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Balance in Heroes 5.

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#253
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Fireball;139524
Not necessarily. Because for this, you need to return to the city and then go back.

Of course, it's not a certainty, but it's not impossible either.
They will remove the golems in stacks, and the undead piles will not be resurrected. So, "everyone is alive and well" won't work.

I agree.

Yes, it's not 10, but 11. Its advantage is not in the speed of casting, but in the fact that it goes before the enemy hero, which can be important.

Not 11, but 14. No one has canceled the "Expert Sorcery" skill, and everyone hires him as an "Academic."

They will remove at least 3-4 stacks from you. Situation: an elf with tactics and a speed aura (or boots). Before the mage or golems go, the
nymphs (-2 stacks), dancing winds (-1), forest archers (-1), and dragons (-1-2, and if they are high dragons, then even more) go. At least 5 stacks are lost, and in general, 1 morale and the loss of the main hero, and the mage hasn't even cast a spell. It's better not to engage in a "Battle to the Last" without a fight.

And with a "Battle to the Last":D

Okay, let's clarify right away. With 20 spell power and a cloak (which, by the way, is quite rare), the base damage is 945 with an expert cast, and there may not be a second one (most likely, there won't be). We won't go into the central square; there's another 420 damage. Pyrokinesis, if it happens, won't have time to deal much damage, but the "Lord of Fire" will remove half of the defense from the golems, and then they're definitely done for. Where did you get 2000 and 3000 from?
And also, if you sense that they will use "Armageddon," you can take a perk from the "Light" skill that reduces fire damage by 2 times.

a) I calculated for TWO stones.
b) one standard and one with luck - we get 2835 with a cloak, 1890 without it, of course, not counting resistances.

If you attack the main hero on the same day, which is not always feasible.


Logical.

Please. This idea occurred to many on the very first day after purchasing the add-on. It's just that there was information earlier that "Armageddon" would hit high golems, and here's this gift. But personally, I tend to think that in 3.1, at least 3 things need to be adjusted:
1. "Rage" for orcs, so that, while absorbing damage, it doesn't go into the negative. And also, rebalance it so that, all other things being equal, more rage is spent on this absorption, about one and a half times more.
2. Something needs to be done about the stalkers' invisibility. For level 1, it's too much.
3. "Armageddon" should hit golems, because even the stone in the center heals them with PHYSICAL damage.

1. I agree.
2. I think you can simply reduce the duration of the stalkers' invisibility to 2 turns.
3. I agree. Because "Golemo-geddon" + "Battle to the Last" is a big problem (I tested it yesterday)

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