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Poll: How many picks should Guardian cost (the effect remains unchanged)?
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1 pick.
58.33%
7 58.33%
2 picks.
41.67%
5 41.67%
Total 12 vote(s) 100%
* You voted for this item. [Show Results]

 
Guardian

Guardian seems to be disliked as a purely defensive ability that costs 2 full picks, so I'm considering to reduce the cost to 1 pick.
There is no guarantee I will be able to do it (requires hacking magic.exe to allow 2 retort default wizards, otherwise there aren't enough 2 pick retorts in the game for example) but I'd like to know if there is demand for this change in the first place, so please vote.
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What about increasing its power instead? Make it also count when defending towers and/or nodes?
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It's already powerful enough. I'm not going to change the effect.
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It seems worth somewhere between 1.5 to 2 picks.

Guardian serves as bait, fooling AI into attempting to attack your towns. It is incredible the amount of losses your opponent could suffer if you pick guardian and have the appropriate units defending.

That being said, I recommend +2 resistance instead of +1.

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I never pick guardian, yet I like it when I find it. Compared to other picks, there are better options.

Warlord gives +1 attack, +1 defense and +1 resist everywhere. (as well as training 1 level higher) You can argue that that's only true for the highest level units. True, yet the higher starting level gives a faster unlock of the other bonusses.

Guardian. +1 to hit, +1 to defend, +1 resist. Very situational, but also affecting summoned units and bonusses from large shield or city walls. Calculating the effect on troops means every 3 points are worth 4 points. For lucky troops, that means every 4 points are worth 5. For enchanted, (holy weapon or endurance) lucky troops, that means every 5 points are worth 6.

Of course they can be combined, but I'd rather take warlord than guardian for 2 picks. Another possibility, 1 pick for 1 life book to get heavenly light, endurance, holy weapon, holy armor... Heavenly light alone will do fine for extra defense. Especially for early troops and halflings. The other pick can be tactician to improve troops further.

For 1 pick, the bonus is too large. For 2, it's too small. I feel having more 2 pick retorts is better. Makes one commit to a strategy. An extra general effect would be nice such as improved food production. After all, keeping garisons requires food to maintain them. Or a reduction of 1 unrest, as the people feel safe knowing their wizard cares about defending them.
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I agree its far too good for one pick, I agree with how many 2 pick rerorts we have. But I would never take it for 2 picks.
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Could it be made to grant 50% more unrest reduction from garrisons?
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Either Umbral's suggestion of +50% garrison unrest reduction, or simply a -1 unrest for every town with at least 1 troop.

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I agree more with unrest reduction than additional stats.
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I have no plans to change the effect.
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