[0.981] Path of the Defender

Path of the Defender still gives 2 HP per Level. Imho overpowered.

9,552 views 38 replies
Reply #1 Top

Yeah, I thought about that, it is so good.  But I didnt want to change it yet because I felt like no one was laying Path of the Defender.  let me know what you guys think.  Do you pick it more than Path of the Warrior or Mage?

Reply #2 Top

Quoting Derek, reply 1
Yeah, I thought about that, it is so good.  But I didnt want to change it yet because I felt like no one was laying Path of the Defender.  let me know what you guys think.  Do you pick it more than Path of the Warrior or Mage?
End of Derek's quote

Best Freudian slip ever!! 

 

The Path of the Defender doesn't get enough ladies, so Derek didn't want to nerf him!!

Reply #3 Top

We all know the ladies like a man with high hit points.

Reply #4 Top

I pick it as often as warrior or mage, and almost never pick gov or assassin.

Reply #5 Top

Quoting Derek, reply 1
Yeah, I thought about that, it is so good.  But I didnt want to change it yet because I felt like no one was laying Path of the Defender.  let me know what you guys think.  Do you pick it more than Path of the Warrior or Mage?
End of Derek's quote

I think the gap between the Path of the Warrior and the Path of the Defender is too small, because they are basically the same. It would be better to put some paths together:

- The defensive traits of the Path of the Defender should be in the Path of the Warrior.

- The Path of the Warrior should have + 3 attack and + 20 weight capacity.

- The offensive traits of the Path of the Defender (Stun, ...) should be in the Path of the Assassin.

- The Path of the Defender should be replaced by the Path of Conjurer.

- The Path of the Conjurer should have the Summon Familiar spell and - 25 % tactical spell cost

- The Path of the Conjurer should have a trait to summon an unlimited number of creatures.

- The Path of the Mage should be renamed into Path of the Evoker.

- The summoning traits of the Path of the Evoker should be in the Path of the Conjurer.

Reply #6 Top

Wizard1200 I like your ideas a lot, the summon ability feels like the child that nobody in the stardock house hold likes.

It's difficult to justify taking any of the summoning traits because I so rarely get any summoning spells, though that could just be bad luck on my part.

Reply #7 Top

I am choosing them all equally except Path of the Assassin.  I only choose that for my sovereign/champions using bows or when I find a hero that comes with Lethal.

Reply #8 Top

I use all paths.

True strike is almost useless, except when you fight really high dodge units.

Path of the defender have good unit buffs, shieldwall is amazing, need taunt so the defender trait becomes usefull as the units tends to attack lowest hitpoints units the defender usually never gets attacked +2hp per level and endurance makes them hardy as hell .Hobble should pin the unit not reduce the units movement.

Path of the assasin is perfect at the momment, you need double strike but in the end the damage output is excelent.

Path of the warrior, for me is the one i use less, inferior dps than the assasin, less hp and inferiror army buffs than the defender.

Path of the mage, blizzard...

Path of the governor, i ussualy have one or two heroes with this path so i can grow cities fast.

Reply #9 Top

I prefer offense to defense, Path of the Mage, Path of the Assassin, Path of the Warrior. It depends on what the champ starts with. A guy who takes a hit is perfect if he can 'taunt' the enemy to hit him, but since he can't, it isn't something I am going to pick.

Reply #10 Top

Quoting Derek, reply 1
Yeah, I thought about that, it is so good.  But I didnt want to change it yet because I felt like no one was laying Path of the Defender.  let me know what you guys think.  Do you pick it more than Path of the Warrior or Mage?
End of Derek's quote

 

I think it shouldn't be changed, because it's the outstanding feature of a tank: lots of hit points.  Take away some of those hit points, and you have an underpowered warrior who's looks good in a suit of armor.  Give the champion Taunt, as has been suggested, and leave those hit points to define their rightful role, in my opinion.

 

That said, I think there's good reason to deduct from defense (as Brad suggested) when a unit is mobbed.  So the points would reasonably be less effective if they're being hit upon from three or four other units.

Reply #11 Top

I hate the concept of "taunting".  Such an artificial MMO concept that shouldn't be in any game ever.  It's so meta-game hacky, I can't stand it.  

Reply #12 Top

I almost never use path of the defender, I would rather kill my enemy than have 1 of my heroes do little in combat.

Now there is atleast a huge hp incentive to use it, although I will probably only use it with resoln or pariden heroes...

Might be personal flavour, but I feel everytime I have tried path of the defender I got nothing "worthwhile" the huge damage numbers that earlier atleast came off the other classes.

I don't think there was any nerf to path of the mage, so I can still blast stuff with that, I'd rather have a weak blaster than a hp tool with no damage

Sincerely
~ Kongdej

Reply #13 Top

I didn't use Path of Defender in past, because I prefer attacking style. With latest patch I choose Path of Defender for warrior champions, because I need about 40 HP to feel good in early game. Moreover at level 15 Path of Defender gives 30 HP. 30 HP is much better than 3 Attack from Path of Warrior.

Reply #14 Top

Quoting Trojasmic, reply 8
I am choosing them all equally except Path of the Assassin.  I only choose that for my sovereign/champions using bows or when I find a hero that comes with Lethal.
End of Trojasmic's quote

 

Try path of the assassin when a hero can use fire. 

Focus (next attack/spell is double damage) first round then the two strikes (at 30% less accuracy?) path of the assassin ability (I can't recall the name) on the 2nd turn. 

Throw in a the giant potion or spell from the life tree where you get +100% attack and that assassin can pretty much kill anything solo, that's how I complete the Dragon quests. 

Reply #15 Top

Quoting Lord, reply 12
I hate the concept of "taunting".  Such an artificial MMO concept that shouldn't be in any game ever.  It's so meta-game hacky, I can't stand it.  
End of Lord's quote

 

You're obviously uninformed about history, as every fan of Monty Python realizes. :-"

Reply #16 Top

Now you can't get powerful items from early huts. New abilities are added to some monsters and I heard new range attacks (abilities) will be added to monsters. So value of HP is increased. It is question of survival. If all items and quest rewards will be balanced, you can't have powerful items in early game. So you can't defeat powerful monsters alone. So good strategy: champions are tanks, trained archers/mages are damagers.

Reply #17 Top

i always pick PotD because it not only grants the 2hp per lvl but it also leads to immunity to critical strikes.

Reply #18 Top


I'll pick Path of the Defender over Path of the Warrior everytime. The extra 30 health is amazing! So much so, that I saw the balanced the Adventurers Boon feat to grant 10 hp instead of the previous 15....and it's still a rare feat.

imo, defender should only have +1/lvl and maybe a bit of a higher initiative so that the hero can move into the enemies path quicker to absorb the blows.

 

Reply #19 Top

I agree with the sentiment that there should be two warrior-type Paths, two mage-type Paths, and the administrator Path.

Reply #20 Top

I can't see how a warrior and a defender are similar in any way: One picks from offensive traits and one from defensive traits. 

They are also used very differently. At least when I play them.

About the taunting: Taunt would remove a part of the tactical battles that I enjoy. It's all about getting your defender up in front, in the path of the attackers. Attackers will attack the closest enemy, if they can't reach another one, so if your defender sits right in their faces, he will be taking the blows. Or she, of course.

Reply #21 Top

Path of the warrior is the one needing some buffing. It has no good traits at all.

Reply #22 Top

Quoting Purest, reply 21
I can't see how a warrior and a defender are similar in any way: One picks from offensive traits and one from defensive traits. 

They are also used very differently. At least when I play them.

About the taunting: Taunt would remove a part of the tactical battles that I enjoy. It's all about getting your defender up in front, in the path of the attackers. Attackers will attack the closest enemy, if they can't reach another one, so if your defender sits right in their faces, he will be taking the blows. Or she, of course.
End of Purest's quote

True, but they could both be specializations of the same path.

Reply #23 Top

Quoting mqpiffle, reply 23
True, but they could both be specializations of the same path.
End of mqpiffle's quote

I've never seen a warrior being able to chose the defensive and army-wide buff traits the defender can pick. Conversely, I've had my defenders being able to pick an offensive trait only a few times.

I must say I haven't played any of the classes beyond 15-ish, so maybe they align somewhere beyond that.

Reply #24 Top

Quoting t1it, reply 22
Path of the warrior is the one needing some buffing. It has no good traits at all.
End of t1it's quote

Except Lethal, and thats it.

Sincerely
~ Kongdej

Reply #25 Top

Quoting mqpiffle, reply 20
I agree with the sentiment that there should be two warrior-type Paths, two mage-type Paths, and the administrator Path.
End of mqpiffle's quote

Yeah it is strange that there is only one mage path and four non-mage paths in a fantasy game.

Assassin: Strong against single units with melee and ranged attacks

Warrior: Strong against groups with melee attacks and improves his army

Evoker: Powerful damage spells with the evoker and affinity traits

Conjurer: Powerful summoned units with the Summon Familiar spell and the ability to summon an unlimited number of units

Gouvernor: Powerful if stationed in a city