Paladin
Call this a moaning thread. I just want my opinion to be clear, so I assume asking the forum would change my opinion.
I thought the Knight was more of a tank, the way he has default 20% resistance to physical and 1000 health. The knockback bugs me, so it really makes Knight situational. Would the Paladin be considered a better tank? Depending on the total damage accumulated, the same turns it takes to KO a Knight is the same with the Paladin. And it really bugs me how Paladin emits an aura for surrounding units. A unit with 800 takes an extra hit to kill with an Archer. I find that ridiculous because killing Dwarf units in general is difficult. The Paladin could heal partially when healing another, that's ridiculous. As long as there's a damaged unit, the Paladin could become full health again. But with all of the defense stacked up, with the bubble, and Ale, it seems like a fruitless attempt to even touch Paladins. When I finally kill that Paladin, I forget that Dwarves get three of them, like every other faction. Another spawns, and now it's 10%. Combine that with the bubble, and there's no way to kill any Dwarf unit at all.
I find it a common thing with Dwarves that they huddle up at spawn and then move out with one unit bubbled. (http://steamcommunity.com/sharedfiles/filedetails/?id=125468661) I feel the only way to win against Dwarves is through crystals. I admit, my first games, I assumed it was all about the kills. But lately, I've started to recognize the effectiveness of the assault tile. Granted, some maps have assault tiles that are dangerous to hold. Although, I find it difficult to transition from a unit victory to a crystal victory. I mean, you have to spend turns getting ready to grab the crystal tile and put your units in position to attack the crystal, while your enemy upgrades and moves out. I've never been against a Dwarf player that aimed for the crystal, besides using the Pulverizer (at least that's what I think it's called) to attack it, and having the AOE damage KO my nearby units.
So now I ask for someone to explain how this is balanced, no sarcasm intended. I still have other issues with other aspects, but I'll question again another day. Shouldn't every faction have the same chances in a straight off unit vs. unit? Thanks for your time.
When I moved up, he brought his first Paladin in. The 5% defense just intimidates me from applying pressure early on. Like I said, it requires an extra turn to kill. Add the bubble and regular defense upgrade and they're a tank already. I guess every faction requires different strategies to them, but I feel I shouldn't change my standard strategy that much.
So if they take longer to set up, I should take advantage of the off-time and go straight for the crystals?
I've applied pressure in the past, when I start off with a Ninja or an Archer, it usually ends up with two Paladins protecting the one scrolled unit with a bubble.
Well... The patch is to help balance them... But i dont see how 900 hp is supposed to be that magical number that makes it better than 800 hp or 1000 hp. The dwarves are op (or at least they were) so they arn't actually balanced (maybe). But i personally like the aura. It doesn't do that much but it does just enough to change a persons game plan. It makes units that are unprotected and it saves an ap of his life from average attacks. Lol so actually it is pretty important. Although I don't like the hp regain because it makes the paladin almost impossible to kill. I would like the aura, 1000 hp, and resistance for the paladin. But i mostly dislike the hp regain. I think either the aura or the hp regain has to go. Imagine this: army of paladins, all fully upgraded. Each with bubbles on them. That would be the longest game i would ever play.
Like thesinik said, apply pressure to Paladins early. If your opponent only draws one, he'll be forced to sit back and play defensive until he draws another or risk losing her or burning through Brews.
When I play against Dwarves, I will use a scroll if I know that it means a guaranteed kill. Like, move up, scroll, attack, attack, stomp. That also might mean sacrificing a unit or an Inferno spell, but in the end it's worth it. Without the 3 Paladins, the Dwarves have no way to heal or revive allies so you can use hit-and-run tactics until they quit.
When I play against Dwarves, I will use a scroll if I know that it means a guaranteed kill. Like, move up, scroll, attack, attack, stomp. That also might mean sacrificing a unit or an Inferno spell, but in the end it's worth it. Without the 3 Paladins, the Dwarves have no way to heal or revive allies so you can use hit-and-run tactics until they quit.
Only if you stomp on the body... Good tactic i wouldnt to that to teams that have 2 scrolls or lower. The paladin dont do that much only if you can get them all
I think the 1000Hp isn't necessarily bad, it's just the fact that the aura stacking can make her reallllllllllly difficult to kill, on top of the fact that Paladins are usually in the back, protected by bubbled units, so it's difficult to maneuver to actually attack the paladin head on. Other wise you have to use AOE and, the paladin can just heal herself and the other units. I think the aura stacking was the problem, but for me it's too soon to tell.
Like thesinik said, apply pressure to Paladins early. If your opponent only draws one, he'll be forced to sit back and play defensive until he draws another or risk losing her or burning through Brews.
When I play against Dwarves, I will use a scroll if I know that it means a guaranteed kill. Like, move up, scroll, attack, attack, stomp. That also might mean sacrificing a unit or an Inferno spell, but in the end it's worth it. Without the 3 Paladins, the Dwarves have no way to heal or revive allies so you can use hit-and-run tactics until they quit.
I guess you have a point there. The only times I do remember beating Dwarves is when they leave their Paladins out of position. The 100 hp nerf doesn't seem that game-changing for Paladins. Although, I'm reluctant to use scrolls on basic non-upgraded units. I'd use a scroll on Super Units, but to kill the healer seems like a waste. Of course, in that game, he did, but that's a result of pressure. Some games, I don't get scrolls, and I waste time while the Dwarves build up forces and bubbles.
Behind all of the intimidating units, Paladins are top priority. But as Council, there's really no way to get back there without a Wizard, but lightning is unpredictable so...
So in that game I showed, I just have to hope he screws up, 'cause I think it's clear I let him set up to the Dwarve's peak. My basis opinion on Dwarves is practically coming from the fact that I play Council.
Actually sometimes its best to ignore the big threat and go after easy kills. Like the engineer. The paladin hard to kill but if you get a chance to stomp on her do it. Other wise if your stuck then chip away at the easy targets. And if you can't do that just go with splash damage. Kind of common sense but some times i fail to use it.







Dwarves take longer to set up. Be aggressive early and, decent hand allowing, you should have an easier time. If you let them set up it will be difficult to take them apart because they operate as a unit, not individually like some other races.