Tuesday, April 14, 2009

Evildoers, beware

Finishing work on a new major remort paladin (general) skill for the next update; the skill is fully functional locally and so I'm just spending time on balancing the numbers.

Paladins have some interesting issues on the design board. My estimation of the class is that they are pretty strong in their warrior role; they have some very powerful pk tools and White Dragoons especially eat evil opponents alive. Dragoons are also no slouch when it comes to running.

However, paladins do lack some of the more exciting scaling factors beyond 100% that other classes enjoy, and I think they lack something in the "feel" department combatwise. They also suffer from a mild subclass imbalance (mild in comparison to some of the more severely deficient class tierings); while 4 of their 5 subclasses have fairly decent talents, Dragoons outstrip all of the others in practical functionality and power.

Addressing these issues can be tough when taking into account the fact that they're already fairly strong as a baseline class. The upcoming skill has been designed under the framework of this assessment, with several goals in mind:
- Add another tactical option to paladin combat; add another scaling option beyond 100%.
- Address the subclass imbalance.
- Do so in a satisfying way without overpowering a strong class.

The skill itself won't do all of this alone; it is, however, a first step in a series of future paladin improvements that will shoot for these goals. It will eventually compete with another new general paladin ability on the same prevention. Both of these are general paladin abilities, not subclass-specific; however, I need to implement them first because my plans for differentiating and polishing the paladin subclasses will be partly related to this pair of new abilities.

3 comments:

  1. Exciting!

    When flanking was introduced and rescue put on prevention as a consequence, you indicated that paladins would become great rescuers. Is one of these abilities related to rescue?

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  2. Hah, good memory and good deduction. =) This is correct; each subclass will be granted at least one "herald" effect, and each herald effect grants two benefits. One such benefit is related to the rescue skill.

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  3. I have been a paladin ever since I started 8-9 years agi and one thing I learned, paladins lack +hit. Granted crafting can help this situation. I would just like to throw out a comment on a spell or skill that would be able to grant a paladin with +hit. Is the overpowering at all in any way?

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