Please add to the paladin the ability to heal himself with “holy light” with a healing efficiency of 50%. So that a paladin could heal his warriors for 200/400/600 health, but only 100/200/300 for himself.
This will give people a lot of things:
- Palladin can now often be chosen as the first hero due to greater survivability.
- Due to his own greater survivability, he will be near the archmage more often and the archmage will also survive more often.
- Paladin will stop dying with half of his unspent mana.
- By treating himself with “holy light”, the paladin will no longer need to study “invulnerable shield”, and instead he will always study the aura of protection, which will lead to the fact that the entire stratum with the palladin will become slightly more protected from physical damage.
It’s unfair that the DK has 2 out of 3 self-healing skills and the Paladin has none. It is unfair that the Alchemist, Shadow Hunter, Guardian of the Grove, DK can heal themselves with their skills, but the Paladin cannot. This results in an imbalance for the palladin.
This will slightly increase the palladin’s survivability, but against creatures that can drain mana like the demon hunter and blood mage, he will remain just as weak. If you add this change, then perhaps people will start playing through the first palladin more often, and his entire army with an aura of protection will become more durable. In contrast, it will be possible to slightly reduce the aura of protection in terms of effectiveness, for example from 2/4/6 protection to 1.5/3/4.5, as was the case a few years ago.
You can also increase the paladin’s holy light cost from 65 to 75 mana, and reduce the duration of divine Shield from 15/30/45 seconds to 13/26/39 seconds.
I wrote this in thread 49 suggestions for improving balance
It is not necessary to do so that treatment with “holy light” would give an effect of 50% of the maximum. You can put 40%, or even 35%. The main thing is to make the palladin more durable, so that he doesn’t die with half unspent mana, and he could be chosen as the first hero in tournaments.
The Alliance vs. Undead matchup is the most problematic for the alliance because in tournaments the undead win most of the games against the Alliance.
The paladin hero is to some extent the antipode of the DK, but not as effective because all the paladin’s skills are worse in usefulness than the DK’s skills, and allow the paladin to survive less effectively than the DK’s skills.
If you carefully compare the skills of a DC and a paladin in terms of usefulness, you can see that all the skills of a paladin are worse than those of a DC:
The palladin’s aura only protects against physical damage, but is useless against magical damage. Because of this, the aura is useless against such combinations of heroes as DK + Lich, Seer + Tauren, DH + Varden, and all others who can deal magical damage.
The DK’s aura allows you to restore health, which is more useful than the paladin’s aura because to some extent it compensates not only physical but also magical damage. In addition, the DK’s aura often allows you to escape from danger in time when the DK has little health left. A DK can escape from danger using his aura, but a paladin cannot.
It turns out that the paladin’s aura is less useful than the DK’s aura.
The paladin’s first skill, “holy light”, only allows you to heal your own units and attack undead units, while the DK’s “coil” can heal your own and attack units of all other races. This makes the “coil” more useful than the “holy light”. Holy light costs 10 mana less, but then it would be appropriate to raise the mana cost of “holy light” by 10 mana and make it possible for them to attack units of all other races as a “coil” of DK. Without this equation, “holy light” is worse than “coil”. This allows the DK to kill units and heroes of all other races more efficiently than a paladin.
When the DC has little health, the second skill “death pact” allows you to sacrifice one of your units and remain in battle next to your fighters in the front row, and attack units with physical damage for several minutes in a row while the battle is going on.
The paladin’s “divine shield” skill allows him to remain invulnerable for only 15-30 seconds, after which he cannot take part in the battle because otherwise he will die. From these 15-30 seconds, you need to subtract about 5 seconds that the player spends in order to take the palladin to the back rows in time before the shield ends. Alliance opponents can surround the paladin and wait until the shield ends, and then kill him. Or simply run next to the paladin, waiting for the effect of the “divine shield” to end and kill him. It turns out that the divine shield still helps the paladin to survive worse than the “contract with death” of the DK.
When players play with these heroes, they usually learn the first skill and aura. At the first encounter, the DK and the paladin reduce each other’s health to low, but then the DK can be healed for free with his aura, and the paladin remains with the same low health because his aura does not give him health. Therefore, the paladin dies more often. And for this reason the paladin is worse than the DK.
Therefore, you need to change some of the paladin’s skills so that he can also heal himself, as a DC can do this with two out of three skills.
Without this, the paladin is weaker than the DK, and a worse support hero.