On 11/25/2019 at 5:52 AM, Anume said:
Do you have some suggestions as to what would make them more interesting then, @Pali ? They should still keep their class-identity however.
I mean, a lot of classes can't really force a mess up, e.g. against a prot shield vs melee,. it's up to the opponent to mess up there.
I always thought paladins could use a few different playstyles, whereas the last time I played one no particular playstyle was super viable (especially not without being augmented by a select number of cabal choices) or with a supreme level of skill that could make even an underpowered combo good.
One thought of mine has always been that paladins could be an amazing bridge between clerics and crusaders (which to my mind, is what they've always been). So if you consider it that way, how can we make that workable? One answer has always been weapon selection... but the stock paladin skillset is designed to benefit most from two-handed weapons, especially polearms. Grafting more weapon choices onto the class isn't necessary going to fix the problem, but giving them more opportunities to explore pathing tied to their choices of weaponry could be interesting. For example:
Path #1: Path of Righteousness
- Standard paladin skillset, with added bonuses to two handed. Includes some sort of weapon empowerment ability, somewhere between bardic weapons and DK malforms/crusader blades. Loses dual wield but gets a bonus to two handed. Adds bonus proficiency (102%?) for mounted combat.
Path #2: Path of Salvation
- Leaning more toward the cleric side of things and emphasizes attrition-based combat with a single blade/hammer + shield. Perhaps a supplemental attack skill and defense skill (fourth attack, riposte, whatever) at the expense of losing dual wield and two handed.
Path #3: Path of Vengeance
- Leaning more toward a pure fighter, this path would be focused on a zealot, rage-like obsession with carving a path to the light - straight through the enemy. Emphasizes dual wielding, speedy attacking, strong openers and closers, with limited healing ability but massively increased damage output.
Divine Expertise
Path of Righteousness
Heroism effects: +HP, +Mana, +Charge %, +Two Handed %, +Critical Wrath chance (gives wrath X% chance to cause Age-esque decrease in skill/spell proficiency with every cast)
Goliath effect: No change to mount type, remains a goliath stallion. Gives paladin +armor and substantially higher charge damage over other paths
Path of Salvation
Heroism effects: +Hitgain, +Managain, +Cure Crit/New Heal spell %, +Shield Block%, +Critical heal chance (gives a cure crit X% chance to heal double and cure a random debuff)
Goliath effect: Converts goliath into a goliath elephant. Gives chance to avoid bash/bodyslam, gives resting level hitgain/managain even while standing
Path of Vengeance
Heroism effects: +Hitroll, +Damroll, +Wrath skill, +Wrath damage, +Critical flamestrike chance (gives flamestrike X% chance to cause opponent to pass out from smoke inhalation)
Goliath effect: Converts goliath into a goliath Gryffin. Gives paladin +flying affect while mounted and makes them immune to enfeeblement/drain while mounted, gives +movegain
Divine Mastery
Path of Righteousness
Apostolic Blade - Imbues a weapon with righteous power. Applies a standard set of bonuses (e.g. +hit/dam, +hitgain, +hp/mana, whatever), and a supplemental randomized bonus (shock, wrath, sharp, etc).
Path of Salvation
Lightmend - Imbues a fallen ally with renewed life, resurrecting the fallen and providing a substantial buff to the paladin. Has a significant cooldown for use and buff does not stack with every usage, lasts for a substantial period
Path of Vengeance
Righteous Hammer - Gives a minor dancing blade to the paladin as they imbue a hammer (mace only) with the power of the light. Has a significant cooldown (needs to be a strategic usage, not a constant buff) and has the chance to hammer bash (cause 1 round of lag), concuss (cause more frequent spell and ability fail), or do extra damage to opponent