In my opinion Guardians with the aforementioned abilities outclass every other option. The most problematics out of these are Fabyor and Qessa. Giving +1 attack to every Warrior is just incredibly overpowered. That's +15 potential damage off the bat, no other Guardians have the ability to give such a big buff. We can compare Qessa to Khanta for example the former effectively gives you +1 attack but only against 3 specific targets! I think Enhancement needs to be tinkered with, maybe having the more powerful Enhancement abilities an area of effect they work in, so they are at least not global.
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A few quick words on Enhancement: Belligerence/Leadership.
A few quick words on Enhancement: Belligerence/Leadership.
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Guardians with 1 Range are just a big buffer, they start to fight only when game is lost so they need to have a powerful ability. That being said, the main issue is less the Qessa/Fabyor ability than the other Guardians ability being from mediocre to crap.
Even if a nerf to Qessa/Fabyor wouldn t be a probelm (like they buff only warriors melee or marksmen), I would prefer a buff on other Guardians for them to be on par
It's true that Qessa is way better than Khanta in terms of the enhancement. Of course the latter might work sometimes, in general Qessa is straight up a better choice of the guardian for arachnids. With that being said, and I'm pretty sure that is what the devs are working on right now, there are alternative options for guardians' abilities other than enhancements. Kratus in this patch changes to AOE damage in order to better secure the base. I'll still not sure if he's really that useful right now (most tests required, I have only used his AOE affects once yesterday), but at least it's a possible approach to balance each guardian while emphasizing their uniqueness, which I think is much more important than the former.