So I noticed there's the new "Class rework ideas" section so I thought I'd left my suggestions on possible tweaks to the v86 skill changes for Paladins. Do feel free to leave suggestions for the other warrior classes too, as I feel like Heroes need a bit of love too. https://msupdate.wordpress.com/2010/06/15/gms-v86-notes/ This is the list of v86 changes and there are three major changes to Paladins: Fire Charge, Holy Charge and Blast buff These are great and very self-explanatory but I feel like ice charge has been left out a bit. 110% power is absolutely pathetic compared to the 140/150% fire and holy charge got, and the only excuse for that is that ice charge can freeze, which is made redundant by the fact that advanced charge blow stuns 90% of time. I suggest buffing ice charge to 130%, which is the same buff that fire charge got, is slightly stronger than the "support charge" lightning and looks nice with the 140% and 150% from fire/holy. Threaten Now reduces enemies' ATT, DEF and Accuracy by 20%. This sounds great on paper but let's look at how much of an offensive boost this really is: I'm not entirely sure how monster defense works in v83 but assuming it's 2 monster def = -1 player damage, threaten would only increase your damage by 176 per line against Horntail. Even if threaten was 100% it would only increase your damage by 880 per line, which means the defense reduction is pretty worthless. I find that the only way to make the DEF reduction good would be to have it reduce Pink Bean's DR by a certain amount as well. Now the ATT and Accuracy reduction on the other hand, these two make threaten an amazing defensive skill. The monster damage formula is monsterwatt^2/125(or 135?), which means that a 20% attack reduction would neuter Horntail's touch damage to below 9k with HTP. The accuracy reduction just makes it even easier to avoid damage. These two alone could justify the DEF reduction being left as weak as it is. The success rate and the accuracy duration could be looked into a bit as well. I feel like 50% success rate is a bit low for something with a 80 (8 for accuracy) second duration. Stacking Lightning Charge Easily the best one of the lot but I assume it's also the hardest to implement out of all the v86 skill changes. If it proves impossible to implement, I'd suggest just straight up buffing all the charges to the same (or slightly lower) damage as they would be with this. For an example 170% holy, 165% lightning (middle ground between fire and holy damage with stacking lightning), 160% fire and 150% ice. All the former are 5% weaker than with stacking lightning, and line up pretty nicely with the current charge damage values. Misc. Suggestions Advanced Charge Blow could use a 10-20% boost. It's a great skill normally but can fall behind the overall Hero damage even against 4 targets with the v86 buffs (depending on the enemy elemental weaknesses.) Make shield mastery +100 def instead of +100% def. Makes the skill actually worth picking (optional with the Timeless Shield change below.) Give Timeless Kite Shield 3 extra slots. Makes no sense that a level 20 shield is the endgame shield. This would at least make the Timeless Shield a viable alternative. Make rage stack with enrage or attack potions. Would be a very helpful buff for heroes and makes them actually wanted in parties (making enrage stack with potions would probably be a bit too much though.) Make monster magnet work on bosses, just like rush and snatch. A small change that could make the skill worth picking. Remove the client side 1 damage and turn it into a miss/guard when a monster hits for 0. It's just annoying and it's a miss anyway when another player sees you being hit for 0. Leave suggestions for the other warrior classes as well. I just thought it would be nice to leave my thoughts on mainly the Paladin skill changes for the staff.