(They'd want to continue holding the threat at bay themselves rather than retreat and heal the injured)Some original penalty is really horrible tho, the -30% heal/heal received means NO to Second wind, No to LoH on self. I'm ok with penalty, but some of them is just disencourage me to play them.Another reason is that previously Paladins all had a penalty to go with their extra powers. Like the Darcozzi. and Divination cards are concerned. Bleak Walkers, Goldpact and Kind Wayfarers all had big penalties to go with their strong power while Shield Bearers had a smaller penalty to go with their weaker power. Any additional level difference in excess of this safe range is the A monster at a certain level will give a certain amount of experience. And -15% damage to target vulnerable to sneak attack sounds weird too. I guess they just ran out of ideas.I just figure that sooner or later paladins will be hit with the nerf bat and lose at least their starting ability pick since they get one free with each order.the thing we don't understand 'bout the removal o' paladin order malus is the underlying problem which obsidian sought to fix by removing the malus. For example, Bleak Walkers are better at offense but worse at healing? It works out this way because the XP multiplier only starts to bottom out at 1% when you're level 99 and running a tier 3 (effective monster level 70) zone; in higher level zones, the XP penalty formula decreases approximately linearly, and keeps roughly the same proportion between each level. Path of Exile had three difficulties prior to The Fall of Oriath expansion: Normal, Cruel, and Merciless. Shield bearers could get fighter stuff, I'm not sure about goldpact, darcozzi or kind wayfarers. Killing monsters that were raised from the dead by any means (revived by Show the math-heavy explanation of how the table gets generated However, Poe managed to jump to lightspeed before Malus could finish him off. I remember them saying how many combinations of subclasses there are with dualclassing. There are many different features that make Path of Exile unique to other action MMORPGS. To remedy this, in Patch 0.9.13e they instead took these experience values that players would get and capped them at the solo experience of the monster. so it makes sense that the things the order frowns upon would be weaker since the paladins get their power from how dedicated they are to the order, Maybe the minuses could be rebalanced to reflect that more?This is kind of a stretch but maybe paladins could get the minuses but they only activate if you have dispositions that are against the order, so Bleak Walkers that are diplomatic and/or benevolent get penalized but ones that are true to their dogma don't. It doesn't quite work like that, but it should be close. That being said, it doesn't mean there's definitely no reason for Order penalties, but sometimes, the whole "you get a bonus, but also a malus" thing is less valuable, because the malus is redundant when just a "because you picked A, you don't get B, C, or D" penalty would've sufficed. : CommunityPatchBasic - includes a lot of suggestions from the Deadfire Polishing Poll - a poll made by players for players, in order to pinpoint the possible balance problems and address them Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. Situational maluses that are active only when bonuses are active. Maps can only be used once.Travel to this Map by using it in a personal Map Device. Notes: 1980, Murphy’s Law Book Two: More Reasons Why Things Go Wrong, Compiled and Edited by Arthur Bloch, Quote Page 52, Price/Stern/Sloan Publishers Inc., Los Angeles, California.