07-10-2003, 12:41 AM
Brista,Jul 10 2003, 11:52 AM Wrote:That's a bit unfair - it seems to me almost unarguable that there is a far great degree of tactical and strategic challenge than in 1.09No I'm referring purely to Paladin character development.
(Although I should know better than to claim any proposition is unarguable in this place ;) )
Are you referring to the lack of PvP?
In 1.09 you could easily mix and match any number of Paladin skills for a massive array of interesting and viable builds. Pick an attack, pick an Aura for support, maybe start investing in Holy Shield, pick a backup or supporting attack or Aura and so on. In 1.10, you more often wind up picking an attack and watching as all the other skill options unfold before your eyes (or suffer tricky or unworkable builds).
The problem lies in the apparent lack of planning behind implementing synergies on the Paladin. I came up with some notes along the lines of all those damn "wishlist" posts about the various changes players think should be made to their characters and after spending something like 4 hours thinking and refining how I think Paladin synergies should work I kept coming back to it each day after that that in realization that some idea I wrote in amounted to a game imbalancing blunder for some obscure reason.
The Paladin is hellishly harder that you'd think, but it is possible to generate a more effective system given proper thought in the planning stage. Comparing my list against what I see in 1.10 I'd say that two things are very apparent. 1.) That rules governing how Paladin Synergies should be implemented were concieved, but not quite followed to the letter and 2.) The current list of Paladin Synergies is roughly around two thirds complete.
Heed the Song of Battle and Unsheath the Blades of War