2012-04-09, 09:49 PM
I wish they would drop the static damage cap, and base it on cast times instead, for a fixed 10m/sec cap.
Hits once every 0.6 seconds? 6 mil damage cap.
Hits once every 0.125 seconds? 1.25mil damage cap.
Hits 5 times every 0.6 seconds? 1.2 mil damage cap.
And so on.
Then Blast and Sacrifice could do 1 really strong hit, like you'd expect a melee class to do, instead of this retarded "well it swings once but it hits 3 times!" pomegranate. And slower weapons wouldn't be permanently worse, cause they could do higher damage.
I'd also like if Paladins' animations depended on not just the player's element, but the mob's element. Ice vs. Ice weak? Big splashy hit. Fire vs. Fire immune? Your attack fizzles out.
Then there's room for mobs that can dynamically change elements, etc. without making Paladins useless in parties (since you can't exactly see if your damage is any good when a whole party's hitting at once)
Although it'd also help if the monsters used buffs over them, same as damage reflect, to tell you what was up.
Hits once every 0.6 seconds? 6 mil damage cap.
Hits once every 0.125 seconds? 1.25mil damage cap.
Hits 5 times every 0.6 seconds? 1.2 mil damage cap.
And so on.
Then Blast and Sacrifice could do 1 really strong hit, like you'd expect a melee class to do, instead of this retarded "well it swings once but it hits 3 times!" pomegranate. And slower weapons wouldn't be permanently worse, cause they could do higher damage.
I'd also like if Paladins' animations depended on not just the player's element, but the mob's element. Ice vs. Ice weak? Big splashy hit. Fire vs. Fire immune? Your attack fizzles out.
Then there's room for mobs that can dynamically change elements, etc. without making Paladins useless in parties (since you can't exactly see if your damage is any good when a whole party's hitting at once)
Although it'd also help if the monsters used buffs over them, same as damage reflect, to tell you what was up.

