I think there can be a case to be said about GK and Paladins in the Fates games, both as playables and as enemies, and see how can they be translated to the romhacking scene.
Fates Greatknights have the following features:
Complete Weapon Triangle Control (remember that because tomes, daggers and bows are also part of the regular weapon triangle)
7 Mov
Luna and Armored Blow skills
Higher HP, Str, Def than Pallys, but the other stats are inferior to pally’s
GK pair up gives 2 str, 4 def 1 mov while Pally gives 2 str, 2 def, 2 res 1 mov.
There are legitimate reasons to go great knight, even if temporarily, to get the skills or a more opportune pair-up bonus, but I’m only talking about the player side, it gets much more sinister from now on.
As enemies, the great knights will always weapon triangle your units (unless you’re a dragon/beast, and pray they don’t have a wyrm/beast killer), so enemy-phasing them is hard, in fact in birthright Great Knights are the biggest threat you face, as they have insane HP and Def combo and will hit you for major damage on enemy phase if not dealt with, even Ryoma is on death’s door if the hybrid RN system decided to be quirky for one turn when faced with multiple silver lances.
In Conquest you seldomly face great knights, instead master of arms take their place, which have their merit, but aren’t as threatening as Birthright’s Great Knights. The GKs in Conquest are only in Endgame and paralogues (if I missed somewhere else please let me know), but you can imagine how frustrating it can be to enemy phase these behemoths, and if you miss out on a KO, they can cluster up with more enemies, and because they hit so hard and have weapon triangle over you, they are often your first priority.
So, with that in mind, how can we make Great Knights… not suck? Here are a few ideas I have come up with:
- Make them threatening to enemy phase
Much like mainline games, most romhacks, for better or for worse, often revolve around having most of your engagements be in enemy phase, but by having Great Knights be a durable and threatening force if not dealt with, they can announce great trouble for the player, give the GKs the triangle control, and make the triangle something more than an incovenience (as is with base Sacred Stones weapon triangle), have your mages and archers, with are not affected by the weapon triangle, be less durable and more likely to fall by the heavy strikes from these enemies.
- Have less enemies with armor-effective weapons
I see that a lot of people dislike knights and, by extension, great knights as well, and a factor is how slow-moving and how they get affected by effective weapons. So with that in mind, you, as a designer, can simply remove that from the enemies arsenal most of the time. Don’t punish the player by using armored units, specially from all the setbacks they already have, instead encourage them. Tying with my next point, you can also make horseslayers weaker to the point they don’t affect great knights as hard as they do with other cavs, this is done by reducing the overall defense of paladins and cavs and/or the might of horseslayers. Suddenly their two “weaknesses” aren’t weighted so heavily on these heavy cavs, but you can still give the player hammers and armorslayers to deal with enemy great knights, knights, generals.
This may or may not be controversial, but the reason why paladins are so good is because they stat distribution is no different than a Hero’s or General’s, except they have a fat 8 mov, they super mobile, sturdy, have good speed, access to javelins (and axes in some games), they’re just too good and no reason to not use them! So… don’t make them objectively better than other classes. Footlocked classes have the upside of not being weak to horseslayers and mov penalties, sure, but also have that reflect their stats, let footlocked be faster because they have more flexibility, don’t let paladins solo entire battalions before your lower mov units can catch up, and suddenly if paladins cannot solo your game, great knights seem like a more reasonable choice. Some people might think nerfing paladins will make the game less fun, but I think that entirely depends on how the dynamics of your units play out in the chapters, because if your hack depends on the shoulders of how good paladins are, there are bigger problems in your hack.