KGB wrote:As far as higher individual ambush on some units, lets worry about that when it happens (I think the current 70% cap and individual unit ambushes for the Medusa/Ghost/Wolfrider/Orc seem right other than the Orc probably needs to rise to 10 ambush and 10 strength). The game can always add a new unit with high individual warding (say 50) to balance that so you have another option besides Rangers.
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Edit: KGB, There's also an increasing return for higher Warding skill. Especially when it is applied pre-cap, and especially if more strong Ambush units are ever to be present in the game. This also should go without saying. 70% Group Warding is over 100% more effective than 40% Group Warding. Being a big math guy, you'll appreciate that.
Isn't 70% exactly 100% more effective? Eg. 100% ambush X 70% ward = 30% ambush. 100% ambush X 40% ward = 60% ambush. 30 vs 60 = 100% more effective.
Again I claim 40% would be more than enough for 90% of the time in the game. You really only need higher than 40 against high level Assassin heroes or stacks of 6-8 Ghosts. I don't want L1 heroes having all the Warding they need.
KGB
I'm a bit late on this, pardon the semi-absence. We both know that how Group Warding is applied now will determine how Ambush units are introduced and balanced in the future. Best to set good ground work now, rather than "we'll cross that bridge later, when we've destroyed the road leading to it."
Moving on, I don't agree that 40% Warding is effective and all you'll want/need. If the enemy deploys true ambush stacks, you will still need to hire a specialized hero to take a few down piecemeal if she's even in the right area. You can't legitimately argue that one Ranger or even several can neutralize an Ambush-heavy strategy, even if they all have 70% Group Warding. But more on that in a moment.
It seems the crux of our argument may be how we are conceptualizing Group Warding. When I see 40% negated, I don't see 70%-30%=40%. Your 100% example is confusing, as it doesn't clarify one way or the other, but as I understand it the unit being countered has a value (currently as high as 135) which is multiplied by (1.0-0.70) for a maxed Group Warding hero. Otherwise we're talking apples-to-apples, 70 to 70, which wasn't what was really suggested and discussed earlier in the topic. It would, however, explain how you don't see an increasing return for higher Group Warding. With the multiplicative system (as suggested by the language earlier) instead of the additive system, a 70% Warding ability brings the Medusa+Assassin down to 40.5%, not 65%!
The trouble is that this multiplicative value is equally effective (or ineffective) against all amounts of Ambush, so that very low Group Warding as you suggested is not effective against any heroes, whatever level they may be. However, 40% is not particularly devastating to a true Ambush stack either; it's just an aid. This keeps Ambush in all of its current stature and glory, whereas the alternative is the ability to simply negate the Assassin completely, a gimp, a repeat of the Grand Archon caveat. In reinforcing the underwhelming power of (ambushvalue)*(1.0-0.4), it's important to point out that without 100% reduction of enemy Ambush, a Ranger with an equal stack is never stronger than an Assassin of any level, as the Ranger is merely negating a portion of the enemy's bonus and rarely capable of applying her own.
Now, I realize a Ranger can't stand on her own generally speaking. But it's absurd to force someone to spec 3 levels into Warding to become only moderately effective, not at combating the enemy even in some particular situations, but only at somewhat negating their ambush ability. I also stress that Group Warding
needs to be applied multiplicatively, not additively. Otherwise this new Group Warding is a gauntlet in the face of the Ambush mechanic itself, and leaves Ambush useless unless a player goes all-in on it. Then you have a catch-22: do you make Group Warding start so low that you must predictively employ it and level it before seeing whether your opponent is even employing Ambush? Else, Ambush and Ambush-centered strategies become useless, if someone can purchase what is effectively a complete counter for Assassins level 3 and below at Ranger level 1 (as you suggest at 20 points).