Atmas |
04-21-2020 11:29 AM |
Quote:
Originally Posted by Tarsonis
(Post 3114901)
I know this won't happen but here it is.
Lay Hands - instead of every a 72 minute timer make it cost 100% of the Paladins mana pool. As in 99.9% and under won't bring the button up, has to be 100%. Would make the class farm more interesting to play and much more versatile.
As a Paladin in a group, do they want to self buff/generate aggro with flash/ getto CC with root? Or do they know they'll need to use a LoH in that fight so they save their mana and dump the heal. Maybe even make the LoH as strong as a Complete Heal, as long as it completely drains the mana bar from 100%.
I hope I wrote that out well to be understood....
Might as well do the concept for Shadow Knight Harm Touch as well.
It would be far more interesting to play as knight classes.
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Many people have proposed custom ideas in the past and this is among the worst that I have ever read. It also hints of not having any significant knowledge of the game or this server.
First off knight classes already have a bunch of utility. People argue about if at certain points their exp penalty is worth it but no one is arguing they don't have versatility what with being able to root, heal, stun, lull, fear, lifetap, FD, undead nuke, snare etc.
Now back to this idea. The basic premise is trying to make a class determine if wants to play like how it was designed or just be a crappier version of a warrior with an infrequently usable heal mechanic that is horribly inefficient. A 57 paladin has a HoT heal that with the variance of ticks gets 3.5 mana per hpt efficiency. What is the average player's hpt total? How often would that be worth it? The short answer is almost never.
The best/worst thing about this idea was that it was made in a thread about nerfing soulfire, a classic item. This idea basically would make it so that 10 lvl 1 Paladins with enchanter buffs or bard song could heal an AoW fight indefinitely.
2/10 Troll
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