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The first three abilities are good, for sure. Your suggestions about Divine Storm and Holy Light are something I've thought about for a while, and will likely implement them shortly.
I think you're underrating the other skills, though.
Spammable block which can double as a reflection tanking mechanic?
Stun which slows someone?
Judgment can be used for a ranged build with Seal of Insight, or normally used as a shuffle mechanic?
Hand of Freedom is a free action, 1 time per turn, 3 times per fight. It cleanses stuns, which has been insanely useful for me, as well as granting speed and move/stun immunity.
I think the remaining abilities are more than fine.
The camping abilities are pretty unique as well. I'm very happy with them. They have insane synergy with the class trinkets, and most of them are not found on any other class, modded vanilla.
Judgement I use because it moves me and can hit the back line, yeah.
Maybe I misread the block, I didn't see it having Riposte on it before, and it didn't look worth sacrificing my main three or the ranged attack for, but I'll look when I can play.
My real issue with the stun was honestly that it was one target. It'd be fine in some situations, but most of the time I want to stun multiple targets if I'm not just going to kill them (ala Plague doctor or Hellion). If it's a raw stun on one target, I want it to do other things as well (Ala Vestal); which again is where you could have the "light touched" buff I mentioned come in handy, making it do more if he's got the buff from basic attack.
... ?
It doesn't consume his turn. It cleanses stuns. It makes people immune to move/stun for a few turns. It buffs speed. It's quite good.
Reflection is a new mechanic with CoM. Whatever damage the enemy does to you, they receive X% of it back.
It's balanced. With a trinket, this ability amplifies damage taken by the enemy. It's fine.
Most classes have a few strong abilities people like to take, and pick others for situational assistance depending on the match-up, their own composition, etc. That's fine with me.
As in he spends his turn to use it. So you lose a turn. Think of it like WoW, something being on the GCD versus off of it. If it's off of it, you can use it and then attack, if it's not, you choose between attacking or using it. In this situation, it's on the GCD, I'm giving up my Paladin's turn to use it (Which means I Could lose built divine storm/healing stacks or not get them when I could have).
Ah, thanks!
Like I said, it's up to you in the end. Your mod, your choice; I just like utility that I have to work around (IE Hellion doing strong things but then losing damage). It's why I like your idea of the buff for healing/divine storm, it feels fun and interesting; It's just to me personally I'd spread it out more so more skills are amped, but you and I might just value things differently.
I personally see speed as almost useless, since most fights based around speed will have mechanics that make speed not matter (The Brigand Pounder fight, for example; even with 0 speed I still have my heroes go before the one who fires the cannons, every time). I get it helps here or there, but I often like going second, healing the damage and buffing, and then killing. BUT I also know that's just me, and I can't say that everyone should play how I play.
I tried that before. It just wasn't valuable in that form.
I have one more 13 hour shift of work tomorrow. After that, I'll check it out. If you're saying you can cast Hand of Freedom and then cast another spell (getting two actions In one turn on Paladin), I'll admit that makes it more useful. I just didn't know you could do that in Darkest Dungeon.
Yes, that's the case.
It sounds like you haven't played the mod much. Give it some time and experimentation, and I think you'll see more utility.
Sacred Shield feels not worth a slot either (It takes a turn unless you recently changed it, but even if it didn't, I don't see any use from it). I find myself using Crusader Strike/holy Light/Divine Storm no matter what, and then mostly hammer of justice (sometimes judgement, but rare honestly).
I've started getting more trinkets, Seal of Command is kind of absurdly good, I really think it needs to have atleast a slight drawback. 170% stun chance with a level 4 stun let me chain stun the Second Siren fight over and over. On the other hand, fairly hard to make use of that stun damage (unless it applies on hit? I don't really notice since stun deals so little most of the time) since the target has lower speed and ends up going after the Paladin and then being buffed to resist stun (...which only Paladin's current ridiculously high stun chance can really get through as far as I know). I think the idea of it stunning more is good, but you might make it have a different secondary effect (since it currently doesn't mix great with the speed lower stuff IMO) and/or have a drawback.
On the flip side, I can't really see myself using Seal of Insight. The idea seems to be to make him a more support character with it; but given it's half the healing of Vestal's heal before a few turns of buffing with non healing skills (and then having a short window to do it before they fall off), as well as him having less general flexibility as a support role, I find trouble convincing myself to use it. I think the general Idea you want is to make it so he can stun and then heal, but in medium/long dungeons of harder difficulty, I don't see myself going without healing often on my dedicated healer (unless the occultist got a big heal last round with no bleed, but...).
If you want him to be able to use trinkets to go into a support build, I'd really suggest making Holy light have some sort of other thing it provides. Neither of the other two characters have a heal that restores light or reduces stress, which is why I keep suggesting that.
My only real issue with the Paladin is how much I just use him like a straight up Crusader. I know he's not supposed to feel too different and shares a base skeleton with him, but I end up playing them both the same way. Deal damage or stun, and give light support when you can do so safely; they don't really do anything too different from one another; sure the Paladin is a little different stat wise and ramps up a little better at the cost of being a little bit weaker at the start, but I'm still playing him the same.
...That said, I genuinely like using Paladin more because the animations are great. The little light streak on Crusader Strike is fantastic and the skill feels nice.
Also, how deep does the game let you go with seals? I was thinking to myself it'd be cool if seals worked like they did in WoW where attacks procced effects.
Also also, nerf Cleanse to cost 3 time, please. It's currently directly better than Snuf box, from Grave robber, which only does Disease (not blight), but also cost more at 3.
The point of Seal of Insight isn't just to be a support character. It's also to be ranged damage. The trinket helps guarantee a ~50% crit rate (Depends on levels, Vengeance from camp, etc), and that procs healing buffs as mentioned above. Playing the Paladin like a Vestal is not optimal.
Cleanse nerf is fine. Makes sense.
Blocks are insanely good. I'm not changing Sacred Shield. It's balanced where it is. Making it not cost a turn would be brokenly OP. Compare to Shieldbreaker.
I can put a custom tooltip into Hand of Freedom. That's no worry.
If you're playing the Paladin and Crusader the same, that's on you. With the CoM trinkets, I don't even take attack skills. Hammer of Justice is my least picked skill on Paladin in general. I've heard different approaches from most of my subscribers.
If you prefer to play him as straight damage, I'd recommend checking out the new CC set. It's definitely intended for Divine Storm. I think it's definitely up your alley.