MasterED wrote:
Wade Schwendemann wrote: Did I miss what fury does somewhere?
I really hope the paladin legendary stacks with AoG. It is a choice to either guard someone else or buff your stats as a Paladin. Please, dont take that choice away. As a team game, I want to be able to guard as much as I can, and I am fine being a weaker damage dealer as a result.
If a different ability has to go to make this happen, I could live with it.
The dps of the avengers is out of line (only .5 less than Viper Fang and Welfors - which has no special powers). We can't adjust the DPS now because it was based on the +2 and no one caught it. Paladin's don't have to give up their neck slot to use their class legendary. I don't feel that the Legendary guard should stack with the AoG (Neck) item - a pally guarding 3 people is too OP. I can support changes to this just not adding more and 3 guards. The +5 saves just makes this beyond OP. +5 saves should be +5 dmg vs. Undead - more thematic.
Ed
As Guard is the ability most closely associated with Paladin in TD, and definitely the most useful of those on the weapon before this current iteration, I would say that it should stay.
I would also submit that guarding people solely in melee is not that OP, as there are several scenarios where it does nothing, even in melee fights. The Frost Giants and the Red Scrael are two recent examples. That doesn't include the range only fights where Guard is useless, or all the AoE that has been coming our way recently.
In order of usefulness I would rank the abilities
1. Saves
2. Guard
3. Lay on Hands
4. Sacrifice
5. Auto Kill Evil Outsiders
The Auto kill is baked in from the +2, and is probably why we shouldn't be designing tokens in separate years in the future.
Saves are great. If they need to be reduced to +2/+3, that would be fine. If they were to go away, I would go with +3 damage to all evil creatures, not just undead. Ranger favored enemy gets forgotten often, this would as well.
Guard should stack. I think I made my case for why it isn't OP in the first place, but even if it is, the decision whether to give up the neck slot for an additional guard should be made by the paladin player, not by the rules. A lot of Paladin players picked up the Amulet of Guarding after consternation about whether to use it or not. I don't think we should be making this 2017 UR token irrelevant at the higher levels. Some won't use it in the neck slot as is, but please don't take that choice away.
Lay on Hands was a nice surprise. Having the ability to contribute more as a healer is fun. Having additional healing for the party is fun. I like this quite a bit, though I don't know how we will track it easily.
Sacrifice is a nice to have. I would say I have seen it used once in the main dungeon, but it was on the 8 token run. Grind, Horde, Raid, that's a different story. I like the ability, and whether the intent of this power is to have it allow you to use it an additional time or to save 2 other players at once, I don't think it will come up, but I do like the different way of thinking.
The average damage is also not really changeable, but I would submit that average is less important than highest value, particularly at the legendary level of the game.