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VALKOR
01-22-2009, 03:14 AM
<p>While I really appreciate Aeralik jumping in a few times to answer questions, his statement in another thread that "<span >so from the viewpoint of fullfilling your role then nothing has been removed from any fighter" is disingenuous at best.  I will focus on the 3 single target tanks to keep the comparisons valid.  Paladins had the best hate ability of any single target tank, and while guardians still have permanent reduce hate for an ally and monks still have permanent transfer/siphon hate, paladins now have no permanent hate reduction, transfer, or siphon.  Our defining ability is gone while the 2 other tanks both keep their benefical hate mods for allies?  Then of course with a 1.6 per minute passive hate proc on a successful melee attack versus the monk hate proc going off 10 times per minute and the guardian generating hate just by being hit, Amends becomes a 20 second stop-gap measure that leaves the paladin with nothing for 40 seconds out of every minute.  Instead of giving us an edge in aggro so we have some claim to fame, Amends barely catches us up for a 1/3 of the fight.</span></p><p>So let's head over to test with a paladin, monk, swashbuckler, assassin, and warden.  All 5 have RoK raid gear and mythicals, which at least means they are in the same category.  On live, they can obviously group well without any hate issues due to transfers and steals.  First off is the monk tanking which goes pretty well - monk DPS is down but he holds hate well.  And as a paladin, I say about time!  All 3 single target tanks should be able to do their main job with the difference being guardians have best survivability and monks have best DPS.  And paladins?  Well, we used to have best aggro management as our unique advantage.  And now?  We have the worse hate of the 3 and nothing else to offer.  Survivability hasn't changed so guardian is ahead there, and the monk can outparse a paladin both in defensive and offensive, not to mention hybrid.  And frankly, I'm okay with all of that as long as the paladin has something unique to offer.  It was aggro and that has absolutely and inarguably been removed as there is simply no permanent hate ability left for paladins, which is a real slap in the face when it is still in the game and many other classes still enjoy it, including other tanks!  Why in the world don't we have a reduced version in line with the new philosophy if it can be made to work for both of the other single target tanks?</p><p>So what happens when it is the paladin's turn to perform his job of holding aggro and doing 1 DPS?  Despite my initially optimistic outlook from seeing the taunt changes, you guessed it: only the latter half as aggro bounces all over the place.  The assassin dies on a pull then the swashbuckler on the next one.  If we wait 40 seconds for amends to return, aggro is comparable to the monk's sustainable hate gain throughout the encounter.  And remember, this is after the scouts had practiced their new aggro abilities with the monk tanking and the monk not using his special snap aggros (i.e., no peel for monk and no holy ground for the paladin).  And just to add insult to injury, I had 3 pieces of T2 void shard armor equipped for the Ultra Enraging Presence, which the monk didn't even have!  It goes on like this until I finally log off disgusted.  Even with amends running and taunts going in defensive of course, the scouts are unable to do the same DPS they could do with the monk tanking.  Paladins now have worse hate and worse DPS with nothing to compensate or differentiate them.</p><p>What is being consistently overlooked as evinced by Aeralik's comment above and the changes themselves is the ancillary benefits Amends used to provide, forgetting for the moment that its replacement doesn't work as intended.</p><p>1) Power drain, stun/stifle, charm, etc. are all effects that make the tank only able to gain aggro from passive abilities.  While the monk is procing hate 10 times per minute on melee attacks and the guardian is doing it merely by being hit, the paladin has a 1.6 per minute proc on successful melee attacks which means amends has to be used just to catch-up, and did I mention that 40 seconds when it is unavailable?  Or that we are suppose to be doing heals, as well as CAs and Spells, in addition to taunts?</p><p>2) Amends allowed a scout/mage to do more DPS then if they had to hold back, which in turn made the paladin desirable.  It was a tangible benefit a paladin brought to a group but the changes have not accounted for it.  If I'm putting together a group and want a bit more DPS from the tank, I grab a monk.  If I need a bit more survivability, I grab a guardian.  Both should be able to do their job and since both can now hold aggro better than a paladin, we need an answer to the question: if I am putting together a group and want [insert missing ability] then I would get a paladin.  The answer should be if I need a bit more aggro control, but it very clearly isn't as test runs right now.</p><p>3) Paladins are, I believe, the only class without any temporary mitigation buff (as 4 others have) or a permanent mitigation buff (as SKs have).  Our equivalent is heals which must be cast in lieu of taunts, cost far more power for same benefit, are easily interrupted, etc.  Amends provided some breathing space to work those into your rotation, but currently all 3 single target tanks have roughly the same # of taunts, so while the paladin is busily healing to make up for the missing mitigation buff (assuming they haven't run out of power, been stifled/stunned, charmed, etc.), the other tanks are free to do something more useful, even if that is just auto-attack and generate some hate (or passively stand still and get hit to generate hate but maybe cheer a bit to remain an active participant).</p><p>Ideally in this brave new world, all 3 tanks will be able to hold aggro and then bring something unique to the table.  However, you have indeed taken aggro champion away from the paladin class but failed to offer anything new in its place.  This is an unsurprising consequence and was clearly in Aeralik's thoughts initially when he posted about Amends on the Paladin board, but he has since forgotten and nothing has been done to address it.  If we had Amends and a proc rate closer to the monk or guardian stand there proc, then I could see the argument that we had an edge and I'd work on test to make it happen.  Instead, Aeralik, you took away the defining ability of a paladin, and however well-intentioned, you have not given the paladin anything to replace it, and worse, have actually made paladins the least effective at managing aggro in groups.  I shudder to think what it will be like on a raid.</p><p>If paladins at least still had a slight edge managing aggro, you could point to that and say they are still aggro champions but it has been brought in line to be comparable to the advantages other tanks enjoy.  Instead, as has been amply explained on these boards by others, you've removed paladins passive hate transfer, given them a severly restricted hate proc that depends on their melee attack (we cast spells and heal, as well as do CAs and melee to keep ourselves not too far behind what the other tanks are doing), and then made Amends a 20 second spell that makes our aggro spiky, which is the deathknell of any good tank.  We want sustainable and consistent hate and that simply does not exist in the proposed revision on test.  Paladins should have an edge in aggro management through a permanent buff in line with what still exists in the game and so clearly does not contravene the new goals.  I look forward to your response and to the changes on test to address this, as well as the many other concerns the 5 other tank classes have raised about what this does to them.</p>

Windowlicker
01-22-2009, 10:02 AM
<p><cite>VALKOR wrote:</cite></p><blockquote><p><span> Paladins had the best hate ability of any single target tank, </span></p></blockquote><p>Actually, Paladins had the best hate ability out of any single target and multi target tank.  They could hold hate better then any class in the game ever.  Mainly because Amends was super overpowered compared to 100% of all other fighter abilities in the game.</p><p>I'm all for giving the Paladin an even playing field, but I don't think any class should ever have an overpowered ability like that again.</p>

TheSpin
01-22-2009, 10:56 AM
<p>I think I just read today that more hate is being added to paladin heals.  I can understand that isn't the solution you want, but it is something.</p><p>I do understand where you're coming from with the paladin's falling behind, but I have seen some paladins with pretty amazing surviveability.  The only player that could beat my brigand consistantly in a series of duels was a paladin, and it was primarilyt because I just couldn't kill him in a reasonable amount of time.  Obviously this isn't exactly the same as surviveability in heroic content, but the fact that his avoidence was quite extreme leads me to believe that a paladin can indeed take the punishment required to be a great tank.</p><p>All that being said, I wouldn't be against a little loving for the class.  Paladins in other games often have fear immunity, really great group buffs, or other special abilities which make them stand out in their own area.  In DDO, the other game I have an active subscription to play, a paladin gets fear immunity, partial protection from fear for the rest of his group, a group wide bonus to armor, and a much better chance to resist spells than warriors.</p>

Brat
01-22-2009, 11:38 AM
<p>Survivability is still terrible. The only class without anti-spike abilities, without some miti-buffs. They indeed want to remove paladin from any raid.</p><p>I still cant understand, why Paladin end ability in TSO tree (Stone wall) = Berserker/Guardian/Sk ability in EoF(!) tree and their abilities have less recast time, Stone Wall = 90 second. Block/Gut Roar/Hateful Respite = 60 second.</p>

VALKOR
01-22-2009, 11:59 AM
<p>I certainly agree that the Amends transfer percentage was too close to the cap and so was overpowered.  I have no issue with it being brought into line, but since both Guardians and Monks retain permanent hate reduction and permanent hate transfer/siphon abilities respectively, there is no justification to remove it entirely from paladins since it is still in the game and still part of both single target tank makeups.</p><p>Thanks for the info on heals.  I'm not sure how other tank classes do with power, but paladins seem to run out of power faster than most tanks so it is diffcult to be exicted about needing power for both taunts and heals just to maintain baseline aggro.  I shouldn't have to spam heals when I have full health just to generate acceptable baseline hate, and of course, both depend on not being OOP, stun/stifle, charm, etc.  I would much rather see the duration of Amends extended, or frankly, have the permanent hate siphon returned at a suitable percentage to give paladins a single target aggro edge over guardians and monks.  I could understand not giving it to us if it were gone from all tanks, but both single target tanks still have permanent hate moderation or transfer/siphon.</p><p>The problem comes when you consider paladins in context of their new single target tank role.  If I have better survivability than a monk but less DPS and better DPS then a guardian but less survivability, it misses the point that I have less survivability than a guardian and less DPS than a monk.  As other posters have pointed out, why would you go with the second best if you want survivability or second best if you want DPS when you can have the best?  Rather than nerf either of the other classes, paladins simply need to have a slight aggro edge given to them so they have something to offer as well.</p><p>Guardian:  Survivability -> Aggro -> DPS</p><p>Paladin: Aggro -> Survivability -> DPS</p><p>Monk: DPS -> Aggro -> Survivability</p><p>That's one way to differentiate the 3 single target tanks, and while the advantages need to be slight so all 3 can fulfill the role, the numbers should reflect Heals per second required for a guardian as the best of the 3, Hate per second for a paladin the best of the 3, and Damage per second for a monk the best of the 3.</p><p>Lastly, I was glad to see that the monk could tank Crucible effectively and hold hate.  We should have the option to switch off so I can go offensive and DPS, but that wasn't possible before.  As such, I'm not actually against trying to fix the imbalance and in other posts tried to put together a reasonable argument for how hate could work.  Unfortunately, both the tanks have been given workable passive and consistent hate gain, whereas the paladin has been handed a spiky hate over time that leaves them helpless for 2/3rd of the fight since they don't have any more normal taunts then a guardian or a monk.  Clearly, if we are all casting the same number of taunts, but guardians and monks are being fed a constant stream of hate from procs from hitting and being hit, the paladin is going to be in trouble without something comparable.  The math dicatates it and that was unfortunately born out on test.</p>

theriatis
01-23-2009, 07:50 AM
<p>Hi,</p><p>there was a reason that the Paladin had Amends in the first place, to make up for all his lack in DPS, lack in Survivability, lack in Passive-Hate Gain, lack in... you name it.</p><p>If a Paladin is stunned or stiffled, then BOOOOM Caster/Scout dies. End of Story.</p><p>And: Even a Paladin which Amended a Caster/Scout had to do something, i often enough have drawn aggro from a Paladin which amended me because he thought that this was the "I WIN" Button... which is not.</p><p>To give a Paladin better Heals is, sorry to say, pathetic. He still generates no Hate while stunned/Stiffled and hissurvivability is not better. Other Tanks have more Mitigation or Avoidance, they don't even have to cast anything and can concentrate of getting Aggro where the Paladin has to heal himself, ward himself, get aggro, curse at the Devs when he's stunned or stiffled... as will i, when Amends is gone. My DPS will drop in half. Why Raid for better Gear, my Gear isgood enough to last the next 3 Expansions to draw aggro from anyone.</p><p>And, if i cannot do DPS, then whats my reason on a raid or group ?</p><p>Regards, theriatis,Wizard & Amends-Lover.</p>

Kordran
01-23-2009, 08:35 AM
<p><cite>TheSpin wrote:</cite></p><blockquote><p>Obviously this isn't exactly the same as surviveability in heroic content, but the fact that his avoidence was quite extreme leads me to believe that a paladin can indeed take the punishment required to be a great tank.</p></blockquote><p>Paladins get an avoidance buff in d-stance in GU51, but right now the Paladin gets high avoidance with gear, and it's not easy to balance out. Take a look at a random sampling of level 80 Paladins on EQ2Players and see how many have their unbuffed avoidance in the high 30s and 40s (I'd wager the vast majority of them). I'm just pointing this out because no one should get the idea that Paladins inherently have high avoidance; if you see one that does, he's busted his hump getting all the right gear and most likely spent a small fortune on adornments.</p>