Quote Originally Posted by BloodRubyXII View Post
-Finally, as this is class balance related. Paladin is simply too strong and also another reason I've avoided queues on occasion. They aren't fun to play against, a team with a Paladin vs team without one can make so many more mistakes and have an extremely easy game. The other has to play mindgames and pull off crazy hard switches to make good ground, or wait for the PLD to make a mistake. CC is so short in this game that simply binding the PLD when he runs for a stun on healer is not frequently feasible. Giving a tank a ranged silence and allowing them to split damage in a game mode where the only way to do anything is to burst single targets (as pressure does absolutely nothing, hence why SMN is not nearly as strong as it should be as a dot job) is simply obscene.
I can clearly see why it is frustrating to fight good Covers.

Going by the idea that this form of PvP since 4.x will persist, how about swapping Cover for Intervention? Instead of soaking damage make it act in a way like Protect does on WHM or simply put, like the PvE counterpart works at 40-50 gauge cost.

That way PLD remains true to its lore to shield their allies in need and gets closer to WAR and DRK regarding the tank utilities (Thrill; TBN).

Sidenote: Yes I know I barely pvped until now but I can clearly see why people dislike fighting Paladin setups, so I felt like contributing with an idea.