Gunter Eberhardt
Dalayan Beginner
Devs,
First I must congratulate you on making Everquest fun to play again. My Winter's Roar experience has been a very positive one indeed. You seem to really listen to feedback from players, so I have just a few ideas for hybrids in general, but specifically for Paladins. I will refer to Paladin's nominally, but apply my suggestions to all hybrid classes.
With that said, I feel it is important to state that when I play my Paladin I feel like a hybrid and not a Paladin. I feel like a warrior with healing spells. I understand game balancing issues, I am a product of 4 years of live. My suggestion is not to make Paladins stronger, but to make Paladins feel more like a single class than an amalgamation of 2 classes. I feel that by adding just a few simple things the Paladin (and by extension all hybrids) could become a lot more interesting class to play. I understand that balancing becomes increasingly difficult when more and more high end game content is added, but I firmly believe a little flavor is just what hybrid classes need. I will start with just one idea and see the response I get from it before I make too handsome of a list.
1. Paladin Weaponry
I believe that the Ranger class, with its bow affinity, provides a strong character backing when one plays that particular class. This same concept could be applied to a Paladin, specifically with a "Holy" (or Unholy in case of the Shadow Knight) catergory applied to specific weapons. By integrating Holy weapons into the game (I suggest putting them at high end camps requiring 50+ level groups, but not quite the raid level required by the current Paladin epic) Paladins could take on a more Dungeon & Dragonesque role in Winter's Roar. Simply opening up a 3rd Edition Dungeon Masters Guide and looking at page 188 would give you all of the materials necassary to integrate the Holy Weapon into Winter's Roar, while balancing the Paladin against the other classes. Equipping a Holy Sword in 3rd Edition makes a Paladin truly a Paldin and adds tremedous depth to the character. The dispellment of magic (as a right click effect on Holy Weapons), large plusses to saves, and "Holy" damage to evilly aligned creatures would be interesting elements to Winter's Roar, and the Paladin could become more of a pivotal part of a group. The Paladin stun line simply does not provide us with the niche required to be desirable as a player class. Also, iconically speaking, the Holy Sword has always been the heart of the Paladin class. A Paladin without a Holy Sword is like Zorro without a cape, the Lone Ranger without a mask, or Raul Duke without drugs; it just isn't right.
I believe the element of the Holy Sword in the game would make the Paladin a much niftier class to play. I know that AA points can add some of these effects to a Paladin, but these things I am suggesting are integral parts of the core class. Paladin's use Holy Weapons and Smite Evil, this is what they do. Making them earn AA points to do these things is like making Wizards get AA's to cast spells. The Paladin is a class, and though I understand on a coding level the necessity of looking at the class as simply a combination of two, in game they should feel like a real and seperate class.
I am interested in hearing what other people think about this topic. I'd like to see alot of responses, even if it is just people telling me I am an idiot.
Gunter Eberhardt the Angry Paladin
(Just grumpy in general, not upset with anything WR related!)
First I must congratulate you on making Everquest fun to play again. My Winter's Roar experience has been a very positive one indeed. You seem to really listen to feedback from players, so I have just a few ideas for hybrids in general, but specifically for Paladins. I will refer to Paladin's nominally, but apply my suggestions to all hybrid classes.
With that said, I feel it is important to state that when I play my Paladin I feel like a hybrid and not a Paladin. I feel like a warrior with healing spells. I understand game balancing issues, I am a product of 4 years of live. My suggestion is not to make Paladins stronger, but to make Paladins feel more like a single class than an amalgamation of 2 classes. I feel that by adding just a few simple things the Paladin (and by extension all hybrids) could become a lot more interesting class to play. I understand that balancing becomes increasingly difficult when more and more high end game content is added, but I firmly believe a little flavor is just what hybrid classes need. I will start with just one idea and see the response I get from it before I make too handsome of a list.
1. Paladin Weaponry
I believe that the Ranger class, with its bow affinity, provides a strong character backing when one plays that particular class. This same concept could be applied to a Paladin, specifically with a "Holy" (or Unholy in case of the Shadow Knight) catergory applied to specific weapons. By integrating Holy weapons into the game (I suggest putting them at high end camps requiring 50+ level groups, but not quite the raid level required by the current Paladin epic) Paladins could take on a more Dungeon & Dragonesque role in Winter's Roar. Simply opening up a 3rd Edition Dungeon Masters Guide and looking at page 188 would give you all of the materials necassary to integrate the Holy Weapon into Winter's Roar, while balancing the Paladin against the other classes. Equipping a Holy Sword in 3rd Edition makes a Paladin truly a Paldin and adds tremedous depth to the character. The dispellment of magic (as a right click effect on Holy Weapons), large plusses to saves, and "Holy" damage to evilly aligned creatures would be interesting elements to Winter's Roar, and the Paladin could become more of a pivotal part of a group. The Paladin stun line simply does not provide us with the niche required to be desirable as a player class. Also, iconically speaking, the Holy Sword has always been the heart of the Paladin class. A Paladin without a Holy Sword is like Zorro without a cape, the Lone Ranger without a mask, or Raul Duke without drugs; it just isn't right.
I believe the element of the Holy Sword in the game would make the Paladin a much niftier class to play. I know that AA points can add some of these effects to a Paladin, but these things I am suggesting are integral parts of the core class. Paladin's use Holy Weapons and Smite Evil, this is what they do. Making them earn AA points to do these things is like making Wizards get AA's to cast spells. The Paladin is a class, and though I understand on a coding level the necessity of looking at the class as simply a combination of two, in game they should feel like a real and seperate class.
I am interested in hearing what other people think about this topic. I'd like to see alot of responses, even if it is just people telling me I am an idiot.
Gunter Eberhardt the Angry Paladin
(Just grumpy in general, not upset with anything WR related!)