Give the paladin the ability to heal himself with holy light

I don’t quite understand, do you think that the undead are the most powerful race, or don’t you think so?

I think it’s the strongest. And in the next patch 1.36.2 it will become even stronger because now you can apply the curse of necromancers to tanks.

No, he cant heal himself only for mana. He needs to sacrifice unit . So he will get healing for mana only

BTW, Your articles are bread see why cow Billy.

Why not?
The exchange rate of mana for health equal to 50% of the maximum is quite unprofitable. In this case, it is more profitable for the paladin to let other heroes and other creatures go ahead of him into battle and heal them twice as much as it is disadvantageous to heal himself. In this case, the paladin will still remain a profitable target for the undead and all other enemy heroes, because all the opponents of the palladin would benefit from him spending all his mana on healing himself and not on healing his allies.
The point of this edit is only to make the palladin more durable, so that he does not die with half of his mana unspent, and so that he can be chosen as the first hero in tournaments.

He needs to sacrifice unit

To whom? DK?
The DC has two skills to heal himself, but the paladin has none.

And if you propose to make the paladin able to heal himself in the same way as a dk - through sacrificing his unit, then perhaps it would be worth changing the paladin in this way, but this does not fit with his image of a noble defender of good helping others.

BTW, Your articles are bread see why cow Billy.

What does “bread” mean?
Does this mean they are bad or not effective enough to influence Putin?

How do you know that they are “bad” or not effective enough if you don’t know what articles I can write?

I showed my old articles simply as an example of the fact that I am not a deceiver, and that I can write articles that no one in Russia has the intelligence and historical knowledge to write.

You shouldn’t throw bad labels at others. Because if you started making fun of someone, and then he did or wrote something that really influenced the whole world, then after that they will start making fun of you.
And perhaps even more than making fun.

The Paladin doesn’t need the ability to heal itself. Two of the Paladin’s 4 abilities reduce damage taken, and this increases the Paladin’s survivability well enough already. Divine Shield provides complete immunity for the Paladin, while Devotion Aura provides significant physical damage reduction for the entire army.

Unholy Aura regenerates only 0.5/1/1.5 points of health per second, on a faction that doesn’t have passive regeneration off blight. You need a lot of time between engagements for that healing to become significant. In many cases, the damage reduction from Devotion Aura is more significant than the healing from Unholy Aura.

Death Pact is the only significant method that Death Knights really have to heal themselves in combat, and it depends on sacrificing a unit. That can potentially heal the death Knight to full, but it also has a pretty long cooldown where the Death Knight can still be focused down and killed.

No, they don’t reduce it.
In order for the aura of protection to be at a normal level comparable to the usefulness of the DK aura, the paladin needs to study only the aura of protection and not study the divine shield. The protection aura is useless against magical damage, so the paladin dies very quickly from such combinations of heroes as DK+Lich, Seer+Tauren, DH+Varden, or MK in the mirror.
While the DK’s aura allows you to quickly retreat and not die, and fairly quickly compensate for magical damage through rapid health regeneration. Therefore, it is much more useful than the paladin’s protection aura.

To be able to heal your units and give them an aura, you need the hero to always be nearby, and so that he can withstand a double hit with magic from enemy heroes. The DK’s aura allows you to do this because it gives you health, but the paladin’s aura does not allow you to do this because it does not protect you from magic in any way.

The Divine Shield does not allow you to withstand a double blow from magic from enemy heroes and does not provide health. It only slightly delays the casting time of enemy heroes by 15-30 seconds against the paladin. While battles between armies often last 1-2 minutes. A deadly alliance of even the first level allows the DK to destroy one of his warriors, restore more than half or full health, and remain next to the army until the end of the battle. It makes it possible to give aura and heal with the first skill. While the divine shield does not allow the paladin to be near the army and heal it until the end of the battle. In addition, a paladin under a divine shield can be surrounded and waited until it ends, and then killed. But even if it is not possible to surround, then two undead heroes can run next to the paladin, wait until his divine shield runs out and kill him with magic.

If the paladin’s two skills were as effective in helping him survive as the two DK skills, then in tournaments or even in amateur games we would see how the paladin is often chosen as the first hero. And this never happens. Therefore, this proves that the paladin’s skills help him survive much worse than the DK skills.

Two ways to somehow equalize the skills of a paladin and a DC is to either allow the paladin to heal himself with an effectiveness of 50% or 40% of the maximum, or change his defense aura, reduce the amount of defense to 1.5/2.7/4 but add health regeneration +0.5/ 1/1.5 units per level.

Yes they do. You are denying an objective fact.

  1. The armor from Devotion Aura reduces damage taken from all sources except spells.
  2. Divine Shield prevents damage entirely.

Your choice not to take or use one or both of these abilities is your own problem. It does not change the fact that these abilities, when taken, reduce the damage that Paladins take.

Once again, Unholy Aura heals 0.5, 1, or 1.5 health per second. It takes a very long time for this to become significant.

Divine Shield absolutely protects the Paladin from spell damage. You have to be insane to believe otherwise.

15-30 seconds of combat is also a really long time for any ability. Most heroes would last only a fraction of that time if they are actually getting focused. That includes the Death Knight. Even if a Death Knight full-heals during combat, it can easily still be focused down and killed within the 15 second cooldown.

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.

Look, I added this text to the topic header. I wouldn’t have done this if I hadn’t seen how stubborn, stubborn you are, and how much you don’t like the palladin’s strengthening. Now the likelihood that the paladin will be strengthened like this increases. Are you happy about this? :smiley:

Not true:

  • Resurrection can be better than Animate Dead because you keep the units.
  • Devotion Aura can easily prevent more damage than Unholy Aura can heal during a fight. Spell damage is the only exception.
  • Divine Shield provides a long period of damage & spell immunity, and this can easily exceed the benefits of Death Pact.

The only Paladin spell that is outright inferior to the Death Knight’s equivalent is Holy Light, but that is only because most units in most match-ups are not undead. Otherwise, the lower cost and lack of a projectile make Holy Light the superior spell.

The fact of the matter is that Paladins don’t need to be able to heal themselves with their own abilities. The extra damage absorption from Devotion Aura and the invulnerability from Divine Shield already increase the Paladin’s survivability quite significantly. Adding the ability to self-heal on top of that would be overkill.

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Not true. A paladin can only resurrect his own, while a DK can resurrect both his own and others. And if the DC uses the resurrection of dead alliance warriors first, then the paladin will simply have no one to resurrect, and then the alliance will definitely lose the game.
Warriors resurrected by a dead knight are infected with the disease, but warriors resurrected by a paladin are not.
A DK can resurrect corpses at his base in the cemetery, while a paladin can only resurrect corpses at the place where his warriors died. This is very useful if the limits of the alliance’s army are greater than those of the undead, and the undead need a temporary advantage in army size in order, for example, to repel a base from an attack by the alliance.
In an alliance match against a undead, the paladin’s aura is more useless than against other races because all undead heroes have magical damage from which the paladin’s aura does not protect.
The DK and Lich can sacrifice one of their resurrected warriors to restore health and mana, but the Paladin cannot. Sacrificing the resurrected is even more preferable because these warriors will soon die anyway.

Devotion Aura can easily prevent more damage than Unholy Aura can heal during a fight. Spell damage is the only exception.

Prove it?

The fact of the matter is that the paladin’s aura is only useful against physical damage, and the DK’s aura is useful against physical and magical damage. The paladin’s aura does not allow you to run away from the enemy when the paladin has little health, and the DK aura allows you to run away from the enemy when you have little health because it gives you movement speed.
In addition, the DK’s aura restores health even to mechanical units like obsidian statues and Meat Wagon, but the paladin’s aura does not.
Therefore, the DK’s aura is better than the paladin’s aura.

Divine Shield provides a long period of damage & spell immunity, and this can easily exceed the benefits of Death Pact.

No. The divine shield is worse than a pact with death, because during the battle it is very important that the hero be nearby, heal his own, and give them an aura. To do this, he must always be nearby. After the health of the DK and the paladin drops to a low level in battle, the paladin can be invulnerable for only 15-30 seconds, of which 5 seconds will have to be spent on retreating in time before the shield runs out. After this, the paladin will have to be removed from the battle, because there is a high risk that the undead heroes will kill him with their magic.
And the DC, having “eaten” its warrior, will be near the army constantly. He will always give an aura, heal his own, and even fight by attacking with a sword because his full health reserve will allow him to do this.
When playing with these two heroes, they learn only the first skill for which they need to spend mana and aura. Divine shield and death pack are often not studied. This leads to the fact that in most games it turns out that if the DK and the paladin use all their mana against each other and reduce each other’s health to a low level, then after that the DK will be able to restore health with an aura, but the paladin will not. Therefore, the paladin’s aura is worse than the DK’s aura.
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.

The fact of the matter is that Paladins don’t need to be able to heal themselves with their own abilities. The extra damage absorption from Devotion Aura and the invulnerability from Divine Shield already increase the Paladin’s survivability quite significantly. Adding the ability to self-heal on top of that would be overkill.

f they helped to survive as effectively as two similar DK skills, then we would often see in tournaments how the paladin is chosen as the first hero. The DK is almost always chosen as the first hero, and the Paladin is never chosen. This proves that these paladin skills help him survive much worse than the DK skills. Therefore, he paladin needs the ability to heal himself with holy light.

Most damage in this game is physical damage. Even if you try to nuke a unit down with spells, you likely won’t kill it without physical damage, so Devotion Aura still provides a significant survival advantage to your entire army.

The extra damage reduction from level 1 Devotion aura is significant even on a fully upgraded Knight (11 base armor), where it works out to about 6.7%. That is the weakest use-case for humans. On a target with no base armor, level 1 Devotion Aura reduces damage taken by about 10.7%.

With level 3 Devotion Aura, those two cases jump to about 17.82% damage reduction for the worst case (fully upgraded Knight), and a full 26.47% for the best case (something with zero armor).

By contrast, the healing from Unholy Aura is negligible in combat. You need 10 seconds to get 5, 10, or 15 health.

If something has 0 base armor, then a target only needs to take 46.667 / 51.667 / 56.667 physical damage within 10 seconds for the extra damage absorption from Devotion Aura to exceed the regeneration of Unholy Aura at levels 1 / 2 / 3 respectively within that same period.
If something has 11 base armor (fully upgraded Knight), then the target only needs to take 74.16667 / 79.16667 / 84.1667 physical damage within 10 seconds for the extra damage absorption from Devotion Aura to exceed the regeneration of Unholy Aura at levels 1 / 2 / 3 respectively within that same period.

Divine Shield allows the Paladin to do so at little risk to itself. It gives the Human player a minimum of 15 seconds of invulnerability, and if the player is really in trouble after that point, then they can just Town Portal out.

Paladin is apparently taken during Riflemen/Paladin strategies. That is one route that Human players may choose to go down.

Furthermore, it is often best to save strong support heroes for the second and third slot, because the player won’t have as much time to level them. You want units that either won’t die easily and/or that provide a strong utility boost even at low levels, and this is a fairly good description of heroes like the Paladin and the Tauren Chieftain.

This is precisely the main difference. The paladin is only invulnerable for 15-30 seconds, after which he cannot attack in melee and must be removed from the battle otherwise he will die. And the DK, having eaten his warrior, will be nearby and attack in close combat for another 1-2 minutes.
In addition, I said that when they play as a DK against a paladin, they study the “coil” and aura, against the “holy light” and aura, but they do not study the divine shield and pact with death. In such conditions, the DK can be healed with his aura and run away from the enemy, but the paladin cannot be healed and run away.
A death pact is more useful than a divine shield.

Paladin is apparently taken during Riflemen/Paladin strategies. That is one route that Human players may choose to go down.

This strategy can be used on a minority of maps. It is ineffective on most maps.
In tournaments, this strategy of using the paladin as the first hero almost never occurs, while playing through the DK as the first hero almost always occurs.

And this still does not negate the fact that the paladin’s skills give him the opportunity to survive worse than the skills of the DK.
Otherwise, the paladin would be chosen as the first hero just as often as the DK was chosen as the first hero.

If the Death Knight is in combat, you can focus it down and kill it easily. The Paladin with its 15/25/35 seconds of invulnerability is much better off than the Death Knight. A Death Knight in combat shouldn’t survive the 15 seconds needed to use Death Pact more than once.

If the opponent is using hit and run tactics and focusing the Paladin, the Paladin still has the option to pop divine shield during most of those engagements to prevent any significant damage to itself, and humans have priests and regeneration scrolls that they can use to heal damaged units between engagements.

You are complaining about a problem that doesn’t exist.

Your reasoning is flawed here.

As I mentioned earlier, one of the reasons why the Paladin is usually a second or third pick is that Paladins can do very well as a second/third pick; whereas other human heroes such as Archmages do not.

Some heroes are very dependent on levels to get the stats or abilities that they need to be useful. Other heroes are tanky enough and effective enough as support that they can be a few levels down and still be very useful. As I explained earlier, both Paladins and Tauren Chieftains fit this mold.

If the opponent is using hit and run tactics and focusing the Paladin, the Paladin still has the option to pop divine shield during most of those engagements to prevent any significant damage to itself

This is often difficult to do.
It’s harder to kill a DK than a paladin because a DK can run away with a speed aura, but a paladin can’t.
Often players play without studying the Death Pact and Divine Shield, and in such conditions the palladin’s aura is worse than the DK’s aura,

and humans have priests and regeneration scrolls that they can use to heal damaged units between engagements

We are talking about comparing the self-healing capabilities of only DK heroes and a paladin; outside units have nothing to do with it.
DK’s skills allow him to restore health, but the paladin does not.
DK’s skills allow him to escape at running speed, but the paladin does not.
In addition, priests cannot heal the entire army while running, but DK can heal the entire army while running with his aura.

As I mentioned earlier, one of the reasons why the Paladin is usually a second or third pick is that Paladins can do very well as a second/third pick; whereas other human heroes such as Archmages do not.

DK is also sometimes taken as the second hero in tournaments, so what?

We are talking about the fact that DK is a hero similar in skills to a paladin, and the paladin was apparently created as a kind of antipode to DK. But the paladin’s skills help him survive worse than the DK skills. Otherwise, the paladin would be chosen as the first hero as often as DK.

Of course they do. This isn’t a MOBA where heroes wander around in a vacuum. Your entire arsenal (anything that can reasonably be afforded and used) is relevant here. Anything that can be used to heal your heroes and units or reduce the damage they take is relevant, and any composition that can function well is also relevant.

So, a human player who plans to go for more than one hero is usually best off taking the other heroes before the Paladin, so that they can level those heroes enough to get good. Buffing the Paladin excessively, which is what you are recommending, is not going to change that behavior.

Undead’s other heroes usually do better as either first picks or support picks, so they have more freedom to shift their hero lineup around.

Of course they do. This isn’t a MOBA where heroes wander around in a vacuum. Your entire arsenal (anything that can reasonably be afforded and used) is relevant here. Anything that can be used to heal your heroes and units or reduce the damage they take is relevant, and any composition that can function well is also relevant.

The undead have more healing capabilities even when compared to the capabilities of the race.
For most of the game, the alliance can be treated with the paladin’s holy light, priest healing, and a scroll of gradual healing. Here it might be worth adding the ability to be treated with a teleportation staff, but it appears when most of the game has already been completed. It turns out that there are three and a half possibilities for treatment.

The undead have the ability to be treated with a “cutushka”, a DK aura, treatment of obsidian statues, and a scroll of gradual healing. Here we could add the ability to be cured of the cursed earth and a pact with death, but they are not a full-fledged unit of comparison because the cursed earth is only at the base, and a pact with death kills one of its own. I think the cursed land and the pact with death can be counted not as two possibilities for healing, but only as half each. That is, a pact with death and a cursed land are generally only 1 opportunity to be treated. In total there are 5 possibilities for treatment.

Three and a half for the alliance, versus 5 for the undead. The undead have more healing capabilities, so they are stronger.

So, a human player who plans to go for more than one hero is usually best off taking the other heroes before the Paladin, so that they can level those heroes enough to get good. Buffing the Paladin excessively, which is what you are recommending, is not going to change that behavior.

Will change. Undead have more healing options for heroes. The hero is the key unit in the army. If he survives, then the army can fight. If a hero dies, the rest of the army most often retreats before he is resurrected.
If you give the paladin equal opportunities to self-heal with the DK, then he will be chosen as the first hero, and this will equalize the chances of the undead and the alliance.
The Alliance will no longer be the weakest race in tournaments, and the undead will no longer be the strongest.

The number of sources is not relevant. The existing options are effective enough.

No, it will not. If you want to ensure that other heroes can be taken as a second/third pick, those other heroes will have to change rather than the Paladin. Changing the Paladin will only buff it more as a second/third pick, or as an “only hero” pick.

You can’t do that while the Paladin still has multiple abilities to reduce damage taken. The Paladin already has sufficient methods to keep himself and other heroes alive. Buffing that further is only going to create problems.

No, they matter. Whoever has more sources of healing can enter the battle more often. In addition, he can more often increase the experience of his heroes by killing neutrals. This directly affects victory.

No, it will not. If you want to ensure that other heroes can be taken as a second/third pick, those other heroes will have to change rather than the Paladin. Changing the Paladin will only buff it more as a second/third pick, or as an “only hero” pick.

No, it will.
Now the paladin has nothing to heal himself for the first few minutes after leaving the altar. You can be treated with a scroll of gradual health restoration, but DK can do the same. And in addition to healing with a scroll, DK also has an aura through which he can be treated. The paladin’s aura does not provide healing, so for the first 6-7 minutes the paladin has nothing to heal with if there is not enough gold. Because of this, he may gain worse experience, die more often, and in general often find himself “locked” in the base.
It is necessary to equalize treatment opportunities with DC.

You can’t do that while the Paladin still has multiple abilities to reduce damage taken. The Paladin already has sufficient methods to keep himself and other heroes alive. Buffing that further is only going to create problems.

They allow him to survive worse than DK’s abilities. Otherwise, the paladin would be chosen as the first hero as often as DK.
The protection aura does not protect against magic, and the DK and lich often kill him with magic.
Divine Shield is often not studied at all because only the first and third skills are studied.

Left with low health, the paladin is often forced to remain at the base, or heal for gold. While DK can do this with an aura during a battle with neutrals, or just while running. He has nothing to fear from a paladin because he can always run away on an aura that gives speed, while a paladin cannot run away from a DK.

The ability to let a paladin heal himself is not a gain, but an equalization of self-healing capabilities with DK.
Without this, the paladin has always been and will be a worse hero than DK, and without this, people will remain the weakest race.

Just watch HOW EASY happy as HUMAN win fortitude as UNDEAD… just watch on youtube their showmatch.

You don’t need “more sources” of healing, just at least one source with sufficient healing to keep your units alive.

It’s not like creating 3 separate versions of the Priest would benefit Humans in any way if the extra ones had the same or less healing capacity. The extra units would just be redundant and unnecessary.

You can take items as an alternative, or you can take one of your abilities that reduces or prevents incoming damage to the Paladin.

The Paladin can reduce damage taken through armor, or it can use Divine Shield to prevent the enemy from damaging it at all. Either option means that you don’t need to heal as much.

Again, that is flawed reasoning. There are other factors that affect which hero is taken first, including how level-dependent the other heroes are.

If a hero is more dependent on levels to survive and be effective, then it is better to either take that hero sooner or avoid taking it altogether. This is the reason to take something like an Archmage or a Far Seer before a Paladin or a Tauren Chieftain. Taking a Paladin first might mean that the Paladin is the only hero you can afford to make, and buffing the Paladin itself is never going to change that.

Last I checked, Death Knights did not have abilities that turned them invincible or provided armor to their entire army. Paladins have plenty of advantages that make them good support heroes. You just refuse to acknowledge them.

That is absurd reasoning.

Human vs Undead balance does not depend on Paladins sharing all of the Death Knight’s traits, in addition to having its own invulnerability shield and an armor aura. There are plenty of other units and heroes that are relevant. You do not need the Paladin to be a copy of the Death Knight with extra benefits.

Personally, I think they should just add some HP regen to devotion aura.

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