2008-08-14, 09:04 AM
Radius-86 Wrote:One thing that I have always wanted since beta though (and I think it's actually in the game now, since Pink Bean has it?) is neutral resist. This doesn't improve our class' damage (which is good cause that's not what is needed). What it does is it gives us training areas unique to Paladins (and Mages as well) and bars out the physical attackers... the exact opposite of what monsters that resist all elements do to Paladins and Mages. I also think this gives the two skills Inferno and Freezing Arrow (for the archer classes) more practical use as well.
Essentially this gives our class something that the other classes can't have. Which is good, because currently Heros have everything Paladins (and Dark Knights) have plus more (Heros have better overall damage than Paladins, their damage is not limited by Berserk and they don't attack as slow as Dark Knights). Hermits have everything Archers have and more (Hermits have better avoid and mobility). Mages suck. Give the Paladins, Archers, and Mages something back hm?
Mmm. I generally think that Paladins (after actually a lot of thinking) trains faster at Skelegons with a Bishop. Bishop do top, you rush +acb the complete pomegranate out of the bottom parts. Yeah, you might not be a "ong max dmg lolzsldldsk haahah"-hero, but not killing the monster in two ACBs have its advantages:
- Assuming you got rush 30, you're moving around the map wayyy faster than a hero. ACB, rush, ACB, rush... If you're in a corner with some Skelegons, just bump into them and rush them out.
But indeed, neutral resistant could be handy against some monsters. But strictly speaking I don't think it's any need to implement it.

