I know it's probably been said buuuuuuuuut
Paladins getting something better than Flash and Circle of Scorn for AoE threat generation. The main issue is in a situation where you have a Paladin in a dungeon or two Paladins in a Raid, if one is asked to offtank for adds or in a dungeon just AoE pulling etc, the amount of effort expended vs. the reward gained is acutely different. You will work three times as hard for almost no actual guarantee of maintaining threat on those adds. I'm not for homogenization to the degree that Paladin and Warrior are irrelevant as different classes but Paladin simply lacks a lot of tools that tanking classes in other games, and even this one, simply just have in abundance. Hell, if they somehow added magic damage to Flash as a Paladin passive that would go a long way. Though a cone attack like they had in 1.0 would be even better.
On top of that Sword Oath should either be scrapped entirely or reworked absolutely. Adding 50 fire damage to auto attacks is just ridiculous. Compared to a Warrior's ability to simply take off Defiance and do, while not equivalent to a Dragoon or even a Monk, pretty respectable damage. This is mostly for solo play and questing, etc. I've no illusions to Paladins queuing as DPS or anything like that, but there's no reason that Paladin's should be "the class that takes 5 minutes to kill things out in the field". Even Conjurers have Cleric Stance as an example of a tool to speed up their solo play. Sword Oath simply just doesn't stack up to the obvious benefits of Cleric Stance or simply switching Defiance off (nevermind the 5 stacks of crit buffs).
With Dragoon, my arguably favorite class, I really appreciate the changes made to the class thus far. The only things I could really say I would like to see added might be some way to help the class stack up to Monks in regards to Greased Lightning. I don't think adding a similar mechanic to the class would be a good idea, myself, though I wouldn't mind some kind of debuff to a boss applied by jumping-based attacks so as you jump attack it, it takes more damage up to a lovely amount such as 3 stacks or some such.Â
With regards to jumping, though, the reduction of animation lock is good though it could be better. Completely removing it would be the best bet though, realistically, I would say that the best way to solve that problem would be an invulnerability granted for the duration of the animation, only a second or two tops depending on the animation so that while elusive jumping away from a boss AoE you don't have to factor in Korean levels of finger reflexives to actually use the ability in the way it's meant to be used, i.e. avoiding damage. The CD is also way too long on that one. 30-45 seconds would be preferable. One minute at most.
Also the long CD on Dragonfire Dive is far too long for the small amount of damage the ability does. Either the damage needs to go up to account for such a long cool down or the cool down needs to come down so it's more in line with Spineshatter Dive.
Lastly how about some silly fluffery? Falling damage reduction =P They do jump hundreds of meters into the air and land without any damage taken; It seems to make sense that a 30 meter drop shouldn't even phase them!Â
That's all my rambling for now and I didn't even include crafting/gathering classes yet lol
Paladins getting something better than Flash and Circle of Scorn for AoE threat generation. The main issue is in a situation where you have a Paladin in a dungeon or two Paladins in a Raid, if one is asked to offtank for adds or in a dungeon just AoE pulling etc, the amount of effort expended vs. the reward gained is acutely different. You will work three times as hard for almost no actual guarantee of maintaining threat on those adds. I'm not for homogenization to the degree that Paladin and Warrior are irrelevant as different classes but Paladin simply lacks a lot of tools that tanking classes in other games, and even this one, simply just have in abundance. Hell, if they somehow added magic damage to Flash as a Paladin passive that would go a long way. Though a cone attack like they had in 1.0 would be even better.
On top of that Sword Oath should either be scrapped entirely or reworked absolutely. Adding 50 fire damage to auto attacks is just ridiculous. Compared to a Warrior's ability to simply take off Defiance and do, while not equivalent to a Dragoon or even a Monk, pretty respectable damage. This is mostly for solo play and questing, etc. I've no illusions to Paladins queuing as DPS or anything like that, but there's no reason that Paladin's should be "the class that takes 5 minutes to kill things out in the field". Even Conjurers have Cleric Stance as an example of a tool to speed up their solo play. Sword Oath simply just doesn't stack up to the obvious benefits of Cleric Stance or simply switching Defiance off (nevermind the 5 stacks of crit buffs).
With Dragoon, my arguably favorite class, I really appreciate the changes made to the class thus far. The only things I could really say I would like to see added might be some way to help the class stack up to Monks in regards to Greased Lightning. I don't think adding a similar mechanic to the class would be a good idea, myself, though I wouldn't mind some kind of debuff to a boss applied by jumping-based attacks so as you jump attack it, it takes more damage up to a lovely amount such as 3 stacks or some such.Â
With regards to jumping, though, the reduction of animation lock is good though it could be better. Completely removing it would be the best bet though, realistically, I would say that the best way to solve that problem would be an invulnerability granted for the duration of the animation, only a second or two tops depending on the animation so that while elusive jumping away from a boss AoE you don't have to factor in Korean levels of finger reflexives to actually use the ability in the way it's meant to be used, i.e. avoiding damage. The CD is also way too long on that one. 30-45 seconds would be preferable. One minute at most.
Also the long CD on Dragonfire Dive is far too long for the small amount of damage the ability does. Either the damage needs to go up to account for such a long cool down or the cool down needs to come down so it's more in line with Spineshatter Dive.
Lastly how about some silly fluffery? Falling damage reduction =P They do jump hundreds of meters into the air and land without any damage taken; It seems to make sense that a 30 meter drop shouldn't even phase them!Â
That's all my rambling for now and I didn't even include crafting/gathering classes yet lol