PALADINS IS BACK

Long ago, Paladins had a rather fantastic customization system, which I talked about here. It is somewhat similar to Call of Duty’s Pick Ten System. You have 5 card slots, which you can fill the slots with a choice of 16 cards. The cards each boost a specific attribute of the champion. Each card can also be boosted up to 4 points, and the total point limit per loadout is 12. You need all five slots filled, and all cards must have at least one point allocated to it, making point allocation and prioritization something worthy of study. And in… [Continue Reading]

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Cards Unbound, Game Uninstalled

Every player likes card customization. Thus, the first thing to go is meaningful card customization. Bravo. Implementing this five-points per card, twenty-five-points per loadout system, aside from causing hilariously broken and unbalanced cards that allows characters to deal around 23k burst damage when the maximum possible effective champion health is 5500¬†demolishes any meaningful customization. Now, just select the highest-leveled cards you have and you’re set for the next round. And once every card you own (or just those you cared about) is level 5, or you’re playing Ranked where every card is level 3, card customization is now almost as… [Continue Reading]

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