT just means it's a bad jobs design for a Frontlines. We have so much personalized jobs in pvp now but that just means some of them WILL be more powerful overall cause good hell you just can't balance it all with current system, it's too messy.
I'm actually wonder how the devs gonna deal with these problems in pvp but you can't deny there's a plenty of 'em.![]()
If any job has the tools to survive 10 other players beating on it, this job is hilariously imbalanced in a 1v1. This is just how things work. You are not the main character in a PvP game mode. Sheer numbers are an enormous power multiplier. And they should be.Cannot agree. It's not always like that especially for a tanks. Also don't forget about WAR can drag you into enemy's crowd. and not like 3 secs resistance from too much of stun will give an immortality but at least you can try to do something to save yourself. That's the BALANCE when you can do "+" against the "-". Why would PLD need this superb defence skill if you totally vulnerable to stuns while it's on? i could agree either on over-stun res or this skill will be less defensive but provides some immunity to stuns while its duration.
Welp, overall PVP is so messy after it's big update that there's a lot to fix actually. And i guess the first thing is that these changes for CC is not suitable for Frontlines. I could more easily survive as PLD in CC compared to Frontlines which is obvious cause of the amount of participating players and THAT just means it's a bad jobs design for a Frontlines. We have so much personalized jobs in pvp now but that just means some of them WILL be more powerful overall cause good hell you just can't balance it all with current system, it's too messy.
I'm actually wonder how the devs gonna deal with these problems in pvp but you can't deny there's a plenty of 'em.

Phalanx also comes with a 50% defense up for your party and 3 ranged aoe GCDs that put Sacred Claim on everyone hit. You're meant to be pushing the enemy team, not use it to try and miserably fail running away from bad situation.

This isn’t PvECannot agree. It's not always like that especially for a tanks. Also don't forget about WAR can drag you into enemy's crowd. and not like 3 secs resistance from too much of stun will give an immortality but at least you can try to do something to save yourself. That's the BALANCE when you can do "+" against the "-". Why would PLD need this superb defence skill if you totally vulnerable to stuns while it's on? i could agree either on over-stun res or this skill will be less defensive but provides some immunity to stuns while its duration.
Welp, overall PVP is so messy after it's big update that there's a lot to fix actually. And i guess the first thing is that these changes for CC is not suitable for Frontlines. I could more easily survive as PLD in CC compared to Frontlines which is obvious cause of the amount of participating players and THAT just means it's a bad jobs design for a Frontlines. We have so much personalized jobs in pvp now but that just means some of them WILL be more powerful overall cause good hell you just can't balance it all with current system, it's too messy.
I'm actually wonder how the devs gonna deal with these problems in pvp but you can't deny there's a plenty of 'em.
You’re not supposed to «aggro» groups and say it’s fine. As a matter of fact Paladin is busted and way too tanky in PvP to the point it’s literally the last in target priority in most cases because it’s a waste of time.
What you’re supposed to do is get in and retreat at key points, nodes, crystals, etc.
Your complain is also void, because there is already a stun DR. What bothers you is that you get chained crowd controlled (silence, pigmorph etc.) when going in the middle of a zerg. DUH.
Like are you really surprised? It happens to everyone, all the other tanks, dps and healers. Consider yourself lucky you can stall for a bit longer since that’s your purpose at key locations.
Don’t stray on your own doing nothing valuable to the team, dying can help if you actually made a team lose time trying to capture a node. If you want to come out on top, pick your fights carefully and know when to retreat. You can easily do that with a paladin.
Being a tank doesn’t absolve you from making tactical decisions. Whole point of tanks is to have the enemy team waste time on you so your team can catch up, and have the enemies waste big offensive attacks on you because you can resist better (especially as paladin).
Last edited by True-to-Caesar; 02-21-2023 at 03:00 PM.
I'm pretty sure everyone is aware of the difference of PVP and PVE, PLD is not tanky at all, after 6.1 all the roles are in name only and are just pseudo roles, aside from GNB maybe but most of the "tanks" arent tanky , the reason PLD is low priority is because it does little to no damage and is easily killable, as for what anyone is supposed to do when playing PLD is entirely up to the player, some play aggressively with PLD others are more supportive, or take the distraction tactic (which can be solo i.e taking enemy bases), simply due to the fact that PLD is heavily reliant on team composition, theres a myriad of ways to play PLD much like every other class, and again invoking "the whole point of tanks is to have the enemy waste time on you" is irrelevant when DPS classes can achieve the same outcomeThis isn’t PvE
You’re not supposed to «aggro» groups and say it’s fine. As a matter of fact Paladin is busted and way too tanky in PvP to the point it’s literally the last in target priority in most cases because it’s a waste of time.
What you’re supposed to do is get in and retreat at key points, nodes, crystals, etc.
Your complain is also void, because there is already a stun DR. What bothers you is that you get chained crowd controlled (silence, pigmorph etc.) when going in the middle of a zerg. DUH.
Like are you really surprised? It happens to everyone, all the other tanks, dps and healers. Consider yourself lucky you can stall for a bit longer since that’s your purpose at key locations.
Don’t stray on your own doing nothing valuable to the team, dying can help if you actually made a team lose time trying to capture a node. If you want to come out on top, pick your fights carefully and know when to retreat. You can easily do that with a paladin.
Being a tank doesn’t absolve you from making tactical decisions. Whole point of tanks is to have the enemy team waste time on you so your team can catch up, and have the enemies waste big offensive attacks on you because you can resist better (especially as paladin).




Wouldn't say that PLD is easily killable (it's still one of the toughest jobs in pvp out of all jobs and it even has a get out of jail card with guardian), but it's definitely far from being busted either. Like any other job, it will get obliterated in a matter of seconds at high level if you don't know what you're doing.
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