Skip to content

Posts from Inferno balance.

No ratings yet — be the first to rate!
Auto-translated
Hello,
My conclusions are just the observations of a viewer and fan; I don't play Heroes myself, I just enjoy watching tournaments and matches, especially on Jebus Cross.
But, one way or another, I don't think I'll be wrong if I say – and I've heard this opinion even from professionals – that Inferno is the weakest Castle.
And, accordingly, wanting to see more intrigue and new strategies, I would like to ask a question: they are fixing Necropolis; they added genie lamps for mages – are they planning to introduce something in Inferno?
And, my personal opinion:
1. I would increase the radius of the Inferno spell by 1 square;
2. I would make Hell Gates cost 4000 and allow passage from them not only to Inferno, but to any of your own cities;
3. and increase the effectiveness of demon summoning by one and a half times.
Goal: building Hell Gates will become an accessible and effective thing, giving demons semi-control, so to speak; this will allow abandoning the need to choose between earth or air – and instead, take the fire specialization. In this case, at least when choosing Xyron or Ksar'fax, demons will get an additional powerful spell.
Well, and in the late game, with increased demon summoning effectiveness, there will be another argument – let it come out towards the end of the 2nd week, but 70-80 demons will be a significant advantage.
Auto-translated
I'm also a novice in Heroes, but increasing the damage by 1.5 times is too much. Perhaps strengthening Inferno is a good idea, but not so drastically. Maybe:
1. Give Imps 1 HP.
2. Increase the growth rate of Magogs and Cerberuses by 1.
3. Make the Archdevil the fastest creature in the game, because, unlike most other Tier 7 creatures, it doesn't fly; instead, it teleports instantly.

Statistics

Welcome our newest member: Emil