Should wildlands guardians be weakened?

Right now, I see them as largely unbeatable boss monsters in the context of a normal game.

 

It should require lategame units+ spam of heroes to beat, but I think they're a bit too much  to wear down right now, especially after hero nerf.

 

The rewards are also weak for what you have to do.

 

Right now, I see the wildlands as something to do if you get bored curbstomping AI.  To me, that's a waste of potential for this mechanic.

4,389 views 13 replies
Reply #1 Top


I disagree 100% to any weakening. They add mid/late game fun, where other games go into boring mopup mode.

Reply #2 Top


Perhaps if the quests related to wildlands actually updated and you could build in the surrounding area afterwards I would disagree with this, but given that nothing really changes the reward is too small.

Reply #3 Top

I think even if it changes, the reward is still too small because others can build there also. 

 

The effort I spend on killing a boss monster, I usually could steamroll the rest of the AIs combined instead, it's a diversion/challenge mode instead of a part of the regular game.

 

Reply #4 Top

agreed, wildlands should be a mid-game challenge rewarding enough to allow the player to end the game quickly, giving weapons or units that speed up late-game

Reply #5 Top

The downside with this is that the AI wouldn't go after the wildlands themselves.  I doubt Brad has given that much though.

 

Wildlands should be a stalemate-breaker, or a way for a cornered opponent to get land.

Reply #6 Top

Imo no. For those Wildlands without a boss actually quite the opposite. I still feel they are to easy... Maybe add a boss to each wildland? A riddiculous AI cranks more terrifying things right now. The battlefield of Curgen and Kir got a storm-dragon boss but that one was not as tough as one of the elemental lords...

Agreed on the rewards for most Wildlands (the Sword from Worlds End is quite good but I'm not to fuzzed by most other stuff). A Monument for 3 times Elemental Mana sure is nice but not gamebreaking unless most of your mages go that route...

AI is coming along though. I have the AI attacking me for real with huge stacks on riddiculous for a change... Just have a bit of trust and patience. If the next to betas offer simmilar improvement to AI then the Way from Beta 2 to Beta 3. Hard and riddiculous AI will be quite tough a nut to crack soon enough...

Reply #7 Top


Yep, four element boss level, is crazy, not even your 12 to 17 level hero could solo this boss and for what? just settle a city there, its' not help too. You just had to win game to win this boss level so it's pointless to fight this boss of element.

Reply #8 Top

Just throwing this out there but what if when you defeated the boss you would get them just like a surrendered leader this would be very rewarding and would really speed up the mop up phase although i admit it could really imbalance the game.

Reply #9 Top

Dear god no.  Please, no.  

If anything they're too easy as is.  These are fallen GODS, we're talking about here.  They ruled Elemental before the Titans came along.  

The areas need to be fixed (some are still very buggy).  They need to be updated to give long term rewards for holding the areas.  When you conquer a wild land, you should need to settle parts of it to get the best benefit out of it.  And then you should have to take care to hold it because the areas should be so desired that others will make plays for them.  

Reply #10 Top

Quoting Alstein, reply 3
I think even if it changes, the reward is still too small because others can build there also. 

 

The effort I spend on killing a boss monster, I usually could steamroll the rest of the AIs combined instead, it's a diversion/challenge mode instead of a part of the regular game.

 
End of Alstein's quote

 

I agree with this. Not all of the wildlands are ridiculous, but most of them I simply avoid.

 

The Caverns wildlands is great because it takes time and has some significant risk (the last cave is murder). You can theoretically access its benefits from turn one, but it takes a late game stack to finish it off.

 

The Ruins of the Empire is tough to get into, but is worth it because of the really tasty shards and resources in there. Plus, once you fight the obsidian golems off, its a matter of cleanup. Again, its a mid game access to an extremely nice city spot.

 

Scrapyard can be worthwhile if you have a lot of units which avoid armor, but the amount of time and effort it takes to get there if you are not focusing on magic makes it worth simply ignoring.

 

Anything with an actual boss is realistically only going to get completed if the player feels like taking a break from grinding all opponents to dust. By the time you can beat them, the game has already been long over.

 

I think there really ought to only be one of the really truly brutal wildlands, one or two of the midgame ones (scrapyard/ruins), and one or two that you can tackle if you focus on them early-mid game with the reward being a really nice place to put a city or an extremely nice place for an outpost.

Reply #11 Top

Make wildlands easier? -1. Well, maybe some of them, but hard ones are fun, too. But I would lessen the amount of enemy stacks so that you don't have to fight gazillion different stacks to even get to the boss.

Reply #12 Top


I had no problem fighting lesser stack near boss, it's just try to kill boss for reward settle city is not worth it, and it's taken you near or after winning game to kill boss. if you beat or nearly beat all other a.i kingdom or empire, it's no point to fight this boss.

Reply #13 Top

I think the current bosses are fine.  I like the large gain in XP, no matter what other rewards there are.