He’s not the only one mate.
i never said the heal wasnt very powerful, which it is, its a half heal every 15 seconds or so or a full if u empower it.
strikes do about 10k lvl 30 or around 1/14 of full health, said already, slam does about 15k, and of course we have the same health as a warrior, which is like 5% more than a scoundrel(just switch between a scoundrel and either tank at lvl 30 no armor and look at the difference, bosses are effected by crush damage which is why they hit tanks lighter) and we have no damage reduction because riley removed it in pvp.
ALL OF THIS is on the other thread
So lets add this into the discussion as I have yet to see it be addressed. After fighting you in BG as a Pally you def had the advantage over me whether I played scoundrel or mage. You could practically throw your hammer 1/3 - 1/4 of the map and for somebody doing that constantly to cap the enemy teams flag, and you hiding behind hitbox walls and running away when your low to heal vs a class stuck in combat that can only damage you so much before you run and heal whilst the dps is unable to heal rather just sit in the spot and wait for your return… Then just rinse and repeat get a couple hits and when you get low hammer throw out of distance. I have tried this against decent players as well so it does work and i’m not the best pvp pally.
lol u killed me everytime, i just made it painful
No, It was about a 1-3 ratio and it was also because I was playing a class that is yet again unbalanced. But back to the topic it was painful because you would run when you get low making it 20x harder to kill you.
I’m perfectly fine with a pally damage reduction buff as long as their dps gets nerfed.
Kamina correct me if I’m wrong here but,
I personally assume that similar to scoundrel, a paladin can seem OP because on arrival they can show up with full pips and go ham on somebody (just as a scoundrel has an ammo bar and a preloaded charged shot).
Once they (both) blow their load to duel somebody, they have recharge time to contend with and start to peter out while chasing and trying to build pips/charge shots/recharge ammo. The heals are nice but they aren’t doing damage if healing.
People drop fast in orbus PVP right now, and a class with some burst is very likely to take somebody down in an ‘in your face’ mashup at the center of the arena.
I personally think that other arena modes, larger teams, more meaningful objectives, a meta that isn’t ‘charge to the center’ will start to make a lot of these discussions seem moot because if anybody charges in to wreck somebody, the usually wind up just trading right after if there’s another player around, and I really hope for more nuance to be added to the game.
ur comparing paladin dps to scoundrel dps, scoundrels regen a shot that alone no crit will do about 1/10 of someones health every second, meaning no charging no cards they can kill in 10 seconds, and with a non empowered flame can take players down to under half in one shot, then spam the remaining 6 shots to confirm death, and thats without any ranks which will majorly increase damage
paladins fully charged will do about half to someone, then will need to wait for 10 seconds to do any damage, then can get someone to 1/3, then need to wait for more orbs, etc, ASSUMING NO DODGING. it is incredibly easy to dodge melee hits, because u know exactly where they will attack from, melee range. as soon as u see them teleport just move 5 feet and they cant hit u and u can slam into them. if u dont ignore a paladin they are incredibly easy to kill since a charged flame no crit no empower halves them and then spam can finish no rank. a charge piercing will also take us down to half, with poison it will take us down and the next charged pericing will be ready to follow up after the heal with weak points finishing us. mages 2 afflcitions lights out, and they are easy to hit since paladins have to get right in front with no room for missing.
Yeah if the damage is that low even at full pips, tbh it needs a buff since they’re reliant on charge, at least in the current meta of run in kill/die, run back. If fights lasted longer their heal/sustain would start to shine, but sadly they don’t.
I think the original nerf that killed damage reduction and pip gen from damage needs to be rethought. If there’s a balance there, the Paladin can become a useful class in PVP again without increasing burst damage.
You mean that thread? I scanned through it twice, I couldn’t find any numeric breakdown. If you’re saying that the paladin strike does 1/14th of full health though, that doesn’t seem right based on personal experience or what I’ve heard from others - at 14 pips per kill, assuming all strikes and no slams, paladins would never get any kills ever.
I took a quick look at some logs and at a glance it looks like the paladin is doing roughly 14k per pip per strike and on average player health is around 100k so that means about 7-8 pips per kill. It would be really great to have have more specific numbers though - people perceive things differently and are subject to bias
Sigh. Ok number crunch
+4 perfekt weapon
1 orb, no boost
9994 damage
1 orb Boosted
20815
2 orb retribution
9994+6796= 16790
3 orb Groundslam
14992
Edit: Recharge time for 2 orbs: about 5 seconds
Total possible burst damage: about 60 000, then about 30 000 per 5 sec, with all boosts. That’s still a 10 sec time to kill someone with 100 000 hp.
Getting that boost requiers quite some timing I might add. Grab as you teleport, hit just after charge.
You can’t boost grondslam.
The cooldown for the hammer raise is 5 sec
Sift and I sat down with stopwatches and timed it.
can’t say I agree the paladin’s heal is still a lot, but overall after they did a Nerf on them I haven’t had much of a problem killing them.
How did you time it? My stopwatch gave 4 orbs in about 15 sec. I’m not getting the 5 sec one.
Hammer raise and hit start, then hit stop once I see the ability become available. I’ve also asked a few different people to confirm these results and so far nobody outside this channel has come back with anything other than 5 seconds.
Hmm.
Yay did 20 in a row at 115 sec. So slightly more then five, but less then 6
Ya, thats a change from 8 seconds. So here we go again with more wrong numbers.
This discussion is becoming more annoying than productive if I had to be honest…