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'''Guardians''' are one of the two types of defenses protecting the [[Patron]], along with [[Walker]]s. They are large metal automatons with a fiery brazier as a head. They fight by dealing continuous damage with a laser emitted from their torch, targeting all [[Trooper|Troopers]] and [[Heroes]] that enter its radius.[[File:Sapphire Guardian vs Trooper.png|thumb|A Sapphire Guardian attacking an enemy [[trooper]].]][[File:Amber Guardians..png|thumb|A pair of Amber Guardians.]] | '''Guardians''' are one of the two types of defenses protecting the [[Patron]], along with [[Walker]]s. They are large metal automatons with a fiery brazier as a head. They fight by dealing continuous damage with a laser emitted from their torch, targeting all [[Trooper|Troopers]] and [[Heroes]] that enter its radius.[[File:Sapphire Guardian vs Trooper.png|thumb|A Sapphire Guardian attacking an enemy [[trooper]].]][[File:Amber Guardians..png|thumb|A pair of Amber Guardians.]] | ||
==Overview== | == Overview == | ||
In total, there are '''12''' Guardians on either side of the [[Map]]; one in each lane acting as the first line of defense, and four pairs of '''Base Guardians''' defending the [[Shrine|Shrines]]. When there are no enemy troopers nearby, the Guardian enters an invulnerable state, where it cannot be damaged by any means. When a trooper or enemy player enters the guardian's range, it will become vulnerable, targeting its laser onto the closest nearby enemy and dealing constant damage over time. | In total, there are '''12''' Guardians on either side of the [[Map]]; one in each lane acting as the first line of defense, and four pairs of '''Base Guardians''' defending the [[Shrine|Shrines]]. When there are no enemy troopers nearby, the Guardian enters an invulnerable state, where it cannot be damaged by any means. When a trooper or enemy player enters the guardian's range, it will become vulnerable, targeting its laser onto the closest nearby enemy and dealing constant damage over time. | ||
When a Guardian is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Guardian is denied by the defending team, the denied souls are granted to every alive hero on the defending team. | When a Guardian is destroyed, its soul bounty is granted to every alive hero on the opposing team. If a soul orb from a Guardian is denied by the defending team, the denied souls are granted to every alive hero on the defending team. | ||
== Resistances == | |||
Guardians take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min) | Guardians take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min). | ||
====Flex Slots==== | ====Flex Slots==== | ||
After a team has successfully destroyed all 4 of the | After a team has successfully destroyed all 4 of the Lane Guardians, the first [[Flex]] Item Slot will be unlocked. | ||
==Base Guardian== | ==Base Guardian== | ||
The Base Guardian is a variant of the normal guardian found in pairs outside each team's base. Base Guardians are near-identical to their counterparts, however they have slightly different mechanics and stats. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane. | The Base Guardian is a variant of the normal guardian found in pairs outside each team's base. Base Guardians are near-identical to their counterparts, however they have slightly different mechanics and stats. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane. | ||
====Resistances==== | ==== Resistances ==== | ||
Base Guardians, unlike normal Guardians, start with 40% Bullet Resistance. However, with each enemy hero nearby they lose an additional 20%. With all six players nearby, a Base Guardian can effectively be reduced to -80% Bullet Resistance. This is likely to encourage fighting them as a team and prevent backdooring. | Base Guardians, unlike normal Guardians, start with 40% Bullet Resistance. However, with each enemy hero nearby they lose an additional 20%. With all six players nearby, a Base Guardian can effectively be reduced to -80% Bullet Resistance. This is likely to encourage fighting them as a team and prevent backdooring. | ||
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Like the [[Shrine|Shrines]] and [[Patron]], Base Guardians also have innate Health Regen when they have not been damaged for a while and during backdoor protection. After not taking damage for <b>60s</b>, Base Guardians will restore <b>130 Health/s</b>. While backdoor protection is active, they restore <b>65 Health/s</b>. | Like the [[Shrine|Shrines]] and [[Patron]], Base Guardians also have innate Health Regen when they have not been damaged for a while and during backdoor protection. After not taking damage for <b>60s</b>, Base Guardians will restore <b>130 Health/s</b>. While backdoor protection is active, they restore <b>65 Health/s</b>. | ||
==Trivia== | == Update history == | ||
{{Update history table | |||
| contents = | |||
{{Update history table/row | |||
| update = October 10, 2024 | |||
| changes = | |||
[General Changes] | |||
* Added Guardian and Walker death notification sound for all players | |||
* The patron now will sometimes offer words of encouragement when you level up instead of when you destroy a Guardian or Walker | |||
[Misc Gameplay] | |||
* Troopers attack range vs Lane Guardians reduced from 13.5m to 12m (they get closer to it) | |||
* Players now need to be within 19m (above the ramp) to attack a Lane Guardian | |||
* Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min) | |||
* Guardian damage vs players increased by 20% | |||
* Percentage of deniable orbs from objectives for Guardian/Walker/Patron/Shrines rescaled from 54.55/66.67/100/0% to 35% | |||
* Moved Guardians back slightly further from stairs down to the canal | |||
}} | |||
{{Update history table/row | |||
| update = September 26, 2024 | |||
| changes = | |||
[General Changes] | |||
* Fixed Guardian trying to shoot people unsuccessfully behind cover | |||
[Misc Gameplay] | |||
* Trooper damage reduction from Guardians reduced from 35% to 28% (they die a little faster to Guardians now) | |||
* Troopers no longer give half bounty when base guardians are destroyed for that lane | |||
* Guardians now deal 10% more damage to players | |||
[Map Changes] | |||
* Redesigned outer lane path (ziplines and trooper nodes) from Walker to Guardian on Amber Yellow and Sapphire Purple | |||
}} | |||
}} | |||
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== Trivia == | |||
== References == | |||
<references/> | |||
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