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How to fix Paladins

Mark Asher

You can't kill them, but they can't kill you either. That's been the conundrum of the Paladin class since release. Non-paladins scratch their heads and wonder what Paladins complain about, what with their 37 different protective bubbles, heals, lay on hands, ranged stun, plate armor, and more.

Meanwhile Paladins are frustrated because the amount of damage they output is so low relative to some other classes that players tend to ignore them in PvP fights. I know I do.

The fix is in, according to Blizzard, with the new 1.9 Paladin talents, but Gamepro doesn't think so. "It's not that Paladins are underpowered, weak, or even dull (Shaman dropping totems in PvE is almost as bad). At 1.9, Paladins are by no means a pushover. The problem is Blizzard poorly designed the class--and worse yet, doesn't know what to do with it."

Gamepro goes on to argue that Blizzard never has understood the role that Paladins should play in group situations. "An off-tank in PvE? A defensive hybrid? A Diablo II melee fighter?"

I think Gamepro makes some valid points, but in defense of Blizzard I think a class flexible enough to at least step into different roles isn't a bad thing -- it gives players more variety in play style. I think the real problem is just that players all want their characters to do a lot of damage and Paladins, with their superb self-preservation abilities, just can't hit as hard for balance reasons.


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