Paladin Aggro Thread

Nebi

Dalayan Pious Diety
Hello there and sorry for a terrible title post!

Unfortunately anytime someone makes a post about aggro issues with paladins the thread doesnt get looked at and nobody really responds. Maybe targeting one DEV will get more action. The other day in #goonsquid we were chatting up a storm about how terrible paladin aggro is before you get your runic 2. Unfortunately not every paladin has the access to this amazing spell.

For the most part paladin aggro is in line up to tier 10ish where DPS starts to go crazy and paladins start to find issues holding aggro. In many instances people will refuse to outright play a paladin or have in in a group because of these issues. What I propose is to let us have a hate modifier on all of our yaulp line of spells much like runic 2 and scale accordingly. The actual hate numbers I will leave up to your Dev-ness but please help out those in need (we who play paladins)

If you play with a paladin, refuse to play a paladin due to aggro issues, or actually play a paladin please help us out by helping the cause.

Thank you!
 
I think women are terrifying and can we remove the huge spell cooldown invoked by using your paladin hots because its not fun and I don't see why it exists.
 
yes trying to get aggro while you stop to heal yourself is bad. At least shadow knights when they heal themselves they build aggro. Also warriors and bloodlust lose nothing.

We're the only class that when we try to heal ourselves we lose out on gaining hate.
 
Add a portion of aggro generation back to paladin HoTs or add an increased aggro generation amount to their self heals (giving them unresistable 'aoe' aggro on everything they are on the hate list of already) based off potential hp healed instead of actual (actual hp healed would be unreliable with your rollercoaster hp bar) so that they are more worth casting in a raid setting.
 
Add a portion of aggro generation back to paladin HoTs or add an increased aggro generation amount to their self heals (giving them unresistable 'aoe' aggro on everything they are on the hate list of already) based off potential hp healed instead of actual (actual hp healed would be unreliable with your rollercoaster hp bar) so that they are more worth casting in a raid setting.

I think this was the best idea the last time this issue was brought up and it still is.
 
Add a portion of aggro generation back to paladin HoTs or add an increased aggro generation amount to their self heals (giving them unresistable 'aoe' aggro on everything they are on the hate list of already) based off potential hp healed instead of actual (actual hp healed would be unreliable with your rollercoaster hp bar) so that they are more worth casting in a raid setting.

I like this. I would help from low lvl to high tier all around.
 
Add a portion of aggro generation back to paladin HoTs or add an increased aggro generation amount to their self heals (giving them unresistable 'aoe' aggro on everything they are on the hate list of already) based off potential hp healed instead of actual (actual hp healed would be unreliable with your rollercoaster hp bar) so that they are more worth casting in a raid setting.

It is frankly embarassing that this hasn't happened yet.

When they took paladins in the backroom with no video camera, and proceeded to do unspeakable things to them with the nerf stick, a number of counter balances were brought up to help out the now physically and emotionally crippled class.

Flame of light was brought up a number of times as either an altenrative resist check aggro spell, or a way to increase the paladins dps. The return of self heal aggro was considered.

Basically to sum it up, here is a quick story. I was in DB chat the other day, and compared all three tanks. I said warriors by far have the best mitigation, and are currently the most dps. SK's are the best single target hate, with the second best mitigation, and probably the second best dps. Paladins have the worst mitigation, the worst dps, but have self heals and easy AoE aggro. I was immediably asked by two people "Then why would anyone play a paladin?" My best response was eventually when you have tomes, and gear, those self heals can be pretty cool duoing, and theres something to be said for easy aoe aggro. I feel like I lied about the second part though.
 
Zealous Might should last one tick longer and also be a buyable spell for one hundred and twenty two thousand platinum pieces or so (for donators only though). This would help paladins hold good aggro against lazy dps classes.
 
Flame of light was brought up a number of times as either an altenrative resist check aggro spell, or a way to increase the paladins dps. The return of self heal aggro was considered.
Flame of Light is actually an unresistable aggro spell now, just in case you missed that change. It didn't get much fanfare and I think it was considered a bandaid for a bullet wound but still.
 
Flame of Light is actually an unresistable aggro spell now, just in case you missed that change. It didn't get much fanfare and I think it was considered a bandaid for a bullet wound but still.

I did in fact miss that change, thank you for informing me!

I'lll have to demo it for awhile and see how effective it is before commenting on it further
 
Maybe targeting one DEV will get more action.

I'd rather remake the tanks in ways I wanted to nearly a year ago now instead of adding Yet Another Balance-Shifting Tank Bandage Fix but nobody wants that and I'm not interested otherwise so I leave this to someone else.
 
I'd rather remake the tanks in ways I wanted to nearly a year ago now instead of adding Yet Another Balance-Shifting Tank Bandage Fix but nobody wants that and I'm not interested otherwise so I leave this to someone else.

at this point you are our only hope. help us obi wan kenobi
 
I'd rather remake the tanks in ways I wanted to nearly a year ago now instead of adding Yet Another Balance-Shifting Tank Bandage Fix but nobody wants that and I'm not interested otherwise so I leave this to someone else.

Please, save us.

Paladins were nerfed hard, some of it meriteid, some of it went too far. SK's were improved. Warriors were greatly improved. I would argue paladins need the heal aggro back, and probably to have some more dps added. I would also say SK's need some more dps added. Just maybe change the dps bonus to having a shield equiped?
 
The foundation is rotten so let's add another room to the top floor and put a fresh coat of paint on everything to make it look nice for the guests.
 
We'll just be back here in 6 months for the next inevitable balance issue in the WAR-PAL-SHD trifecta. It doesn't matter what anyone adds, nothing will be "fixed."
 
Isn't that the whole point of MMOs though? They're continuously having more content added which causes an ebb and flow between various classes through itemization, abilities/spells, specific content mechanics, etc.
 
They're continuously having more content added which causes an ebb and flow between various classes through itemization, abilities/spells, specific content mechanics, etc.

Maybe if any of these things were the issue here.

The whole concept of what paladins and shadowknights do (shitty versions of cleric and necro spells) is and was not well constructed, either in general or in comparison to each other.
 
Maybe if any of these things were the issue here.

The whole concept of what paladins and shadowknights do (shitty versions of cleric and necro spells) is and was not well constructed, either in general or in comparison to each other.

I certainly agree with this, however we can strive to balance the broken model as best we can can't we? And of course, by we I mean largely you, since all we can do is provide half-baked ideas, and hope it inspires somethign within your greater developer mind.
 
We'll just be back here in 6 months for the next inevitable balance issue in the WAR-PAL-SHD trifecta. It doesn't matter what anyone adds, nothing will be "fixed."
Isn't this a little sensational? Shadowknights got a big bump (possibly too much of one) to make them more viable next to paladins, this was balanced against the old world metric as it was prior to players getting to experience a large chunk of high-end ikisith content. So with that in mind it's not exactly shocking that the state of paladins might now require some re-evaluation given the increased scope of what they are up against.
 
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