sebbo wrote: ↑Thu 26 Jul 2018 11:11 AM
Pao wrote: ↑Thu 26 Jul 2018 7:42 AM
Pala needs cele to be viable.
Seriously, making a class custom won´t change everything. Customize pala -> nobody will run Armsmen -> Customize Armsmen -> Nobody will run Reaver -> Customize Reaver.
What about other classes then? What about Earthwizards? Wind-Theurgs? Nobody wants to group them for RvR, so what ya gonna do? Customize them as well? If there was no endupots for rvr, weaker tireless, or just weaker endupots for rvr-zones, you would already have a reason to group paladins.
If you start to customize specific classes just because no 8vs8 setgroup will group them, you open the pandora´s box, and will need to customize all other classes as well to re-balance everything.
Classic slippery slope argument.
Wizards and Theurgists both have viable spec lines, and I'd even argue that all three of the Theurgist lines are viable (Air is solid in small man play). The issue with the Paladin is the class as a whole isn't viable. It isn't wanted in 8v8, it isn't wanted in small man, and it isn't viable solo. The class has no value outside of endo chant. Once that is "taken away" via potions and RAs they serve absolutely no purpose.
I don't think adding celerity is the answer either. That is a heavy-handed Mythic style fix, and one they made during an attempt to homogenize the realms/classes because they couldn't handle balancing three unique realms. If the Paladin's power is going to be increased it needs to fall within the bounds of current class design. This means things like increasing base stats/weaponskill, increasing existing chant power/improving chant mechanics, and reviewing their RAs/lack of stoicism. They don't have to be altered to the point where they earn a spot in a cookie cutter 8-man setup, but they should at least feel like a class that can contribute outside of being a slam/endo bot.
Nerfing or removing end regen potions would force Paladins into groups, but it doesn't turn them into a good class-- just a necessary one.