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Nerfing Paladians od


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So paladians od has no counter measure once it is activated. Ap, stun, emp, Titan. They dont do crap against paladians od. It needs to have, in my opinion, atleast 2 ways that it can be disabled from other players. I mean, its the only od out of all the tanks that cant be disabled. Wasps bomb can be dis. by mamouth, hunter, titan etc. Titans od can be disabled by bomb, stun, ap, hunter etc. I think that there should be ways to make paladians od usless, such as letting ap effect it. Or having u=hunters stun disable it.

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Actually, Crusader's overdrive is very useful against Paladin's OD as you can one-shot Paladins with it. But I definitely agree that Paladin's OD is way too strong now.

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Just now, artc said:

So paladians od has no counter measure once it is activated. Ap, stun, emp, Titan. They dont do crap against paladians od. It needs to have, in my opinion, atleast 2 ways that it can be disabled from other players. I mean, its the only od out of all the tanks that cant be disabled. Wasps bomb can be dis. by mamouth, hunter, titan etc. Titans od can be disabled by bomb, stun, ap, hunter etc. I think that there should be ways to make paladians od usless, such as letting ap effect it. Or having u=hunters stun disable it.

Instead of making new counters to stuff, I personally think they should just directly nerf Paladin's OD.

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37 minutes ago, master_howitzer said:

what about viking overdrive, nothing can beat viking overdrive

Many things can, like Stun for example.

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Paladin overdrive : here's the nerf, when activating the overdrive, -30% of current damage for the user of this od and for the allies which come with him

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17 minutes ago, Yveltal9 said:

Paladin overdrive : here's the nerf, when activating the overdrive, -30% of current damage for the user of this od and for the allies which come with him

A weird nerf, there is no OD who give you an external disadvantage like -30% of the damage.  Also what's my fault if a Paladin came around me while he have an activated OD to get that damage reduction?

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This needs nerfing so bad....it's just unstopable. Game was better without that hull. 

mobile healing, healing others,  AP...and it lasts so long guys have killed me 2 x on the same OD.....cmon.

it's just awful l in capture the flag or rugby..... Stop the AP  at least give us a chance to block it. . 

shaft was the only thing that can stop it. but the 15 second reload killed that. 

 

 

On 12/26/2021 at 7:39 AM, master_howitzer said:

what about viking overdrive, nothing can beat viking overdrive

It last like 5 seconds and you die so easy...I watch paladins roll thorugh like 10 players in things like rugby and capture the flag....

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Talking about other Overdrives and comparing them to Paladin isn't the best way. If you feel like any Overdrive is powerful and have ways to improve it (in the sense ways to nerf it without breaking game and hull's balance), feel free to share them in this I&S section. 

On the other hand, Paladin OD is indeed Overpowered, self-healing , status effect applied in a close range and itself is immune to all status effect and most importantly share all these effects with the allies in distance. 

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The Paladin as a full is fine. What is overpowered is it's Overdrive. The OD currently heals teammates and polarizes them, making the teammates around the hull to be immune to all status effects. In addition, it reduces critical damage from enemies by 90%, making any critical damage relying turrets more or less useless. It also deals Jammer and armour piercing to any enemies around the hull, making it a strong support hull. I have a few suggestions on how to slightly nerf it, without it making it too weak.

  1. Making the area around the hull available for tagging enemies a bit smaller. The range of jamming and piercing the opponent's armour will be reduced.
  2. Instead of reducing critical damage, all enemies within a small range shall receive the 'decharged' status effect, which removes the ability to deal critical damage. This makes critical relying turrets useless when they are up close. Works well against freeze.
  3. To compensate the big nerf of the range around the hull to tag the enemy and the critical damage reducing nerf, I suggest to increase the healing amount of teammates by 50 ticks. 

The nerfs and small buff above will hopefully give the hull a more supportive OD, rather than an attacking OD. 

What do you think? Comments will be appreciated ^^

 

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On 12/25/2021 at 5:04 PM, Spy said:

Actually, Crusader's overdrive is very useful against Paladin's OD as you can one-shot Paladins with it. But I definitely agree that Paladin's OD is way too strong now.

I mean I watched a paladian survive against  an almost direct hit from wasps bomb, so I dont see how crusader is better then that.

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Kinda unrelated to the topic, but I think Mammoth like Paladin should have passive healing. Mammoth is only good for defense, while the other Hulls can be used for offense, midfield, and defense. 
 

Edit: With this change. Mammoth like, Paladin will have passive heal, but loses its instant heal ability.

While Paladin passive heals itself and allies, while giving Immunity, and reducing critical damage, Mammoth would passive heal itself, increase movement speed, give itself Immunity, and would be immune to mines. Sounds like a reasonable balance to me.

As the slowest and heaviest Hull, with melee OD range, you are such an obvious and huge target. The OD doesn’t last too long and it makes Mammoth just a Hull where you sit in a corner and wait for someone to approach you. The immunity to mines is quite useless in most cases as you would probably never reach enemy bases with a full minefield from Sabotuers or Miners. A passive heal would definitely help.

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14 minutes ago, yellowghetto said:

Kinda unrelated to the topic, but I think Mammoth like Paladin should have passive healing. Mammoth is only good for defense, while the other Hulls can be used for offense, midfield, and defense. 
 

Edit: With this change. Mammoth like, Paladin will have passive heal, but loses its instant heal ability.

While Paladin passive heals itself and allies, while giving Immunity, and reducing critical damage, Mammoth would passive heal itself, increase movement speed, give itself Immunity, and would be immune to mines. Sounds like a reasonable balance to me.

As the slowest and heaviest Hull, with melee OD range, you are such an obvious and huge target. The OD doesn’t last too long and it makes Mammoth just a Hull where you sit in a corner and wait for someone to approach you. The immunity to mines is quite useless in most cases as you would probably never reach enemy bases with a full minefield from Sabotuers or Miners. A passive heal would definitely help.

This is a great idea, I also had a similar thought though I didn't bother to make a topic about it - also because I am doing OK with Mammoth since its recent buffs.

I think however your idea won't be considered here, would need to make a new topic.
 

On 12/28/2021 at 1:21 PM, Spy said:

Status updated.

Paladin's OD will receive a counterplay in one of the next updates.


Nice. I just hope that this will be a proper balance change, and not the typical "nerf to the ground" to the point that no-one can use it.

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On 12/28/2021 at 2:21 PM, Spy said:

Status updated.

Paladin's OD will receive a counterplay in one of the next updates.

Thanks God :D !

Hopefully it will be a reasonable nerf, not too much, not too little and worst of all, I hope a counterplay doesn´t mean a ´´paladin immunity module sort of thing´´ that you´d have to get from ultra containers :/

 

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On 12/27/2021 at 1:54 AM, Incorp said:

Making the area around the hull available for tagging enemies a bit smaller. The range of jamming and piercing the opponent's armour will be reduced.

If it's supposed to be a "support hull" why does it have AP at all?

They should just remove the AP effect and see how it goes from there.

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7 minutes ago, wolverine848 said:

If it's supposed to be a "support hull" why does it have AP at all?

They should just remove the AP effect and see how it goes from there.

It´s funny because paladin right now  is essentialy a titan + ares + hornet + dictator + jammer effect  all at same time, with od lasting 20s and decent reload speed xD.

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1 minute ago, frederik123456 said:

It´s funny because paladin right now  is essentialy a titan + ares + hornet + dictator + jammer effect  all at same time, with od lasting 20s and decent reload speed xD.

And extremely mobile - unlike Titan and it's stationary dome.

The noobs that keep defending it "as-is" are so transparent it's funny.  Their proposed counters - Gauss or Striker - neither of which can kill it with even 2 shots if RKs are taken into account.  I suppose in their world the Paladin just sits there waiting to die... instead of quickly capping and moving on.  Or wiping out a team in base with Tesla or Freeze...

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56 minutes ago, wolverine848 said:

If it's supposed to be a "support hull" why does it have AP at all?

To let you and your allies kill the enemies near you easier, of course. ?

 

41 minutes ago, wolverine848 said:

Their proposed counters - Gauss or Striker - neither of which can kill it with even 2 shots if RKs are taken into account. 

The counter to Paladin on OD is high burst normal damage, which comes from Shaft, Striker's salvo or Viking's Overdrive. I have seen a number of Paladins get  wiped out by Striker salvos. It gets harder when you bring in meta drones but a counter is there in some form. Obviously, that form isn't enough and there needs to be more. 

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11 minutes ago, TheCongoSpider said:

To let you and your allies kill the enemies near you easier, of course. ?

 

The counter to Paladin on OD is high burst normal damage, which comes from Shaft, Striker's salvo or Viking's Overdrive. I have seen a number of Paladins get  wiped out by Striker salvos. It gets harder when you bring in meta drones but a counter is there in some form. Obviously, that form isn't enough and there needs to be more. 

IF you can get a salvo lock.  It's not like they wait for it.  with cover and any other tank getting in the way easier said than done.

Removing the unnecessary AP from the OD might go a long way toward balancing.  Giving it AP is like allowing Vampire Isida to retain full team-healing abilities.  It just doesn't fit.

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On 12/26/2021 at 8:32 AM, Spy said:

Many things can, like Stun for example.

The overdrive can remain overpowered. Just reduce the overdrive recharge time and the overdrive activation time

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Now people are attacking immersively saying Paladin is OP but don't nerf it to the ground like Hopper. It's laughable amongst the general opinion turmoil they talk about what have not happened yet.   And honestly as you're being satisfied with its current state, I don't mind to nerf it to the ground or more, for you. I've never been interested in using such an OP things.

Also Hopper haven't get nerfed to the ground, rather than its users who call HUGE for every miniscule nerf. If we took the summation of every time they said HUGE nerf, I will imagine Hopper will not move 5 meters before it fall and breakdown

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