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It's embarrassing to admit, but I had never heard of the "Necromancer + Ghosts" cheat before. Yesterday, I tried a few starts on "Broken Alliance," and with eight ghosts, I could conquer any gate and go around provoking everyone: both neutral creatures and heroes.
I wonder how the developers plan to fix this combination? Two options come to mind.
First, they could adjust "Necromancy" so that it only works if the creature's health in the stack is 100% restored. For the "Ghost + Skeleton" pair, this means that 18 points of "Necromancy" are needed to restore the skeleton, which can be accumulated if there are at least 31 ghosts in the army.
Second, they could disable all other abilities for "spirits" while the "Spirit" skill is active. That is, while the creature is not acting and is under the effect of "Spirit," its other abilities will not be activated. However, in this case, we would have to say goodbye to "Regeneration" for earth elementals, "Pain Reflection," and other useful abilities.
It would be interesting to know if other factions have similar exploits and what their fate will be.
I wonder how the developers plan to fix this combination? Two options come to mind.
First, they could adjust "Necromancy" so that it only works if the creature's health in the stack is 100% restored. For the "Ghost + Skeleton" pair, this means that 18 points of "Necromancy" are needed to restore the skeleton, which can be accumulated if there are at least 31 ghosts in the army.
Second, they could disable all other abilities for "spirits" while the "Spirit" skill is active. That is, while the creature is not acting and is under the effect of "Spirit," its other abilities will not be activated. However, in this case, we would have to say goodbye to "Regeneration" for earth elementals, "Pain Reflection," and other useful abilities.
It would be interesting to know if other factions have similar exploits and what their fate will be.