Holy Light
Modification: allow self-casting and self-casting increases attack speed by X% for X seconds
Reason: The Paladin currently has low offensive capabilities which impacts his ability to creep or deter early aggression. Rather than duplicating Deathcoil, Holy Light allows self-cast and only when self-cast provides a substantial DPS increase. This tweak provides a trade-off that allows the Paladin to both tank and deal increased damage at the cost of healing another unit. The trade-off is also important when considering the Undead matchup i.e. you cannot use Holy Light to nuke something and get the attack speed bonus on the same cast
Note: the suggestion that Holy Light should provide the attack speed or a damage buff to the Paladin on cast is more elegant. This would mean the more overpowered aspect of making the ability self-cast could be removed.
Divine Protection (aka Divine shield)
This to me is the most important consideration. Complete invulnerability is a crutch that limits design space for the Paladin.
Modification: reduces all incoming damage by X% (no longer provides complete immunity)
Reason: Complete invulnerability is incredibly powerful and limits the Paladins offensive capabilities due to the cheese factor (especially against the undead). This change still provides the Paladin with a powerful defensive cooldown, while still allowing damage to matter. It also removes his invulnerability to magical effects (slows, hexes etc). An important tactical consideration is that damage mitigation means the Paladin can now be attacked and therefore be used to soak damage like a real tank.
Devotion Aura
Modification: tweak armor bonuses
Reason: From a competitive ladder perspective the current amour bonus from the aura is very underwhelming.
Resurrection
No changes needed
Reason: not every hero needs to have a game breaking ultimate ability. Resurrection is solid as it stands now. The only consideration is whether or not the cooldown is too long?
Summary
I have thought very hard about how to make the Paladin a more viable early game hero without breaking the game, removing his utility or completely reworking the hero. The biggest crutch for the Paladin is that Divine Shield provides an overpowered cooldown that IMO limits design space (especially in the Undead matchup). By modifying this talent to provide damage reduction it still leaves a powerful defensive cooldown, removes the ability to ‘cheese’ and allows the Paladin to soak damage like a tank. Holy Light goes from being a very good talent to an incredibly powerful (possibly OP with self cast?) talent in exchange for the significant ‘nerf’ to Divine Shield. What this does is provide a meaningful trade-off while greatly improving the Paladins early game creeping and defensive capabilities. The change to Devotion Aura is long overdue and while it will never be the best aura it is still useful when involved in large scale battles. Overall, these changes maintain the Paladins traditional place as third pick support while also making him viable as an early pick if desired.
Thoughts?
-
Noted self-casting would be OP, however a passive attack speed or damage buff for the Paladin when casting Holy Light would go a very long way.
-
List item
More radical approach:
Holy Light:
Heals a friendly unit, empowers the next 5 melee attacks to deal increased damage and heal a percentage of damage in a small AOE
Heal X, increase damage by X% and Heal X% of damage in an AOE
They could then remove the ability for Holy Light to deal damage against the Undead (solves that issue). The extra damage and AOE healing increase would make the Paladin more useful as an earlier pick and as a higher level hero. As third hero pick it would only be a marginal difference.