I just played against the neutral creatures and realized how much the developers either cheated with them or didn't think them through.)))))
Let's go through it in order:
Air, water, and fire elementals – no complaints here, but let's look at the earth elementals – there's a major flaw here, namely, extremely low initiative – the developers clearly based it on the image of a dull, immobile rock – that's why they are the slowest units in the entire game – playing against them is frankly boring(((
No complaints about the Dark Knights either.
Phoenixes – in theory, everything is fine with them – not very durable, they are reborn, they have a fire shield. But why did they give them such high initiative and speed – they are the fastest creatures in the game – you can't leave without losses, and you can't have a normal, even fight)))
In the expansion, everything became even worse – not only did they cut down the races, but they also strengthened the neutral creatures.
The Renegades are not unique in themselves – they just made them standard units – except for the Fallen Angels – although their "vampirism" ability can also be ignored.
But what happens next!
Wolves – I haven't seen more "cheesy" creatures yet – it wasn't enough to give them high (very high for them) initiative, the Pack Hunter ability, which is known from the Lizard Riders from the Dungeon, but they also gave them the ability to summon another squad of the same size and attack immediately – 2 actions in one. They hit one of my units, and 4 summoned wolves standing around it attacked – it's just crazy)):smile07:
Next, the Mummies – again, they overdid it with the initiative and damage – where have you ever seen (except at Ubisoft and Nival) mummies being so proactive and powerful – stronger than liches, which doesn't fit the framework))))).
And finally, let's feel sorry for the poor, lazy Manticores, which Nival cut down in terms of initiative and (possibly) speed. ))))
Verdict – it's time to make patches for the neutral creatures(((:rolleyes:
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