2007-11-19, 17:16:25
the guard is currently (more or less :? ) discussed in the strategy forum (link)
so my suggestion: make a rooted guardian count as a building. he is just looking like a building, counts as a building in original wc3 (so its easy to understand that he counts here as one as well)
additionally (im not sure about this because i rarely happen to play against a guard) some spells like the shredder ulit return with an error message like "cant target buildings"
that would happen (everything while he is rooted):
nerf's:
-he is a target for building only weapons
-his healing aura doesnt stack anymore with other rooted guards (!!! if you have 3-4 guards the enemy must counter that with an exploder or will lose)
-he takes additional damage from siege attacks (mortar, treants, cannon towers, ?)
-becomes a valid target for the titans anti building spell
buffs
-he takes much less damage from an exploder (who is lethal for a guard)
-he is no longer a valid target for player vehicle only weapons (?)
-he is no longer a valid target for some spells (?)
-he is now repairable by a tinker (he shouldnt get to get any modules :lol: )
ok, overall it sounds more like a nerf than a buff, but its just logic and would be a very interesting tactical feature.
to keep (make?) him balanced some smaller buffs could be:
-slightly buff his natural healing
-make him able to detect invisible units while rooted
-slightly raise his speed (only 10 or something)
-start the treant spawning (interval: 20 seconds) when he roots, so you can count on them to appear when you root him
-make him invulnarable while he roots or disroots (?)
just some examples. i started a poll to see how many would like to "change" the guard into a building while rooted
so my suggestion: make a rooted guardian count as a building. he is just looking like a building, counts as a building in original wc3 (so its easy to understand that he counts here as one as well)
additionally (im not sure about this because i rarely happen to play against a guard) some spells like the shredder ulit return with an error message like "cant target buildings"
that would happen (everything while he is rooted):
nerf's:
-he is a target for building only weapons
-his healing aura doesnt stack anymore with other rooted guards (!!! if you have 3-4 guards the enemy must counter that with an exploder or will lose)
-he takes additional damage from siege attacks (mortar, treants, cannon towers, ?)
-becomes a valid target for the titans anti building spell
buffs
-he takes much less damage from an exploder (who is lethal for a guard)
-he is no longer a valid target for player vehicle only weapons (?)
-he is no longer a valid target for some spells (?)
-he is now repairable by a tinker (he shouldnt get to get any modules :lol: )
ok, overall it sounds more like a nerf than a buff, but its just logic and would be a very interesting tactical feature.
to keep (make?) him balanced some smaller buffs could be:
-slightly buff his natural healing
-make him able to detect invisible units while rooted
-slightly raise his speed (only 10 or something)
-start the treant spawning (interval: 20 seconds) when he roots, so you can count on them to appear when you root him
-make him invulnarable while he roots or disroots (?)
just some examples. i started a poll to see how many would like to "change" the guard into a building while rooted