Paladins are broken in PvP even with the damage reduction from players removed. They have an absurd amount of the following: health, defense, healing, damage (plus being able to empower their healing and damage), and mobility. Even with two people fighting a paladin they are able to heal from less than half health to full health in just a few seconds. Even if you are out playing the paladin and you jump behind them, they can just ground slam without even having to turn around. If you kill them while they are at the center flag then they can be back at the flag in about 5 seconds by throwing their hammer. They have too many tools at their disposal for them to be a balanced class in PvP. I would reduce their healing in PvP and reducing the speed at which they are able to teleport via throwing the hammer.
I agree. You really can’t change much without affecting PvE though. Decreasing paladin damage against players is probably the best solution. That way it won’t effect PvE.
There are a ton of busted stuff in pvp currently between classes… Could you imagine playing shaman or bard in the BG… Heck no. Runemages can chain some rediculous damage, and scoundrels can pump out insane burst damage. I was playing a hunter and switched to a pally cause the damage via a bow is laughable compared to other classes.
Personally I feel PVP needs some serious reworking for balancing I just have no idea how they will do it well.
I’m fine with paladins having the movement because of their hammer, Damage reduction and the strong healing but the damage they bring is insane, The ability to burst someones health 100-0 within a second is crazy for something that tanky.
Bards can be really nasty in BGs when played correctly. Not sure about shaman as I haven’t seen to many and really haven’t played the class.
#Give_Hammer_Teleport_an_Internal_Cooldown
Absolutely agree. Any changes should only affect Battle Grounds/PVP.
I absolutely agree here, but it’s the same for bard when its played correctly, they are OP
Well, when it’s played correctly, like all skills and playing adapted to pvp, a mage or ranger can wreck people in bgs too… also we met a scoundrel named Chezil oneshotting poor pve-ers , up to the point I tried to avoid fights, goin for the capture&run tactics if he was in the opposite group
In comparison I think the Paladin is OP even when average players play it, the bard might be, but I frankly don’t recall many yet playin the bgs with it.
I have quite the experience with Paladin PvP and I must say the damage is really insane, I feel it can easily be decreased a little without affecting the Paladins viability in PvP, a buff to rangers is also something I would consider as well as doing something about the burst damage of scoundrel which can one shot cloth characters and kill paladins extremely fast. I feel like one of the better balanced classes for PvP are mages although not being able to see the correct location of spell effects is annoying (getting hit by a spell that looks like is flying up high in the air and stuff).
dont forget that rangers cant even use their trap in pvp.
Just about every class is busted in PvP if used well. I don’t think selective nerfing because a particular class is more annoying to one person is needed. If the devs want to record the battles and replay them on their end to see stuff and then decide how powerful classes are in relation, that’s fine.
Source: pvp with Paladin, whoop butt against easier targets (read: newbies or not high-tier players), die SUPER fast against skilled mages or scoundrels, can do basically nothing against a skilled bard unless I seriously get the drop on them . Haven’t encountered a shaman yet.
Suggestion:
Paladin hammer should probably requires more charged orbs for a teleport the longer the toss.
Max one orb should get used per target and swing of a certain distance. Not just shove in the hammer and wiggle it around with 5 orbs fully boosted. It’s a bit under warrier dps from wound if you count the time for the orbs to charge, but it’s burst damage
A hefty damage increase should be added if all orbs are charged in pvp, making it a penalty for fully charged paladin.
The first two would be fine worldwide. Last is for pvp ONLY
I don’t think you’ve played kamina yet then. Nobody on any other class is as annoying. If he has charges then he can take you essentially take you to 3% health in 1 second. Not to mention also do that from range with a few more seconds. It’s completely ridiculous.
Overall as everyone said though any balancing done for pvp should only affect pvp.
Was fighting kamina in the overworld with my paladin, was a standstill with damage and heals balancing out untill his laghing circus arrived. Felt like fighting a healer in the old days of orbus, should have just hammerported away :-p
But yes, the burst damage in PVP is way to fast, and makes the number of orbs hard to control in PVE. Having one orb per swing would be nice! Would require a paladin to swing 5 times for the same damage as one wiggle now, should give you a chance to jump away.
isnt the gear in battlegrounds all the same for everyone? how is it that he can bring you down in a second but noone else can?
It takes little effort for a paladin. All they have to do leading up to the fight is charge up some orbs, and when the fight starts they teleport in and wiggle the hammer, immediately using all the available orbs. Not to mention that paladins can make their attacks stronger with their librams. All of that added together means intense burst damage that not many can survive unless they have a healer.
Basically, we have to:
- Catch you unawares. Otherwise most classes can just keep teleporting around and we have to use the Hammer of Retribution to actually hit you at range
- Have all our orbs up, which means increased damage against us if you catch us in the act of trying to get the drop on you
- Not die immediately from your teammate because we don’t have any orbs after that and won’t be able to get new ones (aside from maybe the first two after the 5-strike hit depending on our last cd) for several seconds while we get hammered.
Every class can get the drop on someone and murder them.
I’ve had the drop on Kamina many times and even with the first 10 fireballs hitting him he is able to out heal my damage, Unless I’m mistaken, in PvP it doesn’t matter how many orbs you have. Even if you don’t have them all filled you take 100% of the damage that players are able to deal out so charging you orbs gives you no disadvantage what so ever. Like I said in the original post, paladins are able to easily 1v2 by just healing every chance they get. “teleporting around” won’t really do anything since every other class can’t out run a paladin so jumping around the paladin in a circle would be the only solution, but as I said in the original post, Paladin’s are able to ground slam with the hammer and hit you even if they aren’t facing your direction. Not being able to get new orbs is not an excuse because almost every time you take damage you get orbs back. Meaning that even doing damage to a Paladin while they are close to you is a double edges sword (because of hammer wiggle). Not to mention the fact that Kamina almost never gets the drop on anyone. He rushes straight towards people and sometimes even rushes the enemy spawn, and he is still able to kill everyone with little to no help from his teammates.
NERF PALADINS ALREADY! Tank class btw…