Nonono. Divine shield can be casted only on self one because heaven protects only caster, not other units and DEFINATELY not as an aura.
Also this ability is availible for all paladins regardless of their status. The difference is in its length.
Aaand i don't like third ability of your suggestion for paladin - he is warrior of the light!!! He can't use tricks with his own health to gain power and this ability will work better for demonic units.
Divine shield in YOUR VARIANT is op as hell as well.
Just think about army of imperial shielders with 13/15 armor and no downgrades! Paladin himself also gains armor and can move freely! Nononononononononono.
And another no is that in your variant most valuable spells have pretty good range so i if i used your variant then i spammed them a lot, casted on my frontlines aura for armor and ran away waiting for cooldown. And he can do it due to his range 3 for that and his great hp and armor. It is ridicilously hard to kill him.
makazuwr32 wrote: ↑Mon Jul 09, 2018 4:52 am
My suggestion stats for this:
Cost - 6 turns, trainable at church and castle.
Hp - 40
Attack - 14 (melee type), 50% bonus to giants, infantries.
Range - 1
Actions/turn - 1
Armor - 4/4
Speed - 3
Sight - 6
Spell resist - 90%
Abilities:
Holy light - heals target non-undead ally for 15 hp or damages enemy undead for 10 hp. No cooldown. Can be self casted. Range 3.
Divine shield - paladin gains +1000/+1000 to armors and 100% all dodges for 1 turn. Cooldown - 5 turns.
Ritual of divine protection - transform ability: paladin looses attack range and speed, gains -1/-1 armor but gains aura with range 3 that gives all friendly units in range +5/+5 armor. Can't affect himself or other paladins in transformed variant.
Chain healing - heals 4 targets for 10/8/6/4 hp, targets must be adjust to previous one. Range of cast for first target – 2.
Upd.: Reduced range and actions/turn to 1.
For this unit we can actually use templar image.
These stats are balanced and not op. Maybe in the ritual change only his armor to -1/-1 instead of -10/-10.
And why this is balanced:
1. Stat wise. He is melee support. His main role is to heal, damage undeads and support friends with bonus armor. Divine shield is "save guard" ability to save your paladin's ass in dark time due to high cooldown and 1 turn length.
2. About abilites:
Ritual of divine protection: why is it more balanced than your divine shield:
a) paladin becomes statue that gives to other units +5/+5 to armors. It can't affect other paladins at all. Also this statue can only return to normal state and can't move or use other abilities.
b) he looses armor, attack range and speed in this form and this means: you can use him at choke point to give near units better armor and that enemy will need to kill him at first. Gives great protection but at great cost because he becomes pretty vurable unit and main target for enemy archers.
c) yes this effect last forever (as long as your paladin is alive and in this form) but it only affects few units and can't move to other place easily: after you used transform ability to move paladin he will be able to moving only on next turn.
Divine shield - "save my ass" ability because paladin (of my version) is really useful unit and players who knows that will try to kill him in first place for sure. Not op because of long cooldown.
Holy light - heals 15 hp, deals 10 damage to undeads: why not 15? Because 15 damage will be too much each turn to undeads (and demons as well if this race will be implemented) for regular unit. It is even higher than his basic attack! And it is ranged! That is why 10 damage to undeads.
Chain healing - i think you don't know how powerful this ability is actually: it heals 4 units for 28 hp in total! And it must be able to heal just 2 units (first gains 10, second 8, first 6, second 4). And with 2-4 paladins you can easily heal whole army in few turns.
3. Because of his abilities in my variant he will be real frontline unit. Not your when you can cast in range 3 on any unit aura for armor and ran away.