Disclaimer: This post is dedicated to PvE and PvE balancing, not PvP
The Lowest of the Low
According to Berezaa’s Subclass Balancing Poll, Knight and Paladin are the two least-played classes; at 6% and 5% of players using them respectively. Combined, they make up 11% of the playerbase. Ideally, that’s how many player’s you’d want one subclass to have.
As far as I see it, this is because Knight and Paladin are both pretty weak and not incredibly fun to play.
Paladin’s Smite is pretty much the only thing going for it, since Rebuke has a long cooldown, and Prayer of Comfort is outright useless because of its low healing (but that’s a problem for another time). Now, Smite will most likely be changed into a hidden-perk basic attack buff from using Int. Because of this, Paladin will be down a move!
As for Knight, they only get 1 attack move: Shield Charge, which is a single-target move with only 300 power and a whopping 6-second cooldown, at max level. Inspire, which provides a buff to Defense, which effectively provides a flat-damage reduction of 15 attack (with high margins of error at low damage values). This means 10% less damage at 150 receiving damage, 5% less at 300, and so on. Taunt is taunt. Pretty much only useful in dungeon settings or with a team.
In this post, I will suggest a new Paladin move and two more Knight moves.
Paladin Move: Plume
Fight with the Earth’s light!
Raise your sword and draw out the light of the Earth to smite your enemies. The plume will sustain itself with your Mana for the duration of the attack; however, it’s power allows you to use Magic moves at no Mana cost at all!
Plume is an AoE summoning attack which summons an golden orb out of the ground to attack your enemies. After being drawn out, the Plume will begin shooting golden, rounded-off cylindrical projectiles which home in on enemies, at the cost of your Mana over time.
After being shot, the projectiles target the nearest enemy to themselves. That way, if an enemy the projectile is targeting dies, it will move on to the next enemy closest to it. Any projectile which travels out of the Plume’s range is instantly destroyed. Projectiles move at a player’s base walkspeed (not run).
While in effect, the Plume grants a status effect to the user which drains Mana over time. However, the effect also allows the user to use Magic moves at no cost of Mana. As you level up this move, it will get very strong at the cost of nearly all Mana. The only actual Mana cost is the initial cost, and the Plume will not despawn if the user runs out of Mana.
In PvP, the projectiles can be destroyed by players (only to PvP-enabled players; neutral players will not be able to destroy them). The Plume itself can also be destroyed in PvP; the Plume would have equal HP and Defense to that of the Paladin summoning it. Once destroyed, the status effect inflicted on the user immediately ends.
Below is the table for Plume as you level it up (cooldown is a constant 90s, initial Mana cost 100)
|Level||Power||Shots/Second||Duration||Radius||% Maximum Mana Drained Per Second|
And below this is the hidden perk table!
|30||Projectiles can pierce once||Projectiles move 50% faster**||N/A||Projectiles heal by 1% of damage dealt|
|70||N/A||Projectiles move 100% faster**||Projectiles create a 10-stud radius explosion on hit*||Projectiles heal by 3% of damage dealt|
|100||Projectiles can pierce twice||Projectiles move 200% faster**||Projectiles create a 10-stud radius explosion on hit*||N/A|
*70-Int projectiles only explode on final hit, while 100-int projectiles explode on all hits; on hits where the projectile explodes, the explosion replaces the hit so the projectile doesn’t hit twice.
**This would be 1.5x base walkspeed, 2x base walkspeed, and 3x base walkspeed respectively for projectile speed.
TL;DR: summon ball to kill enemies with ranged attacks, takes all ur mana
Knight Move: Shield Slam
Get the drop on your enemies!
Jump up and slam down! With this move, you’ll launch yourself into the air and smash into your enemies, shield-first, to deal heavy damage.
Shield Slam is a single-target focus attack with potential in both mobility and power. Simple in concept, this is a basic move which can be customized to your liking using the hidden stat perks. In order to deal damage, you must land on top of the enemy’s hitbox (assuming a cubic/rectangular hitbox). Leveling the move increases power and jump height. Shield slam is intended to be versatile such that, depending on your playstyle, you might not want to fully upgrade this move.
The user can move sideways (but not sprint) while in the air from using the skill.
Below is the level chart for Shield Slam. Jump multiplier determines the jump power, which is based off of your character’s base jump height.
|Level||Power||Jump Multiplier||Mana Cost||Cooldown|
And below this is the hidden perks section!
|30||Creates a 6-stud radius slam*||1.5x aiming speed in air||15% lower cooldown||1 second of immunity after landing a hit|
|70||Creates a 10-stud radius slam*||2x aiming speed in air||25% lower cooldown||2- second immunity after landing a hit|
|100||If the enemy survives, stuns for 2 seconds**||Landing hit no longer limited to the top of hitbox||Attack scales by Intelligence||25% increased defense while in air|
*Slam effect is akin to Ground Slam; deals 50% of Jump Slam’s power and will not hit the enemy hit by the primary slam.
**Stun does not hit enemies affected by the slam; only the enemy hit by the primary attack.
Knight Move: Flying Sword
The sword does the work for you!
Toss your sword and let it spin; it’ll come right back! You might want to defend yourself while it’s gone- that’s what shields are for!
Flying Sword is a damage-over-time focused ranged attack which leaves the user unable to attack while it is active. The attack begins by the user throwing their sword to a destination of their choosing; this can be anywhere in the attack’s maximum range. The sword will then stay there for a given time, spinning and dealing damage, or until the user calls it back. While the sword is out, the user will not be able to attack and will be forced to defend with their shield. If no shield is equipped, the user will be defenseless.
Normally, the sword can only be thrown to areas on the same depth/altitude/height of the player and can not be thrown upwards or downwards.
After being thrown, the sword will deal damage to all enemies in its path; after reaching the spot the user aimed for, it will then stay there for some time, repeatedly dealing damage several times per second to any enemies it collides with. If the user decides they want to attack on their own, the can call the sword back by using the ability again. The cooldown only starts once the sword returns.
Without the sword, the user will be forced to defend with their shield. They can aim their shield based on which direction their character is facing. If an attack hits the shield’s hitbox, it will deal less damage to the user; the damage reduction from this varies by level.
Below is the table for level bonuses.
|Level||Power per Second||DMG Reduced||Max Range||Max Duration||Cooldown*||Mana|
*Cooldown only begins once the sword is returned to the player.
And below this is the hidden perk section!
|30||1.5x damage when thrown or returning||1.5x return speed||1.2x max duration||20% increased shield damage reduction|
|70||2x damage when thrown or returning||2x return speed||1.35x max duration||50% increased shield damage reduction|
|100||1.5x sword size during attack*||Can be thrown up and down||Attack scales by Intelligence||20% damage reduction without shield**|
*Essentially increases AoE radius by 1.5x
**You still need to have a shield, but decreases damage of attacks even when not blocked.
Anyways, I’m hoping these attacks can bring more justice to Paladin and Knight and allow them to hold their own in Vesteria. Right now, they’re definitely the weakest Warriors, which in turn are the weakest class. Although Warriors’ health helps with this, DPS is the main deciding factor in all PvE battles. As for PvP, I’m really not sure how useful Shield Slam and Flying Sword would be although, Plume would be a destroyer in the Colosseum.
Both classes having to rely on their basic attack (which they do) is unacceptable; Paladins and Knights are severely overshadowed by all other classes, and are barely able to grind for loot or fight bosses without finding an area with no other players. Hopefully, implementing these skills would allow both classes to better find their place.