[ 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 ShieldTaunt. BattlecryStun all enemy minions.
[Divine Storm] 6 mana spell. Lifesteal deal 2 damage to an enemy minion and the two adjacent and stuns them.
Itâs a board control tool that paladin always had in previous Warcraft versions. but never seen it here in game.
yeah I know. but I canât think of any other way it would work.
giving paladin freeze doesnât make sense.
Itâs slightly different than Freeze as itâs 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 thatâs similar to Aldorâs peacekeeper effectâŚ
You are repackaging Freeze as a Paladin only keyword. Why? And the synergy cards wonât 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.
The number 1 issue I see with something like this is itâs basically just freeze 2.0. itâs not unique enough to be its own thing and it also really encroaches on mages uniqueness.
The second issue with it is that it doesnât 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 âstunâ isnât 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.
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 âfairâ.
So I think something like âStunâ= 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.
Iâd also like to see them print a legendary with the Battlecry âgain the effects of all the minions stunned this gameâ.
Also, in this construction of Paladin identity, Flik would be a paladin legendary.
Probably would need to say âall Mana discounts are suspendedâ 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
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 theyâre usually better off pressuring to finish early, as theyâve 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 itâs about reducing the threat of an enemy minion, pallies have always had humlity/aldor effect that lasts basically forever. The effect isnât that good? Yeah exactly.
Iâd 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?
itâs 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 Iâm expanding on this effect. instead of suggesting something they arenât already doing.
Paladin Weakness
I know Iâm 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.
Didnât say it was. I addressed both the freeze part and the double damage part.
For freeze, pallies arenât like mages who benefit from stalling. They need to kill enemies and win the board. Which leads to the damage partâŚ
âŚto do this damage, you need something to hit it with. This means youâre using up multiple cards/minions, when pallies are already stretched as is. Furthermore, unlike humility, it doesnât reduce the enemy minionâs attack, so youâll take more damage, possibly losing the minion youâre 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 doesnât change the fact pallies have limited ways to hit things from hand (and if they choose to, theyâre 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 youâre trying to help the class, but Iâm just being honest and say that I donât 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 paladinâs toolkit.
I didnât say youâre trying to fix the class. Iâm said âhelpâ, whether itâs helping to fix it or helping to just improve it, doesnât matter.
Whatever the case, I donât see this new mechanic of yours as being very helpful. It is an intellectual curiosity at best, like âletâs run moâarg artificer so consecration can hit for 4!â
âŚtell you what, Iâll do just that when I do my dailies today.