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What the heck, why don't goblin traps stop enemies anymore?:mad:
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What the heck, why don't goblin traps stop enemies anymore?:mad:
They either stop completely or reduce the movement range.
That was the case before patch 1.2, now neither of those things happens:smile35:
That was the case before patch 1.2; now, neither of those things happens:smile35:
Who exactly does he not stop, and when?
Single goblins no longer pose a challenge to anyone, ever. :(
Okay, if it's happening with single units, then it's probably not a bug. It was designed this way, so you can't just use single units... Also, water elementals won't freeze a much stronger unit with their attacks...
If you cast "Guardian Angel" on the creature with the lowest initiative, its effect will last until the next round, meaning that by renewing the Guardian each round, the armor will be active throughout the entire battle.
P.S.: With this tactic, the guards (they must stand below the priestesses) are completely protected from damage, while simultaneously compensating for 50% of the damage to their neighbors.
There seems to be some dependence on the charge level. To make it last for a long time, you need to reach at least level 2, etc.
It's cool, but you also need to accumulate points for this ability. In general, I think it's the best racial ability – it's the Humans' ability.
If you first click Wait, and then cast Guardian on a unit, it will work when it's that unit's turn to attack – accordingly, the attack will be without a return hit – and in the next turn.