PikachuPals
Member
- Joined
- Jun 6, 2020
- Messages
- 24
Paladin is in a weak place which we can all agree on. I'll start by going over what's good with the kit.
The nullify banner is very strong and is balanced in the way that it's immobile (has to be placed). Perhaps if there was any change to the way it works, would simply be allowing it to negate barricader damage as well, but otherwise, having another paladin place a regeneration banner works just as well.
Now what's potentially bad with paladin.
As you are required to place the banners down, some maps make it hard to do so (frostbite). Banners are immobile whilst most fights move across the map making the effect it has very weak overall.
Armour wise, I honestly believe it's mostly fine depending on what kind of support we want to make paladin. Are paladins supposed to be "holy", if so we could potentially give paladin damage reduction from wraiths and ghosts. Arrows and explosions however deal a lot of damage to paladins so perhaps some sort of blast / proj protection can be beneficial.
If paladin is reworked to a more defensive support / engage class, (sort of like juggernaut) then we'd have to be careful not to overtune the regeneration effect it receives otherwise it could become a pseudo juggernaut with it's banner.
How to make the banners give more impact?
There are several options:
The nullify banner is very strong and is balanced in the way that it's immobile (has to be placed). Perhaps if there was any change to the way it works, would simply be allowing it to negate barricader damage as well, but otherwise, having another paladin place a regeneration banner works just as well.
Now what's potentially bad with paladin.
As you are required to place the banners down, some maps make it hard to do so (frostbite). Banners are immobile whilst most fights move across the map making the effect it has very weak overall.
Armour wise, I honestly believe it's mostly fine depending on what kind of support we want to make paladin. Are paladins supposed to be "holy", if so we could potentially give paladin damage reduction from wraiths and ghosts. Arrows and explosions however deal a lot of damage to paladins so perhaps some sort of blast / proj protection can be beneficial.
If paladin is reworked to a more defensive support / engage class, (sort of like juggernaut) then we'd have to be careful not to overtune the regeneration effect it receives otherwise it could become a pseudo juggernaut with it's banner.
How to make the banners give more impact?
There are several options:
- Make regeneration / speed banners a toggle system. By right clicking either banner, it would become "enchanted" and the player itself becomes the beacon. This will allow the player to move with the team to provide the effects ensuring the effects of the banner are available to the team for longer. The banner can also appear on the hat of the player as an indicator for allies and enemies alike. (nullify banner exempt as moving nullify is too strong).
- Increase radius of banners. Not a big fan of this one but could work as a temporary measure.
- Increase the timer of the regeneration / speed II.
- When the player leaves the circle, they get regeneration / speed I for 6+ s.