Title: Paladins
Developer: Hi-Rez Studios
Status: Closed Beta
Official Website: http://bit.ly/1kVpHkw
Hey what’s up, Serpentine here taking a
look at the multiplayer first person shooter, Paladins, developed by Hi-Rez
Studios the same guys behind Smite and Tribes Ascend. Paladins combines first
person shooting with MOBA like skills as well as a collectable card system that
can increase your effectiveness out on the battlefield.
Paladins Title |
The main game mode currently available in
the beta has 10 players divided into 2 teams going head to head, trying to
destroy the opponents Vault to win. Attacking an enemy’s vault directly is a
poor decision though as there are 2 gates and multiple turrets preventing
anyone getting to it. Instead you’ll need to recruit a siege engine to your
cause, to weaken their defenses and finally get to destroying their vault.
Enlisting one of these siege engines isn’t easy though, requiring you to
capture a highly contested point as payment. There are 3 points spread across
the map but only one point will be active at a time and both teams will be
fighting for the capture to get that siege engine on their side.
Ruckus at the Gate |
These capture points will be where most of
the fighting will occur between the two teams, that and their respective bases
when a siege engine is spawned. While outside of these points the map is quite
open and mostly level, the structures and environment surrounding the capture
points is a lot more interesting with buildings to take cover in, catwalks to
get height advantages with and various environmental obstacles to work around.
Newer players will be tempted to rush the point as that’s their main objective
but splitting up and using the environment to your advantage is definitely the
way to go, preventing any mass aoe damage to all champions and just keeping the
enemy on their toes. Plus the point captures at the exact same speed with 1
champion on it as it does with all 5 members of your team so there really isn’t
a reason to group up like that anyway. The distance between all the points and
the bases is actually quite significant and if you were to just run back and
forth it would take a long time, thankfully Paladins has taken a mechanic from
Blizzard Heroes of the Storm with mounts, allowing you to get to places
extremely fast, getting you straight back into the action rather than having
long extended lulls as everyone tries to get back in the fight. These mounts
work exactly the same as they do in Heroes of the Storm with you taking any
damage automatically dismounting you and when you do dismount you won’t be able
to mount again for a short period of time.
Fernando Charge |
Once you or your opponent has managed to recruit
the assistance of the Siege Engine the losing team will have a short passage of
time to deal damage to it before it reaches their base and the first of their
destroyable gates. If things go to plan the siege tank will only get through
one of the gates before being destroyed however it is possible to destroy the
engine before it reaches the gate while also possible for it to destroy the
second gate as well depending on how well each team plays. The vault basically
acts as another gate but destroying this one will win you the game, you are
able to attack all the gates and the vault, at least as long as the siege
engine is there, so it’s a good idea to focus fire on these objectives as
opposed to enemy team members as you will usually spawn in time to contest the
next capture point.
Pip Long Bombs |
There are currently 7 champions in the game
including Buck, armed with a shotgun, Barick, a Dwarven engineer, Cassie, and
elven archer, Ruckus, a golbin operated robot, Grohk, a lightning shaman,
Fernando a flamethrower wielding knight, Pip a potion lobbing fox and finally
Skye a stealthy assassin. 2 more champions have been confirmed for the game
with eevie being an ice mage and Androxus being a sort of military merc with a
pistol and sword as well as a couple champions that have been data mined
showing that Paladins plans to have an extensive champions list to pick from,
all of which have been stated as being completely free to play.
The shooting mechanics of the game are what
you would expect with machineguns instantly hit registering and arrows taking
their time to glide across the battlefield. All the weapons in the game however
have an effective range at which the projectile will simply despawn instead of
just losing accuracy the further they go. It’s a mechanic feels a little odd
especially as some champions have extremely short ranges with enemies health
bar turning from orange to red once in range. I would have preferred that this
kind of balancing stuck with a falling off accuracy style rather than the hard
despawn but you do get used to it and allows for easier balancing of champions.
Another shooting mechanic that Hi-Rez has stated they will be testing out is
alternate fires for champions, to add a little bit more depth to what champions
can do in fights, but that’s not expected for another month or so.
Buck Trapped |
On the ability front, each champion has 3
activatables they can use from the very start, no levelling up required, one of
these abilities will almost always be dedicated to movement weather that’s a
dodge roll, a dash or a jump to help make the game a little bit more fast paced.
At their base level with no card modifications applied to them, abilities act
how you would expect them to act, a shield blocks damage, a turret fires on
enemies and a healing totem heals allies, but with the card system in play you
can actually apply quite a lot of additional effects onto these standard
abilities along with your champion and their weapon, adding things like a
burning effect to any enemies walking through your shield wall, increasing the
damage output to allies standing near your turret or reducing incoming damage
for any allies standing near your healing totem. These cards are also your only
source of increasing your damage and health, if you look towards the bottom of
the card you will see on the left hand side a percentage in red, this
percentage is how much your damage will be increased if you pick this card and
to the right is a number in green that is the amount your health will be
increased. 3 of these cards will pop-up each time you level, being able to
select only one of them to use so you have to decide how you want to build your
character and hope that the cards you get later on support the build you’re
going for. You only level 5 times during a game so your selection is extremely
important especially as it’s your only source of gaining any kind of power or
upgrades.
Card Selection |
You only start off with a small selection
of these cards that you can actually draw from for each champion, about 5 or so
each, and there all basic common rarity cards. To get more cards you can use a
purely free to play approach by winning games that will reward you with a basic
1 card chest as well as levelling up your account that will reward you with a radiant
chest containing 5 random cards. You’ll be able to speed up this process by
buying these card chests with real world money as well as using the in game
currency of gold. With over 220 cards to collect too it is going to take quite
a while and you will end up with a lot of duplicate cards, but you will be able
to combine 3 of into a brand new card that you don’t already own. This card
system however does bring paladins a lot of imbalance and, to a point, a pay to
win business model similar to Hearthstone as legendary cards are just purely
better than other cards both in their base stat increases and their bonus
effects. Hi Rez has already tried to balance this somewhat with legendries not
being a part of the first level card drops but I don’t think that will be
enough, atleast not for competitive play. We still haven’t seen the constructed
mode though, what will be the main competitive mode so they could be working on
some more card balancing mechanics for that mode but as the casual mode stands
now it’s kind of broken. Non damaging abilities can gain damaging effects,
tanks can get more health and health regen and damage dealers can get more damage
compared to another player playing the same character giving them an absolute
advantage during a game.
Card Comparison |
Other features of the game not currently
fully implemented include purchasable cosmetics for both your champions and for
your mount with a founders pack mount skin already in the game and champions
skins soon to be released. There is also account levelling as stated before
that rewards you with card chests but this may be of more importance later on,
maybe as a level requirement to participate in the competitive game mode.
Mount Skin |
All together Paladins is an interesting and
fun combination of the moba and first person shooter genre. It’s a game that
carries that “Just one more game” competitive feeling of wanting to do better
and perform more awesome plays. The card system is definitely a part of the
game that needs some improvement particularly on the balance side and I can’t
imagine it will be something easy to balance but it does add a lot of variety
to the game and too how each champion can be played. I’d also like to see more
player involvement with the siege engine like it only being able to move when
champions are around it or something to increase the engines effectiveness
based on how many players are escorting it, basically I wouldn’t mind seeing it
turned into more of a payload. If you like Team Fortress styled fps’s, or like
the ground level style of Smite, or simply just a really compelling and fun
competeive FPS, then Paladins may be of interest to you.
Cassie Protecting the Point |
Anyway, that’s been my player preview for Paladins.
The game is currently in closed beta with access granted via the purchase of a
founders pack for $20 or your regional equivalent. The game will also be coming
to Mac, Linux, Xbox One and Playstation 4 at a later date. If you want to find
out more about the game check out the links below. Thanks for reading and I’ll
see you guys next time.