New Dwarves v. Old Dwarves, Paladins, and Magic Monsters.

I really don't like the new dwarves, and here's why:
1. It kinda kills the races for me. I mean when I first started playing DD, it was nice how the choices were so simple. They were the three main stats: Attack, Mana, and Hp. Then later it's a little more complicated: Base damage, Potions, Exp, but nothing too special. Now for new players, Dwarves hit you from nowhere. It looks simple: Attack, Mana, but then DAMAGE REDUCTION?
2. As for why you changed them, you said dwarves were underused. Personally, if you brought them back now, I'd use them more than humans. Between the ability to get 10 potions (not as a halfling. 4 basic, three potion shops, Keg of Health), the new fire heart, and, most of all, Lifesteal, I'd give them more than enough use. There are a tone of good % based sources now, as mentioned above, so I would love to see them back.
As for Paladins, I don't think I have ever seen a bigger nerf. This class fell from God tier to unusable tier. So then how do we change the ability? Here's one interesting suggestion: You cannot switch gods, gain double piety, lose double piety. That makes the stingy gods less stingy, but more punishing, and the abundant gods giving out boatloads, as long as you follow their rules.
Okay, what's with all the magic attack cropping up? Are they trying to nerf the monk and buff the berserker? The thing is, sometimes, it doesn't make sense. Animated Armors, for example. What is so magical about a blade slashing you? Undead would make more sense than magic damage. And the other two, frozen trolls, and vamps, are serious stretches. So the Vampire is choosing to hurl a fireball instead of suck your blood? I guess, for frozen trolls, being hit by a frozen fist counts as magic? If you want to give someone magic, make it shades and wraiths. At least that would make some more sense.
Anyways, these are just my thoughts, feel free to post yours.
1. It kinda kills the races for me. I mean when I first started playing DD, it was nice how the choices were so simple. They were the three main stats: Attack, Mana, and Hp. Then later it's a little more complicated: Base damage, Potions, Exp, but nothing too special. Now for new players, Dwarves hit you from nowhere. It looks simple: Attack, Mana, but then DAMAGE REDUCTION?
2. As for why you changed them, you said dwarves were underused. Personally, if you brought them back now, I'd use them more than humans. Between the ability to get 10 potions (not as a halfling. 4 basic, three potion shops, Keg of Health), the new fire heart, and, most of all, Lifesteal, I'd give them more than enough use. There are a tone of good % based sources now, as mentioned above, so I would love to see them back.
As for Paladins, I don't think I have ever seen a bigger nerf. This class fell from God tier to unusable tier. So then how do we change the ability? Here's one interesting suggestion: You cannot switch gods, gain double piety, lose double piety. That makes the stingy gods less stingy, but more punishing, and the abundant gods giving out boatloads, as long as you follow their rules.
Okay, what's with all the magic attack cropping up? Are they trying to nerf the monk and buff the berserker? The thing is, sometimes, it doesn't make sense. Animated Armors, for example. What is so magical about a blade slashing you? Undead would make more sense than magic damage. And the other two, frozen trolls, and vamps, are serious stretches. So the Vampire is choosing to hurl a fireball instead of suck your blood? I guess, for frozen trolls, being hit by a frozen fist counts as magic? If you want to give someone magic, make it shades and wraiths. At least that would make some more sense.
Anyways, these are just my thoughts, feel free to post yours.