You heard me. There was flatly more HP to play around with on your average Warrior.
Yes, paladins had the extra defense, but Nael still hit hard regardless and more than once the Paladins would dip into the red where a warrior would be orange/yellow from a similar attack.
Paladin's higher defence and self curing meant less work for the White Mage, but their HP seemed much more volitle in terms of risk.
Your mileage may vary, as you were in the top 5% of all players, but I was playing with pick-up groups.
There is a timer to concern yourself with as well. And while I know to lower my DPS to compensate for lacking in hate management (on my end or his) it also means I'm doing less and we're using up more than the timer. Now, if we go ahead and make the timer all is well and good. But I like having a wide margin for error.
To put it bluntly, if I had to cut power surge to keep my hate from out pacing the tank, there's a problem. That was a problem I had with Warriors. I can't recall a time I had that problem with Paladins.
In trade, I have seen a Warrior survive situations where a Paladin died in similar circumstances. I attribute this mainly due to the larger HP pool, not due to better defensive measures.
Which there it is. It's a matter of preference. I do believe both camps underestimate one another during this argument, and my hopes for SE is that they've created battles that involve both jobs. We've 8 party slots and 8 jobs. No reason why not to think up ways each job can contribute in a unique way each fight. It only gets tough to juggle once we start adding more.
I don't think each classes base capabilities need to be radically changed to achieve this, so much as performance tweaking (upwards) to make each class feel strong enough in the given circumstance, while still feeling challenged. Which isn't hard if they keep with the multi-objective based gameplay they've trended so far.



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