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Hmm, was Barb that much worse than DD? I've never played with a DD, so I might be missing something, but Barb immunities that he gets from level 1 are amazing. Actually, I don't even remember any nerfs to DD that were introduced in v7.0, what were they?
Yes. Much worse
6.X> DD reaches lower effective AC (much lower) and has 45% non-dispellable DR (gets to 40% DR in chapter 3), while barbarian gets 20% non-dispellable DR (much later) & much worse AC. Barbarian gets the immunities, but DD gets better saves - it actually has so ridiculous saves that it sort of gets "immunities" as well. DD can quite comfortably run through improved webs in uderdark already, for example.
7.0> DD is nerfed so that it only reaches 40% non dispellable DR (innate + defensive stance). Barbarian gets to non-dispellable 40% with the new armour + innate. And the Sibel/Elowen introduced new equipment mean, that Barb can reach similar low levels of AC while it gets a boost to damage dealing (as it can use the pall bracers). DR is now a superbly useful strategy on a barbarian, but not for the DD. So Barbs now has several advantages over the DD.
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And I have good/bad news regarding the Cloak of Atonement - it will be heavily changed in the upcoming patch, but it will still grant access to Shield of Archon or AoF.
Haha, that's good. The 6.X DD with Cloak of Atonement was like a continuous cheatcode, it made things waaay too easy.
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And what about poor non-kitted Paladin? He's also left behind...
Well. But isn't the non-kitted ranger quite behind as well? As well as the non-kitted fighter? In that way I think it's in aligned .
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]As mentioned before, ideally, I'd want to get rid of that +thac0/dmg bonuses that the kit gets and substitute them with something else, so all ideas are welcome

Hmh. Okay. So for Cavalier
How about then removing the dmg+thaco bonuses vs. dragons & demons and introduce an ability, that nullifies the most devastating effects of a dragons/demos (so silence, fear, gives fire resistance or so ... let's say it's an "aura effect", 10" radius, pulsating 2x/round, lasts for 4 rounds). But keep the Cavalier otherwise in line with what was discussed previously. To me, it would look like this achieves the following:
-> the abilities & their usefullness are quite dependant on the party composition. In a Necro party, they are quite useless. But if you are playing a sorceror (or avenger, or a Pally), they are highly useful and almost crucial.
-> the kit isn't very powerful on it's own, it's just like a mediocre fighter kit with one very superpower against quite rare creature types (5 fights or so).
-> if the ability is limited to say 3/4 rounds, it still requires skill & understanding to use; it's not a simple thing that makes dragon fights super easy. You need to be prepared & have a good understanding to properly use it.
-> if heavenly shield + pfe + remove fear modifications are added, can add disadvantages as well. Maybe inrtoduce reduction to 2-handed weapons ability (only 1* on quarterstaff), this is a real limitation that hinders it's effectiveness, as it doesn't make much of a front-line tank at any point. So for parts of the game it will be leaning in 2H wespons (or positioning for those who know how to use it). In addition, if that's an aura effect, that is truly powerful, maybe it can have devastating consequences - if the ability is made super powerful but it then comes at a big disadvantage - say pally gets -9con, fatigue, non-dispellable slow and -5 to thac0, +5 AC after the aura effect runs out or so?
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To my knowledge it's useful in exactly one situation during Paladin Stronghold quest. Oh and you can potentially detect evil characters and kill them without penalties and without staining your consciousness for roleplay purposes.
Yup. Maybe it can have one or so? (I don't think anyone has used the 30 or se detect evils it gets in any version of the game

, but might be wring of course.
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Those are some really nice ideas, thanks!
I'm happy I can do something here.