06-22-2004, 08:11 PM
I'm working on my third Paladin of the beta. He's level 5 (just started after the new download) and game play is the same. Unfortunately, they moved the might seal to an aura (along with others as well). This makes multi-paladin teams easier to manage, but a solo Paladin gets less benefit from his skills (can't buff his attack damage because it's an aura now).
The difference between Paladin play before and after the patch is tankability. Without as much defense, the Pally takes more damage, and as you mentioned, he can't take 3 mobs like he did before. It's a nerf, plain and simple. It's a nerf of the solo-paladin more than anything. I'm interested to see how he fares later in life.
I'm wondering if the Paladin was indeed overpowered before, and if this nerf was justified. For party play, sure, the Paladin is still useful, but for a guy who solos, like I do, it's not as easy as it was. Not to say that it was really easy before, but it sure isn't easy now.
The difference between Paladin play before and after the patch is tankability. Without as much defense, the Pally takes more damage, and as you mentioned, he can't take 3 mobs like he did before. It's a nerf, plain and simple. It's a nerf of the solo-paladin more than anything. I'm interested to see how he fares later in life.
I'm wondering if the Paladin was indeed overpowered before, and if this nerf was justified. For party play, sure, the Paladin is still useful, but for a guy who solos, like I do, it's not as easy as it was. Not to say that it was really easy before, but it sure isn't easy now.
"Yay! We did it!"
"Who are you?"
"Um, uh... just ... a guy." *flee*
"Who are you?"
"Um, uh... just ... a guy." *flee*