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Heroes Community > Heroes 5 - Temple of Ashan > Thread: What faction do you hate most?
Thread: What faction do you hate most? This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
sir_manreg
sir_manreg


Hired Hero
Sharp dressed knight.
posted March 11, 2013 12:10 AM

missions

The hardest one I played until TOE was Lazlo on Hammers of fate.
he rushed me with an army about three times stronger than mine i could do nothing to avoid this. after some tries I realized that I could stay with wulfstan at the castle and make him chase Duncan and the other third hero.

then it was really easy

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jadw
jadw

Tavern Dweller
The Silent Creeper
posted May 01, 2013 04:37 PM

My worst... is fortress. Too slow, stupid amount of resources for tier 6 and 7 creatures plus runes. Then haven, with high gold costs to build dwellings and weak creatures until you have lots of battle griffins and horde of marksmen.

Dungeon's growth is too low but creeping is fun. I go for stalkers and hydras as early as possible and leave everything else out when fighting neutrals. But I don't rate a Tier 2 creature that does moderate damage, even with no retalliation, yet dies in one hit.

Necropolis are a bit slow and T7 dwelling costs too much wood, ore, and mercury so it's not worth building in games that end during week 4-6. At least I can play Kaspar and clear the whole map without losing a single troop while reaching the opponent's base with an army twice the size and decent dark/summoning spell power.

For me, Sylvan is the best. Although they're weak early on unless you get Ossir's hunters in your tavern, they become unstoppable after getting unicorns, treants, and dragons. High druids mean high spellpower, but sadly arcane archers die too easily. Treants are too slow unless you get aura of swiftness/wind strider boots.

I don't like academy's tier 2 or tier 7 creatures. Titans have useless damage for a shooter and gargoyles are only good in large numbers or when playing against necro due to magic immunities. But I don't think they're a bad race - MotW is their saving grace.

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espen15
espen15


Famous Hero
posted May 01, 2013 10:40 PM

My worst town is stronghold. They are slow and die quickly when rage eases off. Also they donīt have any spells and warcries are not that effective.

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muscip
muscip

Tavern Dweller
posted August 30, 2013 06:15 AM
Edited by muscip at 06:16, 30 Aug 2013.

faction i hate the most is stronghold

reasons:
1 - unable to use magic, it's very disadvantageous
2 - stronghold is the only faction that's vulnerable to both holy and unholy word
3 - without blood rage, stronghold units are mediocre
4 - have only 1 shooter and 1 flyer
5 - can't wait or defend or else lose blood rage

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 30, 2013 02:39 PM

1 year ago or so i voted that i dislike fortress the most ...

But if i have to vote now, i would vote for sylvan - the wood elves are too strong for the average gold and resource amounts their town requires. Its imperative that they have crappy early game in order to keep them balanced, yet with ossir as starting hero this is not the case.

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DieDevil
DieDevil


Adventuring Hero
posted October 21, 2013 06:59 PM

Hate stronghold, everything else is good. It sucks how they can't perform any spells, and there's not much interesting about them

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Undead_king_
Undead_king_


Hired Hero
posted October 21, 2013 08:14 PM

i don't hate any faction, but what do i find most annoying to face in large battles , definetly - Fortress
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TheMeInTeam
TheMeInTeam

Tavern Dweller
posted October 25, 2013 09:41 PM

zaio-baio said:
1 year ago or so i voted that i dislike fortress the most ...

But if i have to vote now, i would vote for sylvan - the wood elves are too strong for the average gold and resource amounts their town requires. Its imperative that they have crappy early game in order to keep them balanced, yet with ossir as starting hero this is not the case.


The only bottleneck I've seen with them is wood, so they'd struggle a bit on a wood-starved map haha.  Unfortunately that's not one of the more common resources to be in short supply.

I have never played HOMM much competitively.  How would you compare Sylvan in H5 vs H3 Conflux/Necro in terms of "relative strength to other factions"?
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DieDevil
DieDevil


Adventuring Hero
posted October 27, 2013 02:28 PM

I like fortress; they have an array of interesting units and their runes are unpredictable for the enemy; good for when I'm playing as them, terrible otherwise

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zaio-baio
zaio-baio


Promising
Famous Hero
posted November 10, 2013 09:42 PM

@TheMeInTeam

Sry for the late response, i was kinda busy during the last few weeks.
Anyways, i havent played h3 competitively, so ive no idea how strong necro and flux are there.

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darkprince
darkprince


Adventuring Hero
posted November 10, 2013 11:33 PM
Edited by darkprince at 23:34, 10 Nov 2013.

TheMeInTeam said:
I have never played HOMM much competitively.  How would you compare Sylvan in H5 vs H3 Conflux/Necro in terms of "relative strength to other factions"?

H3 Conflux/Necro is way more imba than Sylvan in H5. I don't think there is any faction in H5 comparable to H3 Conflux/Necro. However, if you start with certain Heroes on certain maps (e.g., Kaspar of Necro and Havez of Academy for most maps), you do have an unfair advantage.

In fact, for small maps, Sylvan is only above average if you start with Ossir. Small maps Necro/Academy/Dungeon for the win.

Large maps are pretty balanced, Fortress(with most runes) and Academy(with arties) may be especially outstanding while Dungeon is rather weak.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted November 11, 2013 04:32 PM

darkprince said:

Large maps are pretty balanced, Fortress(with most runes) and Academy(with arties) may be especially outstanding while Dungeon is rather weak.


- Agree for Fortress, but 2% chance for logistics + bad creeping hurts them too much. Also Resist fire make their destructive path kinda risky.

- Academy, while having a huge potential, will most likely get owned, because:
1. 2% chance for logistics -> slow on the map.
2. Building mage guilds instead of dwellings week 1-2 -> having less army.
3. Having hard time to get both Attack (2%) and Defense (2%).
4. Might academy is very vulnerable to Mass deflect missile + eternal light.
5. Academy units are normally clustered in the corner, so they are a very easy target for mass cleansing.

Sylvan with Ossir, on the other hand will:
1. Have pretty good time creeping.
2. Have Logistics early ( 15%).
3. Have 400 wardancers week 7 for free ( worth 48 000 gold).
4. Have Arcane stack that can 1hit ko almost any stack.
5. Have 6000-7000dmg vengeance spell week 7 just from the winddancer stack + high druids.
6. Rain of cleansing/vengeance/frenzy possible.
7. 1st turn full charge option.

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darkprince
darkprince


Adventuring Hero
posted November 12, 2013 01:25 AM
Edited by darkprince at 01:59, 12 Nov 2013.

@zaio-baio

I was talking about a map like Genesis 2.0 in which main heroes of all factions start with logistics (a 2000 gold purchase around Day 3). Also banning Mentoring for the sake of time (no 400 wardancers) and banning Wyngaal.

For Academy, I was talking about a Knight/Ranger leading troops with lv 3 arties (+A, +D, +initiatives). Hopefully the Knight/Ranger can show up early in the game so that s/he can have similar growth as the main hero.

DV is imba.

Facing Sylvan, the key is to either (depending on initiatives) decimate high druids as quickly as possible (Arcane of course is always the 1st priority)  or anti-magic early on. Storm wind can slow the Dragons and Dryads.

Sylvan is also most vulnerable to Armageddon + Ignite. With Master of Abjuration + Eternal Light, the Ranger has to choose between Master of Wrath and Fire Resistance, which gives Fortress and Academy opportunity to pull an Armageddon trick. Plus, Ignite still works under Fire Resistance.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted November 12, 2013 05:20 PM

darkprince said:

I was talking about a map like Genesis 2.0

Nuff said.

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Hakanor
Hakanor

Tavern Dweller
posted November 13, 2013 03:11 PM

Both Stronghold, and the dwarf castle(whatever is its name)

1. crap looking units.
2. stronghold units have rage (G.A.Y)
3. dwarfs have only 1 cool unit(lava dragons etc.)
4. G.A.Y looking heroes
5. Stronghold units are simple (me hate), i wish they were like in H3

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darkprince
darkprince


Adventuring Hero
posted November 13, 2013 05:06 PM
Edited by darkprince at 17:18, 13 Nov 2013.

zaio-baio said:
Nuff said.

I definitely agree with what you said in another thread. Epic quote here (For Fortress and Academy factions heroes who have 2% chance getting Logistics.)
zaio-baio http://heroescommunity.com/viewthread.php3?TID=39620&PID=1179123#focus said:
Another weakness of theirs is the low chance to learn the logistics skill, in other words you are doomed to be slower then your opponent on the map. About the logs skill -> its outrageously imba on large/xl/huge maps. The main skill gives + 30% movement at expert level, then the pathfinding ability is pretty good on most of the maps too. What does shine the most, however, is the mighty warpath perk. It provides +250 movement points after every fight, while your basic movement points are 2500. So if you do only 1 fight per day the warpath perk is as good as +10% movement increase. Here comes the broken part - on large/xl/huge rmg maps you do lots of battles per day - 3-4, sometimes even 5. Thats 30% from expert logistics + at least 30% more from warpath every day. Consider the fact that most factions will get expert logs week 1, then warpath asap mid/late week 2. After that they will move 50-60% faster even if you ignore the pathfinding bonus. Thats more than +1 week movement for free every 2 weeks .

All you need is to clear 17% more than 1/2 the map to be twice as farmed as your opponent - normally each of you should have cleared half the map (50:50), if you clear 17% more then the balance is shifted to 67:33, which means that the logistics player will reach 2x more att/def/sp/kn boosters, 2x artifacts, 2x mines, 2x  battle locations and so on. Then, before the final battle you simple mentor out logistics + warpath for 12,5k gold and pretend that the map is balanced . The stats, artifact, resource and gold advantage is ,of course, kept. Note that sometimes its better to mentor out only warpath+pathfinding and get the scouting + swift mind perks.
To sum up - factions with high chance to get logistics can abuse the memory mentor building more than the dwarves. Also the logistics advantage is ridiculous even if you dont mentor out the logs skill.

Most of the ubi maps have big treasures in the middle and the first to reach them normally wins.

Yes, Logistics is so imba that these two factions don't have a chance on 5-week plus games.
What's the point of playing factions that have close to zero percent chance of winning? (1% = 2% * 50%)
I won't consider that as balance.

I see two alternative solutions to this (for a balanced map).

First, the map should be small enough (3-4 week encounter) so that Logistics' (and Warpath) advantage is small (compared to what magic damage can do).

Alternatively, you can give Logistics to one hero of every faction (including Fortress and Academy, e.g., Genesis 2.0) at some cost (e.g., gold, time). These two factions (Fortress and Academy) will still suffer the problem of short legs because most heroes they hire will not have Logistics. Heroes is a game of 8 heroes (you can hire more than 8 in Heroes 3) and the lack of Logistics for 2nd-tier heroes cripples chain creeping. At least, now you can see people playing these two factions on large maps.



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nickelprog
nickelprog

Tavern Dweller
posted November 14, 2013 01:05 PM
Edited by nickelprog at 13:06, 14 Nov 2013.

Strange-strange people. Exactly on relatively big maps especially with one of its heroes Fortress is a very strong fraction. Of course, if you know how to play with it (unlikely, I don't know). On small maps Fortress is weak enough.
Academy is very unstable fraction but sometimes it can be not so bad and it is able to compete with best (gremlins or golems spetialists on small maps and their mimiarts on big maps are problems for many of enemies).
Logistics is a very useful skill but it doesn't determine the power.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 14, 2013 02:19 PM

Academy and fortress lategame can be pretty incredible, make no mistake.
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Map also hosted on Moddb

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darkprince
darkprince


Adventuring Hero
posted November 14, 2013 08:41 PM
Edited by darkprince at 20:42, 14 Nov 2013.

nickelprog said:
Strange-strange people. Exactly on relatively big maps especially with one of its heroes Fortress is a very strong fraction. Of course, if you know how to play with it (unlikely, I don't know). On small maps Fortress is weak enough.
Academy is very unstable fraction but sometimes it can be not so bad and it is able to compete with best (gremlins or golems spetialists on small maps and their mimiarts on big maps are problems for many of enemies).
Logistics is a very useful skill but it doesn't determine the power.
Elvin said:
Academy and fortress lategame can be pretty incredible, make no mistake.

Using Genesis 2.0 for example, what would happen if Academy and Fortress heroes don't take the Logistics quest? Do they still have a chance? I doubt it.

For example, my opponent took most relics simply because he took Path of War while I took Swift Mind. He was fast enough to get ahead of me a little every time. That happened even though both of us had Expert Logistics. Most of these relics were sold to buy more troops. My understanding is that the battle between two equal-level players is about speed, and nothing else. Of course, you can show someone the power of a short-leg faction when the difference between two players are so big that you can crush them with all factions.

Would like to see your reasoning.

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nickelprog
nickelprog

Tavern Dweller
posted November 16, 2013 04:18 PM

Path of war is overpowered skill, of course. But you CAN beat player with it if you find another overpowered skills/combinations.
About relics... Academy town has a artefact market inside, right? So you have some alternative... For fortress it's harder but if you have many runes your army doesn't need any relics. With rune magic your troops are twice stronger than without them ) To be honest, these two fractions have very useful race skills, more useful than many others.
About opponents with the same skills... If your opponent has the same skill it is normal that you can win only with good luck... Or with better heroes' skills. But... You still have chance to get skills like logistics. If you NEED this skill why you can't train two or more heroes at the same time? With more heroes you CAN get logistics for one of them and make him main hero. Of course, if map is big enough, but you said that you have those kind of problem exactly on big maps.
So, like that. Of course, there are some uberstrong races in game, like Strongold (orcs are very strong because they easily can get all best skills in game: logistics, attack, defence, education; and their racial skill is very powerful too). But in other cases Academy and Fortress are strong enough. I know one good guy, one day he told me: "People are afraid to play Academy because they don't know how to. But I know so I play and I like it." So it goes.
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