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?