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  1. #8
    Player
    Gunslinger's Avatar
    Join Date
    Oct 2011
    Posts
    36
    Character
    Gunslinger Bismarck
    World
    Excalibur
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Arcell View Post
    I dunno, all I really think needs to happen to bring Paladin back into the light is lessen the HP gap between WAR and PLD (within about 300).
    I think this idea is a band-aid. Lessening the damage PLD takes from certain types of attacks is a much better option and preserves what makes warrior unique.

    The last thing this game needs (and currently has) is a race to the top on one stat (HP) to define what makes a tank "a tank." The fact the defense is currently a useless stat on 'bosses' is pathetic (see http://kanican.livejournal.com/); you could basically be the best tank in the game if your WHM/BLM could somehow secure enough HP.

    In short: PLD doesn't need more HP, PLD doesn't need more MP, PLD doesn't need more enmity, PLD doesn't need additional party healing. PLD needs damage mitigation that actually works and is unique (the divine veil update was a huge step in the right direction).

    I believe the true fix is making defensive stats play a more valuable role for PLD. You don't even need -x% damage reduction as a trait; just give PLD a trait (let's call it "Fearless Focus" or something) that amplifies their defense rating (ie- level 50 trait, multiplies your calculated defense rating vs monsters based on level difference - caps at +10 levels). Maybe x1.1 for +3 levels, x1.3 for +4 levels, x1.7 for +5 levels, and so forth. Since dLvl/attack growth on HNM is so severe there needs to be something exponential. There are better math nerds out there than me to figure out what looks good, so don't take these numbers as my recommendation - just the concept therein.

    An approach similar to this restores PLDs place as the "brick wall" tank for big bad physical mobs, lets Warrior excel vs huge magic hits due to their HP, and we all get to stop relying on one stat to define what makes an appropriate tank.

    It's also worth noting that this approach (scaling PLD def based on dLvl, to a point) also:

    -Prevents PLD from becoming invincible vs "trash mobs," which also helps preserve crowd-control challenges.
    -Makes blocks an added bonus rather than a necessity. Yes, more frequent blocks would be nice, but I don't think that's a random block should determine your party's fate. Let that be determined by the tank's skill and ability use.
    -Places a strong emphasis on gear progression for PLD - do you choose a DEF piece that will be amplified by your trait, a piece with magic evasion, or a piece with additional enmity? Maybe things become... situational again?
    -Capping it at a point (say, max defense is capped at mob level +10) means running up to a level 85 ogre alone still gets you killed - the way it should be.

    You might say, "Why not adjust dLvl overall to fix tanking?" All that does is raise the 'tanking' potential for all the 'non-tanks' again. It solves nothing. dLvl is not a bad concept, but the implementation of defensive stats is currently very, very flawed.
    (2)
    Last edited by Gunslinger; 04-07-2012 at 01:37 AM.