Wimpy paladin

General feedback and discussion of the game.

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khamul
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Joined: February 28th, 2005, 5:21 pm
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Post by khamul »

Holy charge is significantly unbalanced: the paladin has decent odds (on the right terrain) of killing pretty much any undead unit in one hit. That's very different to how the holy sword works.

The original suggestion (or at least one of them) was mine, and after I was shouted down, I decided to try swapping the 'holy' of the sword and lance around myself. I changed it back after a single scenario, and then replayed the scenario. It's just too powerful.

I agree it doesn't really make sense that the Paladin becomes the unit of choice for attacking enemies in villages and castles - but that's only really true for ranged opponents in high defense terrain. Melee enemies in a castle you'd want to attack with massed mages. I can kind of see a Paladin storming a castle with a magic sword, to slay the evil Mage/Archer. But WINR. I don't see it's really a problem.

At present, no-one has a magcial melee attack. This makes it risky killing a ranged unit in a high defense position - even if you can get 2-3 big hitters on a unit with 60% defense, you still can't be confident of a kill, and a surviving mage is quite likely to take big chunks out of important people in a single turn. A Paladin with a magic sword would give you much better confidence of getting the kill you need. My main worry, in fact, is that that would be too much of an advantage.
If life gives you Lions, Make Lionade.
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Elvish_Pillager
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Post by Elvish_Pillager »

khamul wrote:Holy charge is significantly unbalanced: the paladin has decent odds (on the right terrain) of killing pretty much any undead unit in one hit. That's very different to how the holy sword works.

The original suggestion (or at least one of them) was mine, and after I was shouted down, I decided to try swapping the 'holy' of the sword and lance around myself. I changed it back after a single scenario, and then replayed the scenario. It's just too powerful.
Not so much on defense. Paladins are already ridiculously powerful against Undead anyway, and the change would make them potentially worse against Undeads with high defense. I still stand by Illuminates though. (and 8-MP GK!)
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Tux2B
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Post by Tux2B »

It's true that a paladin attacked by an elvish sharpshooter has high chance to die in one or two turns. Most of all in forests.

OTOH, elves are very weak too. They should know the spells to protect themselves, shouldn't they? So why do they have that few HP or defense?
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
Gamabunta
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Joined: September 8th, 2005, 11:20 pm

Post by Gamabunta »

Sorry for resurrecting this thread, but what is the status of the Illuminating Paladin and 8 MP Grand Knight?
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JW
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Joined: November 10th, 2005, 7:06 am
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Post by JW »

I haven't read the entire thread, but I think that the best solution would be to add Illuminates to the Paladin and make his melee attack 10-4 holy.
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Casual User
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Joined: March 11th, 2005, 5:05 pm

Post by Casual User »

Sorry for resurrecting this thread, but what is the status of the Illuminating Paladin and 8 MP Grand Knight?
We've had no feedback from the developpers...
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