Skip to content

Heroes of Might & Magic: Olden Era - Обсуждение

User Avatar
#1009
Auto-translated
I played Olden Era a bit in single-player mode (I'm not a fan of PvP). Overall, it's interesting to play, but some skills/spells are very powerful, and there are just deadly combinations. The AI in combat is still weak, but I hope it will improve. Currently, the Yin Yang template seems the most interesting. Difficulty 150%/150%/High (AI) is reminiscent of the "Hero" difficulty in the 5th game in terms of early battles and economic pressure. Limit: 2 heroes. As a second hero, you always want to have an economy-focused hero, so there's a strong temptation to restart at the beginning. I think economy heroes should be banned if it's not a "Single Hero" mode, or they should be significantly weakened. It's not right when a secondary hero, starting from the 2nd day after visiting the obelisks near the city, starts bringing in 1000-1250 gold and 1-2 resources daily. Let them bring in a couple of resources at the beginning of the week. In the 5th game, there were also desirable secondary heroes (Kifira, Ellaina), but they gave a nice bonus at the start, not a game-breaking economic boost. In the 6th game, everyone ran around with the miner guy and the blonde who gave wood. Of the combat skills, "Battle Order" with the sub-skill "Observation" (at a developed level) seems the strongest to me.
Observation

While waiting in battle, a friendly unit enters the observation state. In this state, it counterattacks enemy units moving within melee attack range.
The "Battle Order" skill itself isn't very pleasant because it forces you to play by waiting. For archers, there's always a dilemma: attack immediately and weaken the enemy stack, or wait and attack more powerfully (with +40% attack) at the end of the round. But "Observation" is something else. I had a case in a battle with an enemy hero. The enemy cavalry unit (strength 12) wanted to break through my formation and kill my pixies in a charge. But on the way, it received "observational" beatings from my phoenixes, griffins, and druids (3 free hits!). In the end, only 1 cavalryman reached my pixies and died. I hope they remove/nerf this sub-skill. Of the magic skills, "Spellcasting" is the best (2 spells per round, and for the "Grove" faction with the alt-upgrade for druids, there are even 3 casts per round). And in the latest patch, "Summon Avatar" has become very strong (unbreakable). For warriors, "Spellcasting" is said to have a tiny chance of appearing, and it's forbidden in the witch's hut (now "Wise Owl"). (I wonder if "Martial Arts" is available in the hut for mages?) The avatar has 4 HP at expert level. Each hit on it removes only 1 HP. It can be killed by the "Curse" spell, which deals 4 hits for 35 mana. Magic Arrow (for 0 mana) removes 3 HP. A hero's attack removes 1 HP, even with the "Wisdom" -> "See Through" sub-skill (Hero's attack destroys all temporary creatures in the attacked unit). When defending the castle, upgrading the central tower with a double attack is better in the late game than 300% damage for killing the avatar and breaking the "Shield" spell. The avatar's health (number of hits it can withstand) can be increased with the "Avatar of Resilience" sub-skill to 5 HP (with "Defense" to 6 HP). The "Shield" spell at the highest level gives +2 hits. You also need to check the following. The patch notes say: The number of hits the avatar can withstand is increased by bonuses such as "Increases creature health." "Recruitment" -> "Exhaustive Training" gives +2 HP. "Magic" -> "Summoning Magic" gives +25% HP. The "Arian's Touch" spell gives up to +20% HP. The hero specialization of Urgo gives the avatar +1 barrier. As it turns out, for the "Grove" faction, an avatar with basic 4 HP is quite enough. Although the cooldown for the "Summon Avatar" spell is 4 turns, there is a build that allows you to re-summon it almost every round and hit with it 3+ times per round. I played as Sully (specialist in avatars, gives him immunity to magic damage). The build is as follows: Whisper of the Elements (4 concentration charges, -2 cooldown for spells when spending concentration) Summon Avatar (5 HP, summon to any cell) // +1 to initiative would be better here than +1 HP Spellcasting Combat Magic (+1 magic power for each spell, -1 cooldown for all spells) Battle Order (Observation, generates 2 full concentration charges each round) We use the avatar to block enemy archers. If there are no archers, we place the avatar next to a melee enemy or in a passage so that the enemy passes by it. Ideally, next to an enemy with lower initiative than the avatar (so that the avatar can press "wait"). The avatar will freely and without retaliation hit everyone who passes by it after "waiting," without losing the ability to counterattack. We often get 3 hits from the avatar (from observation, from counterattack, and from a direct attack). Plus, if the avatar's cooldown has reset, after the attack of the old avatar, we summon a new avatar in the same round. With the new avatar, we press "wait," etc. I managed to deal damage with the avatar 6 times per round, but usually, it's 1-2-3 times, depending on the positioning and initiative of the enemy units. To reset the avatar in 1 turn, you just need to spend concentration 2 times per round, which is very easy to do with this build. It's incredibly overpowered.

Statistics

Welcome our newest member: artem