Singularity
Active Member
- Joined
- Sep 22, 2013
- Messages
- 79
- Reaction score
- 36
This will only be in effect for PVP.
For those playing a Paladin, they would understand this.
When ever engaging in a (1 vs. 1) environment, the likelihood of a Paladin actually defeating their target solo, is unlikely.
Their hits are based on using their weapon, which has random probability to deal extremely high (luck) damage or extremely low damage (miss, block) in combination with low damage spells makes it pathetic.
While the other Vocations have somewhat of a “finishing” move Paladins do not have that luxury (Utito Tempo San, their coup de grâce has too many negatives and that large possibility to fail). It is all based on probability.
Freyja's proposal is as follows; for Paladin's to have a higher min damage either by:
For those playing a Paladin, they would understand this.
When ever engaging in a (1 vs. 1) environment, the likelihood of a Paladin actually defeating their target solo, is unlikely.
Their hits are based on using their weapon, which has random probability to deal extremely high (luck) damage or extremely low damage (miss, block) in combination with low damage spells makes it pathetic.
While the other Vocations have somewhat of a “finishing” move Paladins do not have that luxury (Utito Tempo San, their coup de grâce has too many negatives and that large possibility to fail). It is all based on probability.
Freyja's proposal is as follows; for Paladin's to have a higher min damage either by:
- ½ or ⅓ of their max damage
or - scale up their min damage to a cap (⅓) when moving x sqm from their target and decreasing when they get too far, thus staying at a “sweet spot” and fighting at a distance as they are designed to.
Last edited: