Overview
Here is a list of contents that were removed from the game. I’m not gonna go into details and analyze why they were removed, Though feel free to share your thoughts in comments if you have any idea why they were removed. Also please share with me in the comments which one of these removed/replaced contents you would like back.
Game Modes
Let’s start with small modes:
Survival is a round based death match game mode. To win a round, players must defeat all members of the opposing team before they themselves are defeated. Once slain, players won’t respawn until the next round starts. The first team to win 5 rounds wins the match. A short delay after each round begins, deathly fog will set in from the edges of the map as it closes in on the Epicenter.
This was originally Hi-Rez’s idea of a battleroyale mode. It was supposed to be a playable mode in Paladins but later on, for whatever reasons, they decided to make the mode an standalone game and they called it
Match of the Day is a special mode that will offer a new set of special rules in different Maps each week which players will be able to participate in.
Siege Only played in a similar way to the original Siege game mode, however there was no capture phase. Instead, Siege Engines would continually spawn and alternate between each team until one team destroyed the opposite team’s vault.
Capture Only played in a similar way to the original Siege game mode, however there were no Siege Engines or push phase. Instead, Capture Points would continually spawn and the game was over once a team successfully captured five points.
Now, these are the 2 modes that I personally think were great and for that reason I’m gonna provide full descriptions for them (If you’d like to read the full descriptions about modes above, check Paladins Wiki[paladins.gamepedia.com]
Before I copy the description from the wiki, I should say that this mode (which was a lot similar to TF2’s payload mode) had 3 maps that are also at the moment, removed from the game which I will mention in the “Maps” section. Honestly, I remember having tons of fun playing this mode and I don’t know why they ever removed it. So here it goes:
Payload is an Attack / Defend style game mode with two rounds. The attacking team must escort the stolen treasure to the drop point near the defending team’s base while the defenders push it back and hold long enough for the timer to run out. Players can change their Cards loadout at the start of the match. Everyone receives 1000 Credits at the start of the match that can be used to purchase Items, and the passive Credits spooling is of 2 Credits per second. All items and Credits from the first round are reset at the start of the second one.
When round one is complete, both teams swap sides. The Payload only advances when at least one attacker is close to it, but won’t move if there are defenders close by. The payload will start to move backwards after sitting idle for too long without an attacker near it.
Defenders can leave their base after 10 seconds, while attackers can only leave their base after 50 seconds.
On the first round, the attackers have 7 minutes to push the payload. On the second round, the attacks will either have 7 minutes or the time it took the attackers from the first round to push the payload all the way.
The team that got the Payload cart furthest will win the match. If both teams push the Payload cart all the way, then the team that pushed it to the end point in less time will win the match. In Round 2, the Payload cart location will be displayed on the HUD and a marker will be placed in the world to show how far the cart must be pushed to win.
Special co-op scenarios where players worked together to defeat AI controlled opponents and complete challenges. These scenarios changed on a weekly basis. At the beginning of each round, all players started with a large amount of Credits.
Tortoise Power:
A group of 4 Makoas and a Pip. All 5 opponents have very short skill cooldowns. Each Makoa has a focus on one of their skills (Dredge Anchor, Shell Shield, Shell Spin and Ancient Rage) and will use it almost constantly. The objective is to defeat the opponents before they manage to capture a point. The side to achieve 2 captures first wins.
Tank it to the Limit:
A group of 2 Bariks, a Grover, a Makoa and a Fernando. All 5 opponents have very short skill cooldowns. The objective is to defeat the opponents before they manage to capture a point. The side to achieve 2 captures first wins.
Los Pollos Fernandos:
A group of 4 Fernandos and a Pip. All 5 opponents have very short skill cooldowns. Pip will constantly cast a weaker version of Evil Mojo while the Fernandos cast Fireball towards the players. The objective is to defeat the opponents before they manage to capture a point. The side to achieve 2 captures first wins.
Hide and Seek:
“Face invisible rogues who strike with everlasting poison”
Mid Life Crisis:
Tyra, Buck, Makoa, Maeve, and Sha Lin in a 5v5 Survival encounter. When any of them reach 50% health they activate their ultimate permanently until they are killed.
Grohk Bustin:
Grohk and 4 Torvalds in a 5v5 Survival encounter. Grohk remains in his ‘Ghost Walk’ state until all Torvalds are eliminated.
Minefield:
5 Kinessas in a 5v5 Survival encounter.
Lair of the DreadHunter:
5 invisible Drogoz in a 5v5 Survival encounter.
Cops and Robbers:
5 Maeves against 5 Lex in a 5v5 Survival encounter. Players play as Lex.
Items
Develop was a Defense item that provided boost to maximum health, it would cost 300 Credits and was officially removed from the game with the release of
on May 23, 2016.
Sterilize was also a Defense item that provided resistance against damage over time effects (Skye would be even more useless if this was still around).
It would cost 200 Credits and was removed with release of
on September 12, 2016.
Equestrian was an Utility item that provided a reduction to the cast time for mounting. (That’s right, mounting wasn’t always instant)
It would cost 200 Credits and was removed from the game with release of
on August 4, 2016.
Huntsman was another removed Utility item that provided a movement speed boost while moving in stealth grass. (Paladins had stealth grass?!! WTF!!!)
It would cost 150 Credits and its deletion happened with
on August 4, 2016. (The same patch that removed Equestrian)
Gather was a Healing item that gave bonus healing when picking up health drops. (HP Drops were floating, cross shaped pickups that would restore a fixed amount of health to the champion that touched them. These pickups would spawn on a champion’s death)
Gather’s deletion happened with
on September 12, 2016 (The same patch that kissed Sterilize goodbye.)
Agression was an Attack item that would provide a 5% increase to weapon damage per rank. (Viktors loved this thing.)
Agression got removed from the game with the release of
on January 25, 2017.
Maps
These are the 3 payload maps that obviously got removed when the “payload mode” was retired. The mode and its maps have been unavailable to play since Paladins OB65.
This map is designed for 2 teams of 5 players. It features one payload mounted on top of a long rail that begins on the Attacker’s side and ends near the Defender’s base. The bases are located at opposite ends of the map. This map features Stealth Grass.
Here is a video of some guy playing as Ruckus in Outpost, you can check it out if you want to see how it looked like:
This map is designed for 2 teams of 5 players. It features one payload mounted on top of a long rail that begins on the Attacker’s side and ends near the Defender’s base. The bases are located at opposite ends of the map. This map features Stealth Grass.
Here is a video of some guy playing on Hidden Temple, you can check it out if you want to see how it looked like: https://www.youtube.com/watch?v=X_fC_qaPnCQ
This map is designed for 2 teams of 5 players. It features one payload mounted on top of a long rail that begins on the Attacker’s side and ends near the Defender’s base. The bases are located at opposite ends of the map. This map features Stealth Grass.
Video of the map from Paladins Wiki
Replaced Abilities
Here’s the list of abilities that got replaced over time for many reasons such as buffs or nerfs, but I’m not gonna into details and tell you why this replacement is a buff or why that replacement is a nerf, and honestly, I don’t think I’m even qualified to do so. We’ll be starting with Androxus:
Right-Click Ability
Fire a burst of 3 rounds from your revolver, with reduced accuracy dealing 300 damage per shot over 1.2 seconds.
Bonus Damage: If you hit all 3 shots, you deal an additional 500 damage.
“Q” Ability – 22 Seconds Cooldown
Androxus creates a smoking cloud of darkness that swirls around him, consuming all light coming in contact with it.
Right-Click Ability – Unknown Cooldown
Buck winds up and swings his gun, dealing damage to nearby targets.
Right-Click Ability – 15 Seconds Cooldown
Gain CC immunity, 30% Movement Speed, and immunity to death for 4s.
Right-Click Ability – 20 Seconds Cooldown
Deploy a rock wall that blocks movement.
“E” Ability
Deploy a surrounding rock wall that blocks movement and provides you with 50% damage reduction while inside.
“Q” Ability – 15 Seconds Cooldown
Conjure a blast of ice that deals 400 damage.
Illusion[/h1]
“Q” Ability – 12 Seconds Cooldown
Create an illusion that deals 20% of your damage for 6s.
Right Click AbilityBolts apply poison that deals 100 damage over 3s.
“E” Ability
Place a bomb that applies a powerful poison, dealing 5000 damage over 5s after a short delay.
Right-Click Ability
Weapon attacks chain to nearby enemies for 18 damage every .09 seconds.
Bonus Damage: When hitting at least 3 targets the damage of your Chain Lightning is doubled.
“Q” Ability – 19 Seconds Cooldown
Deploy a totem that creates a protective Shield for 1500 health that lasts 4 seconds. The Shield is destroyed if the 400 health totem is destroyed. Players around the totem are healed for 75 health each second.
“F” Ability – Unknown Cooldown
Flings himself a short distance upwards.
Weapon Attack
A large axe that deals damage in short melee range dealing 650 damage per hit every second.
Right-Click Ability – 4 Seconds Cooldown
Grover throws his Axe dealing 500 damage and Crippling the first target hit for 1s.
Bonus Damage: Deals up to 200% more damage when thrown over a longer distance.
“Q” Ability – 2 Seconds Cooldown
Alternates auras that deal damage to nearby enemies or heal nearby allies.
“Q” Ability – 5 Seconds Cooldown
Gain 30% movement speed for 5s and reveal the closest enemy champion within 100ft.
“E” Ability
Grover spins violently in circles, dealing 600 damage every .25 seconds for 2.5 seconds.
Right-Click Ability – 15 Seconds Cooldown
Release intense adhesive, leaving a 45% Movement Slow field behind for 5s.
“F” Ability – Unknown Cooldown
Increases his movement speed for a short duration.
“E” Abilty
Spawn a prism on every ally, that Heals 200 damage over .5s every 1s.
“Q” Ability – Unknown Cooldown
Heals the nearest ally with the lowest current Health.
A single shot rifle with long range dealing 350 damage every 1s.
Right-Click Ability – Unknown CooldownFires an explosive shell at target location that explodes and deals damage on impact.
“E” Ability
Spawn a Mega Turret that deals 500 damage in an area of effect every .5 seconds for 5 seconds.
Removed Legendary Cards
Coming Soon…
B-But, WHY?
Why did I make this guide? Why is removed content even important?
Well, it’s not. And It’s not much of a guide actually, It’s kind of an interesting FYI, something to read and keep yourself busy when Paladins is searching for a ranked match.
Feel free to add me on Paladins if you’d like: HARLEYKUINN