Oh we're definitely screwed in the tanking department, considering how DCs are ill-equipped to play the defender role.
From the leader role standpoint though Paladins are shaping up to be more of a skill-based class which lacks the AoE blanket/cast-and-forget heals/buffs available to the DC. In exchange it gets its own share of unique powers (eg. Banishment) and under just the right circumstances I believe it can potentially out-heal or even out-buff the DC. The catch? It can't do both at the same time - all DCs can juggle (de)buffing/healing/mitigation and even attacking/control easily thanks to the new divinity mechanic/powers like Divine Glow/dailies like Hallowed Ground, but a Paladin has to choose his powers very carefully depending on what the party needs more. He will then excel at filling that particular need, but will have to sacrifice something else in return.
This is because unlike DC powers, many of which simply enhance what a DC does or give him more options, OP powers directly dictate a paladin's (specific) leader role in combat - buffer and debuffer, healer/mitigation, etc. Without proper focus/synergy of powers you'll likely just end up being a subpar equivalent of a support DC.
Making this class excel at what it does would definitely require a bit more skill/thought.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
also many of the paladins powers and feats and abilities (auras which affect the paladin and all allies in the area) are centered ONLY around the paladin or a single allied target though this may change slightly over time. as soon as an ally moves out of the paladins 30-40' range they lose almost all benefits and many powers/benefits (as of now) are also centered around the enemy target of the paladin. so zerging with a paladin is much less of an option compared to the cleric due to their ranged ability to heal and protect areas of field.
so long as the party remains near the paladin the benefits of it are great but as soon as a party member gets too far away its nighty night time (a joke).
Comments
From the leader role standpoint though Paladins are shaping up to be more of a skill-based class which lacks the AoE blanket/cast-and-forget heals/buffs available to the DC. In exchange it gets its own share of unique powers (eg. Banishment) and under just the right circumstances I believe it can potentially out-heal or even out-buff the DC. The catch? It can't do both at the same time - all DCs can juggle (de)buffing/healing/mitigation and even attacking/control easily thanks to the new divinity mechanic/powers like Divine Glow/dailies like Hallowed Ground, but a Paladin has to choose his powers very carefully depending on what the party needs more. He will then excel at filling that particular need, but will have to sacrifice something else in return.
This is because unlike DC powers, many of which simply enhance what a DC does or give him more options, OP powers directly dictate a paladin's (specific) leader role in combat - buffer and debuffer, healer/mitigation, etc. Without proper focus/synergy of powers you'll likely just end up being a subpar equivalent of a support DC.
Making this class excel at what it does would definitely require a bit more skill/thought.
so long as the party remains near the paladin the benefits of it are great but as soon as a party member gets too far away its nighty night time (a joke).