Changing holy sword to not stack does not accomplish this. Neither does adding a few d6 to the cores of one PRE tree which not every paladin will have. I say "few d6" because the gain from what they have currently on live is minimal (currently its 7d6 vs their chosen foe and 3d6 vs anything, with changes its 8d6 vs anything... a bump but minimal). The melee power scaling its touted to have, is also being touted as applying to all similar things over time (ie, rog sneak, assassin poison, etc). There is not a lot of gain there for taking 20 class levels, relative to taking those levels somewhere else... AND it forces paladins into a single enhancement tree. Less than ideal, let alone "fun and competitive".
Hollow logic. Everyone benefits from all of those changes, minus the paladin specific ones.... which are only good to a single paladin enhancement line (one of three, assuming this shield one ever shows up). Making 1/3rd of paladins minimally more appealing, while everyone else gets an identical relative boost, does not add up to "total changes". It is exactly what it is, and nothing more: One Paladin tree gained a few d6 dmg.
No, thats not what it means. It means that anyone seeking "the critical boosts they need to be compete" already has multiple, more easily accessible, ways to obtain it. No one is going to change what they are doing to sink 14 (!) paladin levels into obtaining it. They wont. Its too many levels with giving up too much over "getting a critical boost easier". I am not sure how much you have played DDO on the character building side, being a new dev from another game... but seriously. No ones blowing tons of hearts to reinvent the wheel with a cost of 14 levels. Wont happen.
Again, hollow logic. 10k Stars pigeon-holes into very specific builds, better target that. Oh man Fury pigeon-holes into very specific builds. Oh Oh Oh and who could forget about Ninja Spys with Brush Hooks pigeon-holed into very specific builds. Or throwers, like the Meteor Shower build... oh man its using Tesners, total pigeon-hole.
Hi, welcome to building DDO characters. You find something you like, and build around it. The entire game is following that mentality. Trying to act like *no one* will use holy sword to stack with other things, *except* on some thief acrobat whatever... not true. If you dont like that one combo, simple... make Holy Sword only work on Martial Weapons. See what I did there? Pro tip, it didnt take nerfing the entire thing for all the actual paladins looking for a reason to sink more than 2-4 levels into their class. Just one idea, and there are many more Im sure (since some races get heavy mace as a religous weapon, who then couldnt use it.. just saying theres better ways than making it a trash bonus relative to multiclass options and those should be explored).
The fact the forums had to point out how it stacks, rather than you knowing what it would stack with and how, is saddening. It took posters here mere minutes to go down that road. If you suddenly looked and realized you didnt like that... why didnt it take you the same mere minutes, before hand. What you think we should be discussing, and what we think we should be discussing, are very different things. And that leads to frustration when you see statements made in one context, and leap to another. Your first instinct was right. All the "forum concern" over some build being too good is no different than people saying "SWF is too good" now. You know how many SWF there are, day to day, on Sarlona? Maybe 1 per raid. At a very rare occurrence, maybe 2. Sure, they are out there. But it hasnt overwhelmed the game. Neither will this. You arent actively listening, you are passively listening. Apply critical thinking, and examine how the game actually is. Hopefully the PC can help you with this, as I know you are new here.
Here is some discussion: this ability now does little, if anything, to shore up taking more paladin levels. As does KotC, since many paladins will not be in that tree. Indeed, all the other changes (armor, shields, melee power, etc) focus on helping "tank" paladins, who are likely to use Sacred Defender and "Vanguard". Given that the focus of the entire update is on making tank paladins more playable, what design goals are being implemented to ensure they also have reasons to take more levels in their class? As the spell and the few d6 from kotc do little to nothing when impacting their level progression choices. Additionally, as the enhancement tree received minimal new enhancements (cloned cleave abilities is really the only new thing, even the garbage Holy Retribution enhancement was left unchanged) what incentive is there for anyone to actually invest in this tree now? It offers literally nothing it didnt have before via other means (cleaves, competence to crit, some d6 vs certain mobs). Sure, its easier to access that stuff, sure it might have a couple more feats or whatever... but so what. Just taking Fighter instead (as one example) is even MORE feats. Taking Rogue (as one example) is even MORE d6s. Why go paladin kotc? There is no reason. Discuss all points.
Its not about getting excited or not, its about being practical. A class's spell offering a bonus I can get elsewhere, boils down to which is cheaper to obtain (in this case, not paladin). A class's spell offering a stacking thing, means "how can I use combinations", boils down to cool character building. A PrE line offering minimal gains over what it gives now, when it is unpopular now, will remain unpopular. Look at bard, bard JUST happened. You can go read all the bard threads. It took more than adding "a few d6" to pull them together. They gained a tree, a rework of existing trees, and in several cases an extensive rework. Paladin is not receiving that level of attention. Trying to pawn off the "armor changes" as paladin centric is madness. You realize those are not paladin aimed changes right? Fighters, clerics... heck barbarians spending a feat for heavy armor prof... those all gain too. In many, perhaps most cases, gain even more because their saves are often less good than the paladin and mitigation is more important to them. Saying "paladins get half our attention because other stuff, which also helps everyone, counts as their half" is really just saying "paladins are still underwhelming". Its not about excitement. Its about being practical. You are adjusting your proposed changes in ways which are NOT practical. They dont help anyone, or address the actual level cost being undesirable due to low returns. Hence, not meeting your goal.
Okay so what, it now wont conflict with "deadly weapons" directly? Its still nothing anyone else cant do. Take swash or TA or assassin or kensie or ninja spy or fb or etc etc etc.... get deadly weapons cast on you. Hey grats, you just gained 14 levels of paladin benefit. This does nothing, and its just trying to take the focus off the fact that the ability is now another clone ability. Just like the cleaves. Just like a few d6. Just like the entire class. Which was the whole point of sitting down to adjust it so the levels had meaning in the first place. Failure.
Dont make paladins a clone of other classes just so it competes with other classes (which, as Ive made an effort to point out here, it still wont).
Instead, make paladins unique, with a meaningful draw all their own.
Consider adding that to your goal-statement.