Paladin keyword [Stun] suggestion

[ Stun ] Minion forced into exhaust state for a turn. The first damage they take is doubled and removes their stun .

that minion would be in the [exhaustion] state. just like when u first play them. they cannot attack. this effect overrides Charge and Rush effects.
Would also suggest this effect to be exclusive to paladin.

  • [Hammer of justice] 1 mana spell. Stun an enemy minion.

  • [Stormherald] 5 mana. 3/5 weapon. Stun the minion attacked by this weapon.

  • [Sunwalker commander] 7 mana 3/4 Divine shield and rush. gains +2 attack when attacking Stunned minion.
    or another suggested effect (Gain Divine Shield when attacking stunned minion).

  • [Sunwalker Stomper] 6 mana 2/3 Divine Shield Taunt. Battlecry Stun all enemy minions.

  • [Divine Storm] 6 mana spell. Lifesteal deal 2 damage to an enemy minion and the two adjacent and stuns them.

It’s a board control tool that paladin always had in previous Warcraft versions. but never seen it here in game.

This seems like an interesting idea, but there’s got to be more ways of introducing it than copying Freeze.

1 Like

yeah I know. but I can’t think of any other way it would work.
giving paladin freeze doesn’t make sense.
It’s slightly different than Freeze as it’s not actually freeze (no synergy with it) lul and it just exhaust the minion.
Force Exhaust a minion effect is not there in hearthstone yet.

I thought of these
This is the most logical change.
[Stun] Minion are forced into Exhaust state until next turn. (Rush and charge) are unaffected.

these were other models
[Stun] minion cannot attack enemy hero.
[Stun] minion cannot attack. (Rush and charge) still works but Target chosen randomly.
[Stun] minion have zero attack. but that’s similar to Aldor’s peacekeeper effect…

You are repackaging Freeze as a Paladin only keyword. Why? And the synergy cards won’t even work with neutral Freeze cards.

And this is why Paladin is relegated to Murlocs or bust. You guys want the worst memes, and when Blizzard listens you complain about having the worst memes.

4 Likes

The number 1 issue I see with something like this is it’s basically just freeze 2.0. it’s not unique enough to be its own thing and it also really encroaches on mages uniqueness.

The second issue with it is that it doesn’t really help with paladins issues. Paladin lacks proactive plays. You play your minions and wait a turn for them to die. Most of the more aggressive minions have rush or charge now, and “stun” isn’t going to prevent them from dictating trades the turn they are summoned.

I think a better keyword for paladin would be something like:

Holy Shock - When this keyword appears on a minion your cards that heal a target can do half as much damage to an enemy instead (rounded up).

So if you have Holy Shock in play, Amber watcher can tag an enemy for 4 instead of heal for 8.

But even that sort of effect is maybe better as plain text on a singular minion.

2 Likes

A unique mechanic for stun would be to silence and apply ‘Can’t Attack’ to a target minion until an adjacent minion is placed next to it.

1 Like

Nice troll post.

yes exactly paladin is full of issues. not a single suggestion can fix it unless they delete it and redo the entire basic/classic set.

yep this is exactly the biggest issue. paladin cannot protect their board. and their minions are hardly a threat.
(holy shock) mechanic is interesting. but is still falls under the same issue as you need to play a minion with that effect first then play another healing effect to make it work.
So my suggestion is to give a paladin a tool to stop opponent minions from attacking. giving you a turn to interact with them. and having other effects that synergies with the stun effect.
which gives me an idea.

  • [Stun] Minion forced into exhaust state for a turn. The first damage they take is doubled and removes their stun.
    This would make it a bit more unique and different from Freeze

interesting take. they need another minion to slap them to wake up lul. but what if your opponent have full stunned board ?

Personally I like the idea of Paladin being the anti-gimmick and monster class. Like, they should be the class that forces people to fight “fair”.

So I think something like “Stun”= silence an enemy for two turns would be good. Silence effects are fairly rare, so it would be a big boost for a deck to be able to run multiple silencing minions.

I’d also like to see them print a legendary with the Battlecry “gain the effects of all the minions stunned this game”.

Also, in this construction of Paladin identity, Flik would be a paladin legendary.

1 Like

Forcing enemies to fight “fair” would certainly be an interesting mechanic and one that would really make the overall paladin set feel better.

If they had tools to destroy generated cards or cancel Mana discounts paladin could be in a much better spot.

Going with the current theme, but an idea I floated a while back

Aldor Enforcer - Battlecry: Destroy all cards that didn’t start in their owners decks.

Or

Lightforged Vindicator - Battlecry: Restore all cards to their original cost.

I’m not entirely sure how to make a mana cheat breaker work though

2 Likes

Maybe something like “destroy all minions that cost more than your current number of Mana crystals”?

Probably a more simple way to word it.

Of course that wouldn’t deal with big board swing turns, but it does have some (innefficient) tools to do that already.

1 Like

Probably would need to say “all Mana discounts are suspended” as an ongoing effect, so the other player has to deal with the minions before they can benefit from things like skull of Guldan or rogue galakrond

3 Likes

Freeze work for mages because mages can deal a lot of damage from hand, particularly AoE damage, so freeze buys them time to draw/get the mana needed to do it.

Pallies do not have that. Pallies are like the opposite of that: they have few ways to deal damage from hand, and instead of stalling for a long game they’re usually better off pressuring to finish early, as they’ve got nothing in the late game to really compete with the galakronds and highlanders and quests and wombo combos

Weapons are nice as they are damage from hand, but then instead of a stun, they could simply hit harder or heal more or provide more direct benefit than something that requires a combo of cards/minions to work. Pallies already struggle between running the few draws it has and giving up tempo which it really needs.

And really, if it’s about reducing the threat of an enemy minion, pallies have always had humlity/aldor effect that lasts basically forever. The effect isn’t that good? Yeah exactly.

I’d look for ways to make humility and other old pally cards work first. Who remembers the days of aldor->stampeding kodo being used as a single target removal?

it’s not Freeze. it gives paladin a way to deal double damage to a minion or (freeze) them for a turn.

Paladin only way to win is to have a board. they got pretty decent board swarm tools. but they lack a way to protect them.

(first damage they take while stunned deals double damage. )
Stunning your opponent minions might help. consecrate a stunned minion deal 4 damage to them.
this opens up more decision making. and interesting deck building choices.

yes. This is why I’m expanding on this effect. instead of suggesting something they aren’t already doing.

Paladin Weakness
I know I’m fully aware paladin have 1000 issues and weakness atm. In the current game. every single card effect are super effective in shutting down the paladin decks. some extreme to a point to insta lose.

Maybe something like:
3 mana
Spell
Fight Fair
Minions of the same mana cost fight each other. To the death!

1 Like

Didn’t say it was. I addressed both the freeze part and the double damage part.

For freeze, pallies aren’t like mages who benefit from stalling. They need to kill enemies and win the board. Which leads to the damage part…

…to do this damage, you need something to hit it with. This means you’re using up multiple cards/minions, when pallies are already stretched as is. Furthermore, unlike humility, it doesn’t reduce the enemy minion’s attack, so you’ll take more damage, possibly losing the minion you’re running it into… which defeats your original goal of helping pallies get stuff on the board.

Or hammer of wrath for 6. Or swing truesilver at him for 8. Look, I can do basic math. That doesn’t change the fact pallies have limited ways to hit things from hand (and if they choose to, they’re not spending mana putting things on the board). So most of the time you need to run a minion into it, and what I said above applies.

Look, I know you’re trying to help the class, but I’m just being honest and say that I don’t think this will be as helpful as you think it would.

I am not trying to fix the class in this post. that is not the intentions.
If you want my suggestions about how to fix the class then I recommend to you to read these posts I made
https://us.forums.blizzard.com/en/hearthstone/t/feedback-paladins-classic-basic-sets/29881
https://us.forums.blizzard.com/en/hearthstone/t/feedback-paladins-classic-basic-sets/29881
https://us.forums.blizzard.com/en/hearthstone/t/lets-fix-the-paladin/26824

All these are suggestions I made on how to fix the paladin but this post is about adding yet another mechanic to paladin’s toolkit.

I didn’t say you’re trying to fix the class. I’m said “help”, whether it’s helping to fix it or helping to just improve it, doesn’t matter.

Whatever the case, I don’t see this new mechanic of yours as being very helpful. It is an intellectual curiosity at best, like “let’s run mo’arg artificer so consecration can hit for 4!”

…tell you what, I’ll do just that when I do my dailies today.

No more unique themes pls :grinning:

Heal,mech,secret,dragon,reborn,murloc… I would rather see their basic set reworked a bit