06-11-2014, 03:05 AM
So here's a question - you have a group outside your town and you get a report saying that you sense an invisible group. Ah! Thanks for the warning, eagle-eyed Warlord. Better get ready!
Um...how? You don't know WHO is out there and all defensive actions require that. If you have wizards and they are strong enough to teleport out, you can save them, but that's it. Or you can guess and issue a bunch of defensive orders - sometimes you can figure it out if you get a report from the population of the region that the 1RD Army is somewhere about. But most of the time you don't know and this is useless information.
I'm really not suggesting that more changes me made to the 2nd Cycle, but for the 3rd, I think this issue needs to be addressed. If for no other reason than it's just not logical. Here are my thoughts.
You should be able to 120 against no specific group, but without the 120% defensive bonus - if you leave out the group, you are just at the normal 100% group vs group value.
I think spell 94 (Protect Heroes and Wizards) should not require to name an opposing group. Or if you don't, then perhaps there's a penalty like it acts as if a wizard one power lower cast it.
Thoughts?
Um...how? You don't know WHO is out there and all defensive actions require that. If you have wizards and they are strong enough to teleport out, you can save them, but that's it. Or you can guess and issue a bunch of defensive orders - sometimes you can figure it out if you get a report from the population of the region that the 1RD Army is somewhere about. But most of the time you don't know and this is useless information.
I'm really not suggesting that more changes me made to the 2nd Cycle, but for the 3rd, I think this issue needs to be addressed. If for no other reason than it's just not logical. Here are my thoughts.
You should be able to 120 against no specific group, but without the 120% defensive bonus - if you leave out the group, you are just at the normal 100% group vs group value.
I think spell 94 (Protect Heroes and Wizards) should not require to name an opposing group. Or if you don't, then perhaps there's a penalty like it acts as if a wizard one power lower cast it.
Thoughts?