I agree they should bring Guard back. This time make it better by adding new actions that is available when guard is active? lower movement speed and attack power is a fair price for higher dmg mitigation.Be nice if they gave us guard back but slightly different.
Guard: hide behind your shield but lose the ability to attack or perform actions. % blocked varies with STR. Effect fades upon reuse. Recast :00.
This could be usefull for tanking multiple enemies or for enemies that hit extremely hard. You wouldn't use it in a general situation but it would make PLD feel more specialized in the art of the shield. Make us feel like we have more control over the damage we take. You can gain some emnity then hide behind your shield then when you feel emnity may shift you can drop shield and gain more emnity.
Better shield proc rate would be great as another option too.
Last edited by Andrien; 03-22-2012 at 10:56 AM.
I like the fact that jobs are getting looked at, but the gods help you if you touch Monk <.<
We are murdering machines and we are NOT to be trifled with.
Actually that is the ultimate fallacy of every game designer: Testing their own game. Of course they got a Q/A team, but the Q/A team is not the players, the Q/A team does not have the same expectations of the players, it doesn't have the same mentality of the players. Quite possibly the Q/A team sees the PLD as a better tank than the WAR, perhaps they can even see something in it that the community cannot, all in all they have an altered point of view because of their involvement.One thing I don't understand is the Q/A team used these new jobs for testing and went through new raid dungeons... so why couldn't they figure this out when they tried out PLD. Like JP side said and what I posted on my thread... it's fine the devs are making adjustments but what were their original plan behind how it was released? There must of been a reason why the jobs released this way after testing process Q/A team went through so instead of just listening to players feedbacks right away and saying we'll fix it! we kind of want to know, why it was released like this in the first place??
I mean i'm not saying anything about the job itself, I don't play anything other than my Dragoon and the White Mage i'm levelling up, but it's very possible that the official testing teams simply have a strange point of view and for them, somehow, this works.
I wouldn't worry too much about nerfing of certain classes. Most of these new jobs as is are only marginally better than the original classes. Nerfing them would render the jobs pointless. How it works is probably using the original class as a starting point, then taking away the flexibilty of having access to all other class skills. Then with the remaining skills altering them to support more unique and role oriented purposes. But as I see it now for Paladin, they are worse off a tank than the Gladiator. So I can pretty much do better tanking as Gladiator than the Paladin with non-darklight gear.
My suggestion to SE is to stop worrying about putting boundaries on jobs and classes that make them limited. Having the feeling of being important and overpowered is a good thing for player enjoyment. For example, BLM should be doing insane dmg which may seem OP. But when a mob comes a knockin, the blm should die easily. On the opposite spectrum, dmg should be sucky for Paladin, but ae enmity, Hp and def should be his forte. Warrior can be diversified by having him generate enmity through dmg and WS instead. Or perhaps having abilites to tear hate away and reassign hate or something like that.
How long have we asked the devs what exactly they were thinking? We have tried to figure out what they Q/A'd PLD to be and no one knows. So, in the end, they messed up, and for the 2nd time now, nerf'd the GLA class tree viability. Fortunately, they do have a good record for "fixing" the GLA class tree the next patch... The rollarcoaster continuesActually that is the ultimate fallacy of every game designer: Testing their own game. Of course they got a Q/A team, but the Q/A team is not the players, the Q/A team does not have the same expectations of the players, it doesn't have the same mentality of the players. Quite possibly the Q/A team sees the PLD as a better tank than the WAR, perhaps they can even see something in it that the community cannot, all in all they have an altered point of view because of their involvement.
I mean i'm not saying anything about the job itself, I don't play anything other than my Dragoon and the White Mage i'm levelling up, but it's very possible that the official testing teams simply have a strange point of view and for them, somehow, this works.
Only actions?
I think PLD need a better hp n defense or physical dmg resistance not only actions lol...
Works on shield and block rates and ofcoure the enmity ...
i hope the job get fixed soon and be useful.
Well- They might be moving PLD more towards Active Tanking rather than Passive Tanking, in that it has active abilities that mitigate damage and such, probably adding secondary effects to their existing abilities and tweaking them otherwise. Im curious!
Definately glad to hear this. I hope Block rate is something that is getting looked at big time, and in my opinion is the largest component holding paladin back from being the big time tank in endgame content. .7% chance to block on Ifrit is sad.
People should stop asking for Pld HP boosts, their concept from the Q&A was reduced HP for better mitigation (paraphrased) people are disappointed because only the lack of HP was delivered without the supposed + we were expecting. I hope Pld HP stays right where it is.
Because the way to balance a game is never nerf, always buff, until you reach the point where all jobs/classes are gods and mobs have to be similarly buffed to compete?
It's called 'stat inflation' and destroys a game's ability to challenge. Yes, being nerfed is annoying, but only those too blind to see the wider picture whine about it.
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