that is unfortunate but it might be a good thing as well. i never thought spear jab needed to be fixed. it is fine the way it is with the knockdown effect.
let me explain.
pvp has evolved so far ahead after the pally nerf. the only real thing that made them dangerous was the excessive block rate.
any class can lock an opponent to death, it may be different for others as some require timing cooldowns and delaying attacks, but it is all possible. spear jab is one of those skills that has the ability to lock opponents so long as it's chained with a few other skills.
i see nothing wrong with that since all classes can do it. pallys do not have wide ranged attacks and their dps is quite low compared to the x spammers and classes that have multi-hitting skills. their skills also require close range distance between the player and the opponent to connect, which involves risk, more so than other classes.
this is where the imbalance (to me) comes in. if you have a knight class that is generally known to tank and take damage, especially in a pvp setting, whoes skills all require getting in front of the enemy, why are they not genuine tanks?
no one in end game would walk through a summoners x spam, let alone a pally. it's pretty much instant death.
the one thing i would ask is, how can we get a knight class to actually have the ability to tank again without excessive block rate, and how can we do it with the limited tools at our disposal?
increased defense and hp is the obvious answer.
Armor Mastery is currently broken, and has been for quite a while. at max level it increases armor by 30%. but the 30% is based on initial physical defense and not it's total value which results in fruitless investment in this skill. it should be plainly obvious that it should be reworked to be at total value. if fixed however, 30% of total value of pdef might be a bit excessive. consider 10-20%
Iron Skin at max level provides 430 physical defense. this value might be too low.
Dragon Scale is also broken as it only provides the base stat bonus similar to Armor Mastery. at max level it provides 35% boost to Mdef/Pdef. if fixed to be based on total value then reduce the mdef/pdef boost to 10-20%.
-_-roach Life at max level restores hp by 40% and increases mdef/pdef by 90% for 70 seconds with a cooldown of 120 seconds. again, the mdef/pdef bonus for the duration of the skill is based on base stats and not total value. if it fixed, consider a shorter duration for the mdef/pdef bonus but keep it at 90%. i would suggest 10-20 second duration.
u may wonder, why boost def when elements are factored in the equation? at end game with pos set, the major value of resistance on a 6* resistance card is taken by pdef. if fixed to proper values, a pally will have a much easier time stacking resistance than other classes as well as being able to reach higher amounts of resistance than other classes, which would be justifable. they are supposed to be tanks.
i attempted to deviate from giving exact numbers. these should be determined by the team. i based my ranges on maximum attainability of values with balance in mind specific to the role of the class and in the pvp environment. this would increase their sustainability in pvp compared to other classes, and rightfully so.
as for twins and weaving:
weaving and powerweaving should have increased cooldowns. these are escape abilities that ignore a multitude of effects.
traps by sentinels are triggered when stepped on (or if in close proximity). twins can weave through them and detonate them upon contact. traps are activated (the debuff part) solely by damage. this means they have to deal damage to the opponent in order to activate the debuff of the specific trap.
twins can weave through traps and incur no damage or status debuffs, which is in itself not entirely a bad idea (blizzard is also another skill that requires damage to be dealt for the debuff to activate, there are others as well). however, the cooldown for these skills is much too low. consider an increase of cooldown of 2-5 seconds for both skills.
*a couple of years ago the values of buffs were changed from base to total which affected all skills. this would have been an excellent update if some buff/debuff effects were slightly reduced and changed to avoid an overabundance of stat increases/decreases.
a major problem was skills were debuffing opponents to such a high degree, that it would render opponents kill-able in a one or a few hits. skills like acid arrow and detection were main culprits of this.
Edited by noxis, 06 May 2015 - 05:36 AM.