The two main critiques of paladin (ignoring balance) I have heard are:
- No active interaction with incoming damage – Damage reduction is passive, and preventing paladin charges from maxing out is just constantly hitting a target. This means they aren’t well equipped to deal with tank mechanics like tank busters, which are generally what makes tanking unique and interesting.
- Awkward downtime where there is nothing to do – Between putting the hammer up to generate charges, expending those charges quickly with attacks, and activating librams with the left hand, there is a significant amount of idle time while waiting for things to come off cooldown, where you can’t really do anything.
I suggest one new mechanic be added to paladin which would address both these issues well.
Block/Parry/NameTBD: When the hammer is held horizontally in front of the player and the trigger is held, “blocking” is activated as long as the hammer remains in this position, the player does not attack, and at least one charge is available. While blocking, damage to the paladin is reduced by an additional amount (~20% or whatever is balanced), but the incoming damage counts double towards generating charges.
With this paladins would need to balance when they have their hammer up to generate charges, swinging to attack, and horizontal to block. In 1v1 situations, the attacking of the enemy now influences how the paladin plays. These are also the most common situations where paladins are charge-starved, but by adding in blocking to their rotation, the paladin takes up down time AND receives more charges because of increased generation while blocking. On the other hand, when the incoming damage is much higher (groups of enemies or bosses), the paladin needs to be careful with blocking so they don’t quickly max their charges and lose their passive damage reduction. One charge is required to activate blocking for flavor (lightning from the head pulses down the hilt, as if empowering it to turn away attacks), but also to force the paladin to be mindful of hitting 0 charges. This way the paladin can’t spazz their hammer on an enemy to quickly use charges if they want to also be able to block.