Skip to content

“Heroes of Might and Magic V: Tribes of the East”

User Avatar
#664
Auto-translated
I watched the 3.0 wheel again, thought about it for a long time... here are my thoughts: 1) I was pleased with the easier path to achieving super abilities (now only 3 skills are required instead of 4). 2) I think they significantly strengthened Necropolis. Now, you simply can't ignore the Shriek of Horror. All these skills and abilities must be taken by any necromancer (Summoning, Darkness, Education). 3) Warlocks weren't really weakened either, as it seemed to me at first (they gave Lucky Charm to everyone). Achieving a super ability is also quite natural for them - through Chaos, Sorcery, and Lucky Charm. 4) Due to the impressive strengthening of ballistas (Fire Arrows + rapid-firing ballista), Demonans will have to sacrifice almost all useful mass spells of darkness to achieve the Call of Urgash. 5) Banishment has been significantly weakened. I honestly don't see the point in it now (damage to summoned units of around 200-300 is not very impressive). 6) Preparedness, in combination with Solid Defense, will make Hydras and Ents formidable. 7) The game will more often be built around achieving super abilities due to the reality of obtaining them. Those heroes who choose a different path risk ending up in a losing position. Therefore, I consider the races of Dwarves, Wizards, and Humans to be weakened. Dwarves and Wizards due to the difficulty and disadvantage of the path to achieving a super ability, and Humans due to the outright weakness of their super ability.