Paladins: Champions of the Realm is Hi-Rez Studios' entry into the now popular Hero Based FPS genre similar to the likes of Team Fortress 2, Overwatch & Battleborn. Paladins is a fun game unfortunately marred by a high number of poor design decisions, a small cast and some fairly large balancing issues.
Paladins is, at it's core, an FPS Hero Shooter, sporting a number of fairly well designed characters across the board and each of them play differently from one another. They also divvy up in categories, similar to other titles in the same genre - these being Tanks, Damage Dealers (DPS), Flank (DPS), and Support (usually healer). In Paladins, however, these categories aren't really a defining characteristic of most characters - the support character Pip only has one dedicated skill to Healing while the rest of his kit is strictly meant for DPS, for example.
https://www.youtube.com/watch?v=zQd5dfQcdHY These traits do help Paladins differentiate what would be a solid "Holy Trinity" system like those found in MOBA's, MMO's or even a game like Overwatch and are, in my opinion, very much welcome. That being said though, Paladins DOES NOT allow for Hero switching on the fly and there are a number of reasons behind this decision, that ultimately I don't agree on whatsoever.
For starters, player by player performance is a thing; and secondly, you can't really see your enemy team and their picks once picks have been finalized. Why is this important? Well...