PLD is being pushed into a burst job as well, since they keep buffing the magic rotation and leaving the whole physical behind. I imagine with .3 changes they'll make it completely bursty and fit the 2mins window, and maybe get rid of FoF and goring completely.
I miss when SE had competition and a reason to give a hoot. I hope that the Riot MMO is at least decent man, I really do.
They probably will since I'm pretty sure they still think their forced 2 minute meta is the greatest thing ever, and current paladin just doesn't fit into that.
the job guide notes for paladin having two paragraphs' worth of explaining problems that exist on a pure fight design level (why are every boss' hitboxes the size of a small country if we're meant to believe that melees are supposed to do more damage than ranged jobs for their committing to being up-close? why does the boss keep leaving for minutes at a time the moment players actually have to move around?), before then turning around and saying that paladin, the one with the only interesting tank rotation left in the game, is the one to blame, is legitimately tilting in a way i don't think anything involving this game has been to me. this would be like saying black mage is the problem because it doesn't have a bahamut phase every two minutes--and, to be clear, there is not a single thing that was said in those two paragraphs that doesn't also apply to black mage, something good black mages will readily point out after last night.
i would actually rather paladin remain objectively awful. this is only kind of a joke. people already hate playing dark knight despite it being so strong, the absolute last thing this game needs is more rotations like dark knight's.
Look at it like this, the devs think their changes to make all dps automatically line up every 2 minutes with basically no uptime loss outside of the boss disappearing is the best thing since sliced bread. So obviously the job that doesn't fit that mold, paladin being one of the few sustained dps jobs, is obviously to blame and needs to be reworked to have a 2 minute burst.the job guide notes for paladin having two paragraphs' worth of explaining problems that exist on a pure fight design level (why are every boss' hitboxes the size of a small country if we're meant to believe that melees are supposed to do more damage than ranged jobs for their committing to being up-close? why does the boss keep leaving for minutes at a time the moment players actually have to move around?), before then turning around and saying that paladin, the one with the only interesting tank rotation left in the game, is the one to blame, is legitimately tilting in a way i don't think anything involving this game has been to me. this would be like saying black mage is the problem because it doesn't have a bahamut phase every two minutes--and, to be clear, there is not a single thing that was said in those two paragraphs that doesn't also apply to black mage, something good black mages will readily point out after last night.
i would actually rather paladin remain objectively awful. this is only kind of a joke. people already hate playing dark knight despite it being so strong, the absolute last thing this game needs is more rotations like dark knight's.
It can't be that they're just wrong and their changes in EW are just bad, everything that doesn't fit must simply be hammered down so every job gets to have the perfect dogwater gameplay experience.
Because if we ever see a meta where WAR is doing the same or more damage than GNB or DRK then the other two will be dropped entirely for the sheer utility that WAR brings to the table.Why? The only things it has going for it at this point are self-healing and Holmgang, both of which get slapped with the gimp stick by mechanics currently being employed in savages. That aside, damage is the name of the game. Not playing the jobs with the highest damage output is in effect actively choosing to hamper your team, whether you're able to clear like that or not. The lion's share of raiders are aware of this, and the decisions they make will be informed by this understanding. Keeping WAR and PLD behind DRK and GNB, especially by such a wide margin, is functionally the same as telling people not to play them.
And then we'll get into a further homogenization meta where very single Invul will have to be 240s CD and every Tank will have to have Nascent Flash/Bloodwhetting.
With the Paladin "rework" I'm hopeful it's not too bad... I mean it depends what sort of rework they go with my main issues Isn't really with the rotation itself, They could make changes to it that are actually good without making Paladin boring like the other tanks I'll just have to wait and see.
I hope they look into how blocks work with the current fight mechanics (Dot's stuns ect), removing stuff like shield bash ect, HG timer being super long, Instead of reworking what makes Paladin fun, But I feel like they will go down the path of streamlining the job too much because more people will play a simple job over something that takes more effort.
I'm Hoping we get good changes, but can't say I'm not worried.
I actually love PLD's rotation and current playstyle. My only requests are bigger numbers and Clemancy become an OGCD that costs 50 Oath. Rather than forcing PLD into the 2 minute burst window playstyle, I'd rather that style be nuked and every job play more personally instead.
I think this ruins the point of clemency being a rare situational use ability that can save runs, that is unique and useable for more casual content when you ain't got a healer ect.I actually love PLD's rotation and current playstyle. My only requests are bigger numbers and Clemancy become an OGCD that costs 50 Oath. Rather than forcing PLD into the 2 minute burst window playstyle, I'd rather that style be nuked and every job play more personally instead.
Also Why would you use clemency if you can just use holy shelltron or intervention get a stronger healing effect & mitigation. If both shared the same gauge.
It's a rare case of a Job having a second option outside a damage GCD, Sure you don't wanna have to use clemency but having it's always going to be nice, So I don't really agree with changing clemency.
Clemency is generally the one ability I'll defend that is considerd too "situational" on paladin.
Yeah I agree with Rithy, Clemency serves as a great back-up tool for when healers are down. I'd Rather they remove Cover, Passage and Veil to create something along the things you want.I actually love PLD's rotation and current playstyle. My only requests are bigger numbers and Clemancy become an OGCD that costs 50 Oath. Rather than forcing PLD into the 2 minute burst window playstyle, I'd rather that style be nuked and every job play more personally instead.
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