K, lets play this game of individual points argued against, only I'll try to use a little more context.
"Some scientists have identified areas of the brain associated with the perception of novelty, which are stimulated when faced with "unusual or surprising circumstances". Information is initially received in the hippocampus, the site of long-term memory, where the brain attempts to match the new information with recognizable patterns stored in long-term memory. When it is unable to do this, the brain releases dopamine, a chemical which stimulates the amygdala, the site of emotion, and creates a pleasurable feeling that is associated with the new memory.[15] In other words, fun is created by stimulating the brain with novelty." http://en.wikipedia.org/wiki/Fun I agree its subjective. But, if you are having fun, you are engaged in the experience. No one has fun and at the same time is disinterested / not engaged. That was all I said. When you are having fun is when you are engaged with what you are doing. My contention was simply that for most people, current paladin is so simple it is rarely engaging on its own (see my point about how the mechanics of tanking itself such as marking and positioning often add to the depth and help engagement.)
Cool. I'm not asking for pld to be unpredictable in any way. No proposed change was based on a proc. We are simply requesting an expanded tool set. I enjoy tackling problems and finding the right tool at the right time. That's what keeps me engaged. Our two desires are not incompatible.
This is a counter argument to a claim I did not make. I sated that Riot blade does not contribute to the primary mission of the class, which I defined as holding agro on a single target (similarly I said dragoon's primary mission was to dps a single target). Current paladin does not ever, in any encounter, consume mana to hold or build agro on a single target. Yes riot blade is how you hold extended aoe threat, but... that's even worse. Aoe threat for paladin consists of exactly 4 buttons. Spam flash until empty, RB combo -> flash. Keep cos on cd. It is even more simplistic than single target. Note: I will discuss why flash does not contribute to single target threat shortly.
Actually, that's what shield swipe is for. Using flash in place of swipe earns less enmity per second for that time as well as lowering your contribution to damage done. Shield swipe's interaction with bulwark as our TP regeneration is, currently, the "deepest" part of rotation game play on pld. Except.. its actually pretty worthless. The only time you will ever run out of tp on any encounter in the game is if your group's dps is low. And then... well they have low dps so they wont catch up on your threat anyway rendering the fact you are out of TP kinda meaningless. All fights against high HP mobs have movments and delays built in during which you will regain TP if your dps is balanced for the fight (ifrit / garu / titan jumps, Turn 2 travel, turn 4 phase changes, turn 5 necklace placement movements & dive bombs -- even demon wall. Perhaps the only exceptions being end of AK and Turn 1, but... those should die before you run out of tp anyways).
This is exactly why so many complain about PLD as being too simplistic. It doesn't have any resource to manage. Our mana is worthless on all major content except turn 4, and even there it naturally regens to the point you don't need to micro manage it. TP depletes so slowly that once your group is decently geared, you'll push phases long before you run out and thus never run out.
Skipping the condescending flavor of your words, what I actually said directly contradicts your claim. :
I explicitly say you can tell the good from the bad. My claim is twofold A) Paladin is so simple, its hard to be bad so very few bads exist. (Plenty of bads at tanking mechanics such as marking and positioning exist, but actually bad at the mechanics of pld itself? Pretty rare.) B) You can't tell the good from the great. There is so little room for true excellence on pld, such marginal gains, that there is no room to shine as a being recognizably better than average.
Damn, I hate that you didn't read what I wrote and were wrong.
Well, since I demonstrably showed that you A) did not actually comprehend my arguments (can't tell good from greats) and B) aren't in a state of complete mastery over the details of the class (specifically shield swipe vs flash on single target, or the fact that tp is a non-issue), I'm not so sure about this final statement of yours.
Again, we are not asking to make the class artificially complicated. Its current threat earning tools are just fine. We just want depth, other options. Just 2-3 more buttons that let us make a decision and actually use our resources (specifically mana in single target scenarios).
You like the current class and don't want to do anything more with it? Cool. I am not asking for anything to change about how it builds and holds hate. All we want are skills that currently do little - nothing (or actively hurt you such as awareness) to be replaced with options for resource consumption and management.
^ This guy knows. Current war has a dps combo and resistance debuff to play with as their option. We just want an option consisting of 2-4 buttons that uses our flavor (holy magic instead of warriors damage). Not to mention war gets rage to play with. A whole extra resource to manage and use interestingly.
Take out awareness and give us back divine veil, replace tempered will with aegis boon (make it negate knockback), and give us a trait in place of enhanced awarnees that makes cure act like holly succor with meaningful potency and BOOM. We are satisfied and your game play is unchanged if you so wish it.


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