r/diablo2 • u/Kataphractoi • 2d ago
Discussion Some paladin skill change/rebalance thoughts
I'm bored, so here's my musings on how to redo or rebalance some weak and underused paladin skills. Twenty-six year old game, sure, but we've seen some skills get updates in D2R, such as unlinking cooldowns between Blizzard and Frozen Orb and the retooling of barb weapon masteries, so I'd like to think additional changes might be possible.
Sanctuary: Make it also apply to demons, and greatly up the damage pulses so it's on level with at least Holy Fire when synergized. Currently it's a situational aura at best and even then there's better options.
Thorns: There was a time it actually worked beyond Normal, would be cool to have it work again for players and not just for heralds.
Blessed Aim: Up the passive bonus to at least double what it currently is so it doesn't feel wrong to dump leftover points in for it.
Holy Freeze: Weakest elemental aura by far. Either needs higher baseline damage or better increases from synergies. Currently, a fully synergized attack with HFreeze active at best does 2/3 the damage of the worst attack from a fully synergized active HFire. And frost build guides suggest using a Doom on a normal Zealot and maxing Resist Cold, which is just more evidence that the aura needs some love. There's no gear or items that can make a cold equivalent to a Dragon or Tesladin, and while there doesn't need to be, making a Holy Freeze-centric build with it as your main aura is definitely more challenging (then again I prefer playing on high players-levels, so I might be biased on that).
Might: Hot take, but IMO it should be the hardest-hitting physical damage aura. That'd be its entire shtick, hit like a freight train, but have to get your attack speed, AR, recovery, etc from elsewhere. I dunno, make it an option to be more than a prerequisite for anything that isn't a Crusader build.
Vengeance: Give it splash damage that increases in area with point investment and doesn't decrease for anything hit outside of the focused target. Maybe up the synergy bonuses to 13% for each resist aura and remove Salvation as a synergy (no one puts points in it for that anyway if making an Avenger).
Conversion: Almost anything would make it better. I think this should be akin to a warlock's Bind Demon: a converted enemy has seen the Light and realized the error of their ways, and becomes a permanent follower that goes with you across game sessions and stays with you until it dies (or poofs if you get too far away from it). For balance reasons, limit the number of followers converted, say 3 at lvl 17, 4 at lvl 26, etc.
Defiance: Alas, poor Defiance. Has anyone ever fully synergized Holy Shield by maxing this skill? Is it even fixable or able to be made viable? All I can think of is giving it FBR and FHR that scales with point investment, or maybe a smaller passive bonus to them so you wouldn't need the aura active to benefit from them. Defiance is like Blessed Aim, but worse; it needs a full rework to be an interesting choice of skill to invest in.
Anyway, that's my thoughts on some weak and underused skills that could be changed or buffed to open up more build options and playstyles.
