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Posts from Which creatures from the alternative upgrade options do you choose?

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What is your opinion on alternative upgrade paths?
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In reply to 3DogMZA
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#16
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Gnomes:
1) I choose new ones because they have better defense and don't run away if scared.
2) I choose old ones from the ranged attackers because they are better at crippling enemies.
3) I choose new ones from the melee attackers because they increase attack when fighting a large creature.
4) I choose new riders because their war cry scares enemies.
5) I choose old ones from the mages because they can attack up to 2 creatures and create a fire wall.
6) I choose new ones because they create a chain lightning.
7) I choose old ones from the dragons because they have a fire shield.
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#17
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Inferno has a strong alternate upgrade. All the new options are noticeably stronger than the old ones, maybe except for the demonesses...
In reply to 3DogMZA
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#18
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3DogMZA;123129

Necropolis alts:
1st level, the new skeleton is powerful, but Necropolis only has one archer, so I choose the skeleton archer.
2nd level, the Plague Zombie is better than the new Rotting Ones. They take away 2 attacks and 2 defense, and 1 morale from nearby units. And by the time it moves, it will be taking this away from its own warriors. So, my choice is the old zombie.
3rd level, I choose the new spirits.
4th level, the new vampires are stronger, but they are given a task, so it's better to use the old vampire.
5th level, the old lich helps me more than the new one right now. Its cloud takes out two archers at once, and that helps more than one strong shot. I don't use lich magic very often.
6th level, now I choose the new one. It is stronger, and its scream is not bad.
7th level, I like the Astral ones more than the old ones; they have a cool Grief.
I completely agree, but what does "The old lich helps me more than the old one" mean?)).
Personally, I liked the new liches more.
Варвары рулят!!
In reply to Игрок
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#19
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Player;123518
Inferno has a strong alt. upgrade. All the new options are noticeably stronger than the old ones, maybe except for the succubi...
Brother-demon, the old imps and archdevils can also be quite effective! ;)
And it's not so clear-cut with the kraken either...
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#20
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And here is what I choose from the upgraded troops of each faction (though I don't forget about the others, as I play with both).
Dungeon - it disappointed me that the Dark Elves were left with no ranged units at all with the alt upgrades; I mean, invisibles are cool, of course, but it's hard without shooters.
1. Assassins - I like them because they shoot and look decent (by the way, the name and design were perfectly chosen for Stalkers)
2. Blood Sisters - they hit harder, are more durable, and look good (though their icon on the troop panel isn't great and the initiative could have been better)
3. Minotaur Guards - I still prefer the double strike; perhaps I just need to get used to the Aura of Courage...
4. Shadow Riders - their ability to snag enemies they encounter along the way fits well into the combat system.
5. Acid Hydras - Acid Blood is a very good ability.
6. Shadow Matriarchs - they shoot and cast various spells.
7. I haven't decided which dragons I like more yet.

Haven - Their alt upgrades are good, but in my opinion, there's far too much red.
1. I haven't decided anything regarding Militiamen/Landlords
2. Marksmen - their chance of a penalty is significantly lower than that of the Crossbowmen
3. Honestly, I can't decide on the foot knights: on one hand, Footmen with Shield Bash, on the other, Zealots and their double attack.
4. Royal Griffins - I stick to the classic griffin option.
5. Adepts - they are more fierce and zealous (I don't understand why they have an open book hanging on their chest - is it a cheat sheet...)
6. Paladins - They are very strong and heal their own.
7. Archangels - their "Resurrection" is more fitting, in my opinion.

Inferno - The new ones look as if they were molded from obsidian or put out by firefighters
1. Imp Scoundrels - I like that they can steal mana from the enemy hero at any moment of the battle.
2. I haven't decided anything regarding the Horned ones (Jump vs Blast)
3. Fire Dogs - their "bad breath" spreads as far as one tile ahead.
4. Succubuses - their chain fire suits me better for now (though on the other hand, hypnotizing the enemy and immunity to mind-control magic are also good)
5. Nightmares - their initiative and attack provide a very tangible advantage at the start of the battle.
6. Pit Lords - they throw fireballs and meteor showers, which is more useful.
7. Archdevils - they can summon any ally via the Hell Portal.

Necropolis - all the creatures have been specifically transformed.
1. Skeleton Archers - I can't stop loving them.
2. Plague Zombies - they apply Frailty to the enemy on hit, while the Putrid Aura doesn't satisfy me yet.
3. Poltergeists - They steal resources from the enemy and look decent.
4. Vampire Princes - blinding the enemy is their greatest asset.
5. Arch Liches - Their Poison Cloud and bunch of Dark spells are better than the Beam and a couple of spells of the Master Liches (but I liked their ability to resurrect the fallen, especially when Raise Dead acts on undead like Resurrection does for others, meaning permanently)
6. Banshees - their Death Shriek is very good at close range.
7. I haven't decided regarding the dragons.

Horde Bastion - the orcs are very good and very relevant - brute force, war cries instead of Magic, and Blood Rage pay off.
I won't bore you with extra information and will be brief - I like the Goblin Shamans, Marauder Centaurs (armored), Orc Mercenaries, Daughters of the Earth, Chieftains, Paokai, and Blood-eyed Cyclopes.

Academy of Magic - honestly, their new look is very good.
1. Saboteur Gremlins - they work very well during a siege (both in defense and attack of the castle). They can destroy siege towers or enemy war machines.
2. As for the gargoyles, the scales aren't tipping in anyone's favor yet (except that the elemental ones are very slow)
3. Steel Golems - their magic resistance is more productive.
4. Archmages - they cast more useful spells.
5. I like both Djinns.
6. I don't care about the Rakshasas.
7. Giants (basically, read above).

I have no personal observations regarding the Dwarves and Wood Elves yet.
Вы имеете право замолчать. Hавсегда.:(
Вы меня будете помнить до последнего дня смерти!:smile24:
Смеpть не стpашна. Стpашно то, что это навсегда...:smile34:
In reply to Amko
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#21
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Night Nazgul;123549
Brother-demon, old imps, and archdevils can also be quite effective! ;)
And it's not so clear-cut with the squids either...
The new imps are better than the old ones because they drain more mana (I only use imps for this purpose).
The new archdevil is physically stronger than the old one, but summoning pets is not always possible, and when it is, it's not always beneficial.
And with the squids, it's actually quite clear. In the final battle, the old pets' casting is a weak advantage. And in the early and mid-game, it's not worth focusing on the idea that significant damage in battle will be caused by a fireball or a rain of pets. In battles with neutrals and weak armies, Inferno's main damage is not dealt by pets, but by ballistas, hounds, demonesses, the enemy harming itself through the effects of high-level dark magic spells, etc. – anything but PETS!!! By the time the pets cast their spells with their initiative, the battle may already be over, or the enemy may have taken such a position that area-of-effect spells will deal minimal damage, and the damage itself is not that impressive... The new alternate upgrade is much faster, more proactive, and more durable. I choose it
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#22
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Here's how I play Orcs:
Level 1: I take Trappers because I don't really like level 1 units, but Trappers are always useful. They stand next to the Cyclops and set traps (I always guess where enemies will go).
Level 2: Honestly, it doesn't really matter. One can run away and shoot, while the other just fights without any penalties... So, I take Marauders because they have 1 initiative and 1 speed at level 1.
Level 3: I take Armored Orcs because they can protect ranged units and are generally better.
Level 4: I take Sky Shamans because I think their stats are better.
Level 5: I'm not sure here; sometimes I take one, sometimes the other, because Executioners are really cool, and Chieftains support the troops (they increase damage and initiative).
Level 6: I think Pack Beasts are much better because they can regenerate well on corpses.
Level 7: I take Freeblades because they are slightly more powerful and can break down walls in castles. They also throw Goblins, etc.

And in general, I think Orcs are great in this version, although Necromancers have become better – the Dark Magic system grows every week, and you can even raise a dragon.
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#23
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but the free Cyclopes will drown half of their army when they are fending off enemies.
In reply to Игрок
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#24
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Player;123976
but the free Cyclops will drown half of their army when they are fending off enemies.

That's true. If you take free Cyclops, when placing them, you should only put them next to Goblins, and also, why can't Bloodeyes use their eye to set things on fire from a distance instead of throwing Goblins. (although throwing Goblins is also cool and fun)
P.S. Please leave comments on my previous message in this thread.
Вы имеете право замолчать. Hавсегда.:(
Вы меня будете помнить до последнего дня смерти!:smile24:
Смеpть не стpашна. Стpашно то, что это навсегда...:smile34:
In reply to 2DDarkKnight
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#25
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2DDarkKnight;123526
I completely agree, but what does "The old lich is currently helping me more than the old one" mean?)).
Personally, I liked the new liches more.
I mean, while I was playing as Arantir in Tribes of the East and playing against living creatures, the Death Cloud of the Archlich was worth its weight in gold! It takes out all the archers perfectly! And the Pink Lich is more helpful against undead creatures!
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Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
In reply to 3DogMZA
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#26
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3DogMZA;124932
What I mean is, while playing as Arantir in Tribes of the East and playing against living creatures, the Death Cloud of the Archlich is worth its weight in gold! It takes out all the archers perfectly! And the Pink Lich is more helpful against undead creatures!
I made some new ones to see what they can do. I gathered more and attacked some tough neutral creatures. They killed all my skeletons, but then I raised them all back. That's why I respect them now.
Варвары рулят!!
In reply to 2DDarkKnight
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#27
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2DDarkKnight;124945
I made some new ones to see what they can do. I gathered more and attacked some tough neutral creatures. They killed all my skeletons, but then I raised them all back. That's why I respect them now.
I'm not saying they're weak. The new ones are better, but I value the Cloud of Death spell more than raising the dead, which the hero can do! Besides, I don't often play as Necromancers; I play as any race, mostly High Elves! So, Crystal Dragons, Wild Ents, Battle Unicorns, High Druids, Master Archers, Wind Dancers, Nymphs! These are my choices among the ELVES!:)
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
In reply to TibWar
#28
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TibWar;123645
Dungeon - I was disappointed that with the alternate upgrades, the Dark Elves have almost no archers left. Invisibility is cool, of course, but it's hard without archers.

Yeah, that's the most annoying thing – I always rely on archer tactics.
1. Assassins - I like them because they shoot and look good (by the way, the name and design are great and fit perfectly for Stalkers).

And they're good with poison too :) so I keep them.
2. Blood Sisters - they hit harder, they're more durable, and they look good.

I take the main upgrade because of the initiative.
4. Shadow Riders - their ability to grab enemies encountered along the way fits well into the combat system.

I'm more used to the old ones. And these "shaggy" ones don't look that great.
7. I haven't decided which dragons I like more yet.

Black ones. The old-fashioned way :)

3. Honestly, I can't decide about the foot Knights: on one hand, there are the Lancer with Shield Bash, and on the other, the Zealots with their double attack.

I can't decide what's better – Shield Bash (with upgraded soldier's luck) or double attack.


Inferno - The new ones look like they were made of obsidian or put out by firefighters.

1. Impish Fiends - I like that they can steal mana from the enemy hero at any point in the battle.

But it's unclear whether they will steal it or not. So I'm for the standard upgrade.

2. Regarding the Horned, I haven't decided (Jump vs. Explosion).

Jump is definitely better. I almost never use the explosion.

Necropolis - all creatures have undergone a significant transformation.
6. Banshees - their Death Wail is very good at close range.

I still prefer the Messengers.

That's all I can say for now. I completely agree with everything, I just didn't write it
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#29
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Demon Faction: 1. Imps are more fun; they steal mana every turn. 2. Elder Demons are good at dealing damage with their jump attack; it's more powerful than an explosion, but their defense is lacking. I haven't decided for sure yet, but for now, I'm taking Imps. 3. Hellhounds are amazing! :smile54: With Dragon's Breath and a 3-headed attack, they are incredibly powerful! 4. At first, I thought the Succubi were great, but then I swapped Temptation back for Chain Lightning. 5. I don't see much difference between the horses. 6. I think Cave Crawlers are more useful when the Hero is a good spellcaster. 7. I don't see much difference between the Aces yet. I've added an Easter egg!
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In reply to Imaris
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#30
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Cr@zy Wolf;126877
Demon faction:
1. Imps are more fun, they steal mana every turn.
2. Elder Demons are good at jumping and dealing damage, even better than an explosion, but their defense is lacking. I haven't decided yet, but for now, I'm taking Imps.
3. Hellhounds are awesome:smile54: !!! With Dragon's Breath and a 3-headed attack, they are very powerful!
4. At first, I thought Succubi were cool, but then I swapped Temptation back for the Chain.
5. I don't see much difference between the horses.
6. I think Cave Lurkers are more useful when the Hero is a good mage.
7. I don't see much difference between the Aces either.
I take Imps on the first level, they are more useful and don't waste a turn drawing mana.
On the second level, the jump is better!
I agree with you on the third, the new hounds are better!
I also prefer Demonesses with the Chain!
I don't see a difference between the horses either!
The old Overlord is much better than the new one with magic. Demons already have one archer and a mage, so another one won't hurt.
The old Archdevil is better than the new Archdemon. It's better to have the ability to summon Overlords than teleport!
I chose these mages:
Level 1: The old Gremlins are better than the new ones. It's better to resurrect Golems than to damage machines!
Level 2: The new Gargoyles are cooler than the old ones.
Level 3: The new Golems move more often and are completely immune to magic, so I chose them!
Level 4: The old Archmages are better. They have better magic.
Level 5: Djinn Sultans are more useful than the new Viziers. It's better to cast a spell than to rely on luck.
Level 6: The old Rakshasa with Counterspell.
Level 7: The Thunder Elemental with Cloud is more useful!
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!

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