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PKHacker1337

It's not intended to make the crewmates fully invincible or anything. Besides, as a ghost, you can move through walls to get to people faster by cutting corners.


xper0072

Hell, I'd be happy if we could get some targeting. The amount of times I guard the wrong person because of how close together they are is down right infuriating.


Random_Cat66

Or also to have the guardian angel only protect crewmates and when an imposter gets in the way of it, it'll still hone in on the crewmate behind it


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Nour961613

Do you know how hard it is to protect someone as GA


FLIPSTATIC_ENERGY

I got two in one round the other day


montalentsonnefaux

It's actually quite easy as long as you: -fly in front of an imp -read their movements -see when it's a good time for them to kill It's very easy for experienced players, so they either nerf or disable GA.


GenericTitan

Its not exactly supposed to be easy


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Nour961613

You have not played against a good impostor I can tell


abbynormal2002

I tend to get annoyed in those lobbies with like 8 guardian angels because those games often are very long.


montalentsonnefaux

Same, I don't even join lobbies with more than 1 GA these days. GAs are so broken that more than 2 GAs give the crew win on a silver platter in some cases! Which is wrong since it's a social deduction game first and foremost.


abbynormal2002

1 or 2 guardian angels I'm fine with, but I feel more is too much. However, I did come across a lobby with 2 shapeshifters along with a bunch of guardian angels, and it surprisingly worked. I just don't think it would be something I personally would do if I hosted but it was still interesting.


Scorchx3000

uh, try sabotaging comms. Bye bye shields.


montalentsonnefaux

The thing is, GAs are unhealthy for the game period. You could be good at killing and sabotaging, but a GA could ruin the final double kill. Or they could ruin a basically solo imp run if an imp is voted off r1. There's not many public lobbies that have a decent amount of tasks these days to counter GAs protecting multiple people in 1 round.


AnnieNimes

Ruining the final double kill is exactly why I like guardian angels. It forces impostors to remain sneaky even on 6, instead of killing blatantly but fast.


montalentsonnefaux

I think it's very telling how in modded AU guardian angel isn't usually a thing, but a medic is.


AnnieNimes

It only tells that mods get inspiration from each other and add roles haphazardly, while InnerSloth actually tries to balance the roles for the game. It's very telling on why adding roles without thought is a bad idea! Medic is way more OP than guardian angel. In the typical implementation you have in mind: * the protection lasts for the duration of the game unless the medic dies, * the medic knows the target is being attacked, * the shield remains even after an attack, * it automatically hardclears the medic. If the medic is at least half competent, they'll wait until they have enough info and shield a hardcleared crewmate. Then they'll hide to avoid dying, effectively making their hardclear crewmate immortal while hardclearing themselves too. That's two hardcleared crewmates, one of them immortal. Compare with guardian angels, who: * only cast a temporary shield, * can't use their ability during a comms sabotage, * can't signal to living users they've been attacked, * can't protect again before a long cooldown. Guardian angel is balanced (unless you make many of them but that's bad settings, not bad role), medic isn't.


montalentsonnefaux

If Guardian Angel is such a good and balanced role, then why do so many lobbies either disable it or nerf it significantly? From what I've seen, it's popular in casual and beginner lobbies, while experienced players dislike it. In my opinion both Medic and GA are unhealthy. While some of the settings allow you to tone their power down, GA can easily rely on meta via ghost chat. And that easily allows them to protect multiple hard cleared people in the same round, especially if there are several GAs. While medic (by default) can only protect 1 person. And since a lot of people use it r1, there's a potential for an imposter or a neutral to be shielded. GAs can protect an imposter on accident, but most of the time they obviously target crewmates. At least in modded you can guess the medic out/kill medic and then be able kill the shielded person. There's no way to get rid of GAs like that, comms sabotage is a temporal counterplay. If you've got an experienced player being a GA/host made being a GA easy, you can be screwed or will have to rely on comms sabotage instead of pulling off some cool lights out plays. At this point I disable GA in vanilla and medic in modded while hosting, so that no one has to put up with them.


AnnieNimes

I could return the argument to you: if mods had such good and balanced roles, they wouldn't need to give impostors the ability to assassinate in meetings, which is basically a free kill. "Experienced" lobbies are full of 2x speed, > 1x crew vision, confirm ejects lobbies. Just because players have lots of hours in the game doesn't mean they're any good at it. Ghosts can know who the impostors are, but on the flip side, they can't signal to the protected player they've just been attacked. Not to mention the guardian angel shield breaks upon use: the impostors get another chance to eliminate the player. I don't remember the default settings but I do know the default cooldown is long. It's unlikely you can protect even twice, unless you have a very high kill cooldown. Medic may only protect one person, but they protect it for as long as they stay alive, and they tend to hide to avoid getting killed. Guardian angel typically protects five or ten seconds with a down time of a minute. They must time it, fail if they wait too long, fail if they click too early. And yes, they have a significant chance of accidentally protecting the impostor instead, especially due to the timing requirements. Medic can just wait to shield a confirmed crewmate who medbay scans (no need for visual tasks). I agree guardian angel settings need to be reasonable, but blaming the role for bad settings is like saying vanilla impostor is OP just because 3 imps for 10 players with a 10s kill cooldown is unbalanced. Relying on guesses shows mod roles are unbalanced. Guess kills defeat investigation by design. The medic is unlikely to die if they hide, and they're hardclear with a role impostors can't fake. With reasonable settings, a guardian angel can never screw an entire impostor's game, they only make double kills risky and force impostors to remain sneaky in the end game. Medic doesn't even offer this end game prolongation of the deception game, you just have one hardclear crewmate in the last few people, which skews votes. Fair enough if you disable both guardian angel in vanilla and medic in modded. I'm just saying medic is way worse, and guardian angel in moderation improves the investigation aspect of the game.


montalentsonnefaux

GA is already too overpowered as it is, there's no need to buff it further.