Just make holy fire/lightning proc on striking

Okay, so I don’t think the auradin is any more OP than a javazon or sorc, however, it seems that most people just don’t like the idea of a build that can run through some levels without having to click (as opposed to a javazon one shotting 300 cows with a single click, lol). So why not make the aura “tick” on striking?

To be very clear, the max attacks per second with zeal put us at 5.2, so you’d need to adjust the damage per tick, to keep the total DPS in line with its current state.

In my opinion, this completely solves the problem with the inherent passivity of the auradin build.

It honestly seems like such an obvious solution, I’m kind of amazed it hasn’t happen yet, or isn’t talked about more.

What do you guys think?

The balance issue isn’t with just the aura.
The balance issue is that the aura is free passive damage while the Paladin can use left click to Smite or Zeal or Charge, ect ect. It’s A LOT of damage stacking, especially in pvp.
What’s going on there with offensive auras + left click would be like if I had a Bowazon that could single target strike with Jab while simultaneously firing Multishot.

There is a lot of unhealthy power creep approaching in the v2.4 patch like this. Auras are just one aspect of what’s about to happen. Players need to see past their limited balance ideologies and very seriously consider the cause & effect of such power creep in the long haul, and if this is a trend they really want to see D2 go down.

Futhermore, I do not like the idea of faster attack speed procing damage from the aura. It is supposed to be an aura, not Enchant.

In my opinion they need to put the auras back to normal. These are skills that have long proven themselves to be toxic in both pvm and pvp. They do not need buffing or alterations.

The problem with holy fire is that Necro’s Fire Golem also has it.
And golems in general have slow attackspeed that it cannot be justified even with such high level of holy fire. It’s a bit tricky to adjust holyfire when there are literally three classes that can effectively utilize it : Paladin, Sorceress and Necro.

Much of the issue can be reduced if holy fire radius is greatly reduced. What’s stupid is that with such high damage proceeds throughout the map due to the vast radius.

Meh, in PVM it really isn’t. The javazon and sorc destroy the auradin in terms of damage output.

This is my primary concern. I don’t want auradins running through games and just decimating all of the players without having to attack at all.

But this is entirely solved by making the aura tick on striking. That way, the auradin is still subject to beat kited against ranged characters, and has to actually engage in a melee fight in order to damage melee characters.

I respect alot of your posts here, but one thing that really needs to change is the idea that power creep is the devil, and I see you talk about this (widely used but misunderstood) term constantly.

The most played and healthiest video games in world embrace the idea of power creep, and simply adjust the level of power every season. This is the correct way to keep a game fresh, exciting, widely played, and balanced.

Never making any changes because we’re petrified of power creep is a great way to essentially kill the game, and keep the 10 people playing it who have played LoD for the past 20 years.

Constantly adjusting the balance with patches is the best way to approach the situation, by far.

Auras are a dumb idea though, at least relating to damage. They require no participation from the player, create massive toxicity in PVP, and have the same effect on PVM.

Personally, I don’t really care if it’s “toxic” in PVM, but do with PVP. In PVM, you aren’t going to have monsters rage quite and never return because of the auto proccing, passive auras. But many players will do so when auradins constantly PK everyone, the way hammerdins currently do, but more effectively.

I wouldn’t have much of a problem with that, but it won’t happen.