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Thread: Rate the towns | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted August 24, 2011 09:27 AM |
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Thanks for the replies. I do agree on Necro - in real game we did in earlier versions Necro used to trample others without loses (except maybe losing a single stack). And that was when Inner fire (inaccessible to necro) was bugged and used to double the damage of the unit. On the other hand, it was when Necro's racial was like two times stronger
However I'm surprised you consider inferno so low tier. In a game against my mate (good player) I bested his Stronghold without much issues, I don't know how much of that victory was to Demented that stacked up to +6 (not sure if they are supposed to do that or was it a bug in old versions - 1.1 iirc). It was pre-champion buff tho.
I guess that weavers and other stuff seem overpowered in duels since you have unreasonable amounts of them compared to cores?
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We reached to the stars and everything is now ours
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 24, 2011 09:42 AM |
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Spinners shoot down 7 champions, baleful gze on weavers kills 15 ravagers before you even attack.. Well..
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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conqr
Adventuring Hero
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posted August 24, 2011 11:09 AM |
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Edited by conqr at 11:10, 24 Aug 2011.
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Quote: I guess that weavers and other stuff seem overpowered in duels since you have unreasonable amounts of them compared to cores?
6/7/10 weeks worth of champion/elit/core (with slight deviations here and there)
The reason wavers are strong in spider form is, because you can get a lot of spellpower/ability to empower them.
6% bonus from dark special hero, 6 spellpower from arcane, 8 dark spellpower from dark magic (and arch I+II with giant slayer).
Their base dmg on a magic hero with no 'boost': 2899-3237
Their base dmg on a magic hero with all 'boost': 4040-4512
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 24, 2011 01:13 PM |
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Quote: However I'm surprised you consider inferno so low tier. In a game against my mate (good player) I bested his Stronghold without much issues, I don't know how much of that victory was to Demented that stacked up to +6 (not sure if they are supposed to do that or was it a bug in old versions - 1.1 iirc). It was pre-champion buff tho.
In the duels the Core stacks are considerably smaller compared to the Elites and the Champions than they will be in a real game and that's one of the reasons why the duels are not exactly a perfect measurement of one faction's strength (although they do give a general idea). The Demented's ability on the other hand now stacks for 1 round only so you won't get insane buffs like +10 Attack/Defense and make them immortal. Also, each faction has a choice between two different army builds, one of which is with 2 x stacks of certain type of creature (for example one additional stack of Dreamreavers replacing the Panther Warrior stack, 1 more Specters stack instead of getting Skeletal Spearmen, etc.). In Inferno's case you can get an army with 2 stacks of Lilim instead of the default army with Cerberi and that's what every Inferno player chooses because the Cerberi are always, inevitably the first casualty and they can't do ****. With 2 x Lilim you can actually beat even Stronghold but with quite some difficulties.
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adriancat
Famous Hero
Protector Of The Peace
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posted August 24, 2011 03:54 PM |
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In opinion, Haven has too powerful Healing/Ressurecting spells.Two stacks (Vestals and Seraphs) can ressurect.However I didn't played Necro, so I have no idea about them.The rest of the factions seems to be ok.
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 24, 2011 04:04 PM |
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Necropolis resurrect themselves even more...
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 24, 2011 04:14 PM |
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Quote: The Demented's ability on the other hand now stacks for 1 round only so you won't get insane buffs like +10 Attack/Defense and make them immortal.
That's almost a pity, they were one of the few bright points in the Inferno army from what I experienced in 1.2.
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What will happen now?
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 24, 2011 04:21 PM |
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I think the Demented's ability stacked a bit too much and even now they remain a decent creature. The problem is that other Inferno units which need a buff remain underpowered, most notably the Hell Hound/Cerberus, the Juggernaut/Ravager, and, of course, the Breeder/Breeder Mother (hell, they even made the latter weaker!).
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Fauch
Responsible
Undefeatable Hero
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posted August 24, 2011 04:59 PM |
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the breeder sounds kinda lame. they came with something really original (at least for a homm game) and gave it the most uninspired abilities??
what about taunt as an activated ability? (which doesn't end your turn of course)
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B0rsuk
Promising
Famous Hero
DooM prophet
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posted August 24, 2011 08:50 PM |
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Edited by B0rsuk at 20:51, 24 Aug 2011.
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Quote:
Question is, who exactly are the good guys. Haven is kinda mixed between good and bad, once again. Hell, they are the main enemy in 3 out of 4 campaign missions available so far.
But let me guess, YOU are playing as Haven as well ? So it's an internal conflict, civil war in a faction ? Then I say it doesn't count. They're about as evil as Terrans in Starcraft or Humans in Age of Wonders: Shadow Magic.
Haven practically oozes holiness. I get sick just from looking.
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http://www.youtube.com/watch?v=u5um8QWWRvo RSA Animate - Smile or die
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Zocker
Tavern Dweller
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posted August 24, 2011 10:23 PM |
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Edited by Zocker at 22:41, 24 Aug 2011.
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In my opinion they should revamp Inferno and make them how they described it in the Faction PDF some time ago.
Mobile melee creatures that are resilient and lethal but weak in moral.
Along with weaker support spells but stronger direct damage, mass damage and disruption of enemy support.
As for the Hell Hounds I would simply give them the Scavenger ability to feed upon corpses to restore their health and boost their moral. It also fits the "always hungry" attitude of the unit.
Sadly I don't think they will change much on factions and instead focus on general balancing, AI and bugs.
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xerox
Promising
Undefeatable Hero
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posted August 25, 2011 12:19 AM |
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Edited by xerox at 01:07, 25 Aug 2011.
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tbh I think Haven is doing really well, mostly due to OP Glories though
Sun crusaders are still useless though and there are quite a lot of things I would change with Haven
But I am doing really well as a Haven Blood Magic hero!
1. Necropolis - Needs less healing, Fate Weavers needs half range meaning Might heroes can get it to full and Magic heroes can boost it with Magic power.
2. Stronghold - Cyclops Smash thing needs to get a counter. Make them a bit slower and make it deal more damage the longer he moves.
Dreamwalkers need to be more fun. Make Father Sky a single target spell that frees a target from crowd control and extends the duration of a buff. Make Mother Earth a single target spell that makes an enemy immobile and extends the duration of a debuff.
3. Haven - Make them less dependant on Praetorians and Glories. Make Sun Crusaders a lot faster. Increase the survivability of Vestal by giving them "Martyr's Shield: 20% of the damage dealt is converted into a shield."
These last two are very close.
4. Sanctuary - Make Kappas, Sharkmen and Water Spirits useful. Buff the survivability of Coral Priestesses and Kensi.
5. Inferno - Buff Cerberus' survivability a lot. Give a fun spell for Breeders, perhaps a crowd control called "Devour" where she swallows an enemy unit in melee range in order to reproduce and restore health. Make Tormentors survive longer.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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maeerol
Hired Hero
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posted August 25, 2011 12:48 AM |
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Well, my impressions:
1 - Stronghold
2 - Necropolis
3 - Heaven
4 - Sanctuary
5 - Inferno
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Kitten
Known Hero
Roar
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posted August 25, 2011 03:11 PM |
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1)Necropolis
2)Haven
*gap*
3)Stronghold
4)Sanctuary
5)Inferno. Stronghold in regular play (not duel) needs a lot of wood, compared to anything else. unless you got few market places or wood income, it might take time to build and I would drop them to the 4th place
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Insanity
Known Hero
Brain cells killa
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posted August 25, 2011 03:54 PM |
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1. haven and necro (just keep brigning warriors back)
2. barbarians (the strongest)
3. nagas (have nice abilities but weak)
4. demons, arent they supposed 2 b the big treat ? (they are worst in every category)
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 25, 2011 04:36 PM |
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Quote: 4. Sanctuary - Make Kappas, Sharkmen and Water Spirits useful. Buff the survivability of Coral Priestesses and Kensi.
Don't be mistaken, in 1.1 Kappas were killer machines. Every second turn you had a special attack with mass effect, extra damage and no retaliation. Yes, they were tricky to use because of their very low movement, but they were excellent creeping units. Once they fix this unit again, it should be fine I'm sure. Shark Warriers on the other hand ...
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What will happen now?
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted August 25, 2011 05:00 PM |
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I really wonder is there a big skill gap between people who create duels and people who just joins duel?
Because I always create, and I always win with my inferno. That goes for both my might build and my magic build. Apart from the incident with e377 I don't lose other then to bugged Haven.
So am I facing the wrong opponents or just don't people know who to play Inferno?? :/
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"You turn me on Jaba"
- Meroe
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 25, 2011 05:03 PM |
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Apparently you haven't faced Necropolis much. I too have victories with Inferno but when something broken comes into play... sad story.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted August 25, 2011 05:08 PM |
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Edited by Jabanoss at 17:08, 25 Aug 2011.
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Actually I face Necropolis quite often, probably the faction I play against the most. But no one seems to know how to play them. (or they are just so "honest" that they don't want to abuse it.)
They don't block their Fate Weavers, which means I can block them and if I can block them, they're not any problem.
Or they have Might heroes, which are no problem either...
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"You turn me on Jaba"
- Meroe
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 25, 2011 05:12 PM |
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Well, that's the thing - they are either already bored of the constant usage of the "turtle" strategy and want to try something else or just can't play. On the other hand, you are just abusing a (99% likely) bugged spell without which it will much more difficult to stand against even the "normal" factions (i.e. not the overpowered ones).
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