Skip to content

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

5.0 (4 ratings)
Open
What is your opinion on alternative upgrade paths?
213 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
In reply to 3DogMZA
User Avatar
#31
Auto-translated
3DogMZA;126998
I take Imps on the first level; they are more useful and don't waste a turn extracting mana.
On the second level, the jump ability is better!
I agree with you on the third level; the new hounds are better!
I also prefer the chained Demonesses!
I don't see a difference between the horses either!
The old Overlord with magic is much better than the new one! 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!
Here are my choices for the 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 magic has no effect on them, so I chose them!
Level 4: The old Archmages are better. Their magic is better.
Level 5: Djinn Sultans are more useful than the new Viziers. It's better to cast a spell than to grant luck.
Level 6: The old Rakshasa with retaliation.
Level 7: The Thunderer with the cloud is more useful!
Regarding the Mages, here are my preferences:
1. I haven't decided about the Gremlins yet.
2. The new ones are useless; they are vulnerable to magic.
3. The new Golems are undoubtedly better.
4. I think the new ones are better. Everything around them is protected from magic.
5. I haven't decided about the Djinns yet.
6. I haven't decided about the Rakshasas either.
7. I agree about the Thunderers. The cloud is much better than the lightning.:smile13:

Added after 8 minutes
Now about the Orcs.
1. I start with Trappers and change them after each major "journey."
2. Battle Centaurs are more protected, and maneuverability loses its advantage against large enemy armies.
3. I like Warlords more for their appearance, but the fighters are :smile12:
4. It depends. Sky Lords have a chain of lightning, but Earth Lords are good in melee.
5. I also change them, like the Goblins.
6. I change them again. But more often, I choose Dark Wyverns.
7. When sieging a castle, I take Freeblades; in other cases, I take Bloodaxes.
In reply to Архидемон
User Avatar
#32
Auto-translated
2) I choose the older ranged units because they are better at crippling enemies. Well, I wouldn't say that; the new units' harpoon ability is quite nasty. You have Ossir, and your strength naturally lies in archers. And then harpooners pull away the unit that was protecting them, which is terrible for the archers. That's how it is... ;)
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
User Avatar
#33
Auto-translated
I liked the following units among the Dwarves:

1. I prefer the new ones; they have better stats.
2. But I think Harpooners are better! It's fun to use the harpoon to pull enemies into a wall of fire or a wall of swords... and to use it on runes during a castle siege. :)
3. The new ones are better than the old ones. With the bear roar.
4. I prefer the Arkat Warriors because of their battle rage and, to some extent, because they are Giant Slayers.
5. It depends on what you prefer: Fireball or Wall of Fire. It varies.
6. Electricity was passed on to the Erlang, and the Jarls have fire, but I think the former is better.
7. The old ones are better for defense, and the new ones are better for attack. This is obvious.

Added 14 minutes later
The Order faction's prospects. It's good that they added new red abilities.

1. I don't care about Militia/Landlords. I only create them to get money.
2. Archers are definitely better. They have a higher attack value and shoot without penalties.
3. Zealots are definitely better. They are damage dealers.
4. If you need someone with good initiative, my choice is Royal Guard. Almost always, in other cases, it's Combatants.
5. Adepts have better stats.
6. The Knights of Isabnl are more beautiful, but I think the old ones are better.
7. Seraphs are cool with their Divine Retribution. I love this spell! It's great for clearing out level 7 enemies!:smile12:
User Avatar
#34
Auto-translated
Sylvan:
1. Nymphs. Mutual resurrection is a great ability. Besides, the Swarm doesn't really take anything away.
2. Battle Mages have better combat stats than agility, although in a fight against a strong unit, the new ones are definitely better.
3. Old Elves. Two shots, after all.
4. New Druids, because of the "Channel" ability.
5. I take the old ones, and if I'm playing against Haven, then the new ones.
6. I take Wild Ents. Defense into attack is a good trade.
7. I take Crystal Dragons. Their attack is impressive.
Варвары рулят!!
#35
Auto-translated
Let me comment on the mages:
1. The old Gremlins are good for fighting neutrals to "resurrect" golems, i.e., to reduce losses; the new ones are mainly useful during sieges to destroy catapults or towers.
2. I was very pleased with the new gargoyles; they can really harass the enemy, as they significantly increase the damage to all adjacent units. But if your hero doesn't specialize in Chaos magic, they might do more harm than good. In that case, Obsidian gargoyles are the better choice.
3. The situation with golems is very ambiguous. The choice largely depends on your play style, your opponent, and other factors. But subjectively, the Obsidian golems are slightly better. Although when I played with them, I regretted the lack of retaliatory strikes several times.
4. Again, the mages are ambiguous. But the White mages are very good at defending their own. You can even sacrifice the Fireball spell here, and reducing the cost of spells is not that important for a mage hero.
5. A random spell is still more useful than increasing/decreasing luck by 1. If it were 2, I would seriously consider the choice.
6. Retaliation is still a very useful ability, especially for a monster like Rakshasa. I choose them, although I don't deny that Kshatriyas are cool.
7. Here, I often think about what will be more useful in the next battle: Lightning Bolt or Cloud. I think Lightning Bolt is for sieges, and Cloud is for everything else.
In reply to Майор Вихрь
User Avatar
#36
Auto-translated
I have a clear opinion only about Necropolis so far. 1. Upgrades with equal efficiency – I gather Warriors until I have 300-400 of them; they are tougher and easier to keep alive. Otherwise, archers are constantly being targeted:D. After that, I transform all of them into archers, because with that many, they are at least somewhat effective. 2. The new zombies are definitely better – they are tougher (and they are not attackers, but a shield), and their aura is more useful than the old ones' ability to inflict weakness on the attacked. The poor things don't get to attack that often:D. 3. Again, the new ones are better in terms of parameters. As for the abilities of both, they are not that important. 4. I am all for the old vampires – they are more reliable and combat-ready, and the new ones' sleep ability is a rather specific thing. 5. The new liches are great – although a cloud of old liches is cool, it's not always the case that the enemy stands in a tight group. But raising your own losses with a strong detachment of liches is very valuable, even a strong hero won't be able to raise as many as a detachment of 50+ liches. 6. The old ones are better in terms of parameters, but the new ones' ability sometimes works well; the result is that I still prefer the old upgrade. They are powerful. 7. Astral drakes are definitely more useful than spectral drakes, and I now use them. But the design is terrible!!! The thunderbirds just took the old model, desaturated it, and made it semi-transparent. Oh, designers...
In reply to 2DDarkKnight
User Avatar
#37
Auto-translated
2DDarkKnight;127146
Sylvan:
1. Nymphs. Mutual resurrection is a great thing. Besides, the old ones didn't really take anything away.
2. Battle mages will have better combat skills than agility, although in a fight against a strong unit, the new ones are definitely better.
3. Old elves. Two shots are still a good thing.
4. New druids because of the "Channel" ability.
5. I take the old ones, and if I'm playing against Haven, then the new ones.
6. I take wild ents. Defense in exchange for attack is a good trade.
7. I take crystal dragons. Their firepower is impressive.
I almost agree with you! In general, almost all the new Elves are better!
On the second level, only the new Wind Dancers, they are much more useful!
But on the third level, I haven't decided yet what's better: two strong shots with splinter shots and wounding arrows, or a super-powerful direct shot that removes -50% defense and stuns!:confused: It's not easy to decide!:)
The same goes for Unicorns! Battle Unicorns are very useful, but all the Light magic on the Unicorns is also good. But if Divine Retribution will affect them, then I will definitely choose the old, good Battle Unicorns!:)
StormS-K, harpooning is indeed tough! But still, the old ones are useful in all cases!:rolleyes:
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 Майор Вихрь
User Avatar
#38
Auto-translated
Major Whirlwind;127197
I'll comment on the mages:
5. A random spell is still more useful than increasing/decreasing luck by 1. If it were 2, I would seriously consider the choice.
I'll note, although it's not really relevant, that they decrease/increase luck by 1, 2, or 3. It varies.
User Avatar
#39
Auto-translated
Orcs:
1. Goblin Shamans. Although I don't know what the magic corruption entails, I'll take them.
2. I'll take Demonic Centaurs. More damage, less health, but harder to block.
3. I'll take Demonic Orcs because of their two attacks.
4. I'll take Shamans with chain lightning.
5. I'll take Demonic Chieftains because of their double attack.
6. I'll take Paokai. If they are heavily damaged, they will eat someone.
7. I'll take Free Orcs. They are more powerful and have higher initiative. But you need to be more careful with them.
Варвары рулят!!
User Avatar
#41
Auto-translated
The new feature is certainly great; it should be implemented for all units in the next expansion pack. -.- The phrases like "I'll hire new mages if the enemy knows Chaos magic" or "I'll hire someone if the enemy has many units" are amusing. I'm curious how you would do that? Will you ask the enemy to tell you how they're doing? What skills they learned this turn? Or will you ask them to split one unit into several so you know exactly who to hire when there are many units? In reality, whether one unit is better or worse is nonsense; I use different units depending on my mood. Although, some are quite poorly designed. For example, I don't like the new Furies. Tu Knight: Goblins reduce enemy spells by 2 times and take on the debuff (I don't know about buffs, but I think they take those too). Regarding the Knights: Isn't maneuvering almost the same as having no penalty, but better? Everyone says, "They're good in combat because if it comes to melee..." And so what? The Marauder can just run away and that's it, and they'll retaliate without a penalty. Plus, their damage is slightly higher.
User Avatar
#42
Auto-translated
yesterday, I tested the second upgrade for Orcs, Swordsmen. They practically single-handedly turned around what was almost a hopeless battle. 70 of them took out 30 new Dungeon Matrons. And the heroes were almost the same level.
User Avatar
#43
Auto-translated
And what do you choose more often from the 3rd tier (arrows) of the Sylvan faction?
User Avatar
#44
Auto-translated
Personally, I'm all for the new additions. Snipers are back!!! HOORAY!

A few words about the Necropolis:
Almost all alternate upgrades are useless. The only ones that might be useful are the Spirits (to break arrows) and the alternate skeletons at the start (to deal damage).
A few words about Inferno:
Not bad. But the jumping demons and temptresses are, in my opinion, not very good. As for the cave dwellers, it depends on who they're up against.
A few words about the Academy:
Among the alternates, only the Thunderer is decent. Although the Wizards can be interesting.
A few words about Sylvan:
Almost all are good, except for the Wind Dancers.
A few words about Haven:
The best selection. Attack units are the alternates. Defense is the foundation. The ability to switch is useful.
I haven't tested the rest yet.




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
User Avatar
#45
Auto-translated
The jumping demons in Inferno are truly awesome. Finally, they have a tangible use beyond just setting up portals and moving three squares per battle. The "Explode" ability is complete garbage. More often than not, it hits your own units, or there's only one enemy nearby. By the way, what do you think about the shamans in the "Beggars" faction? They seem cool, shooting red lightning, but to do that, they have to spend a turn on a sacrifice, plus the lightning often hits your own units, so you can't really use it much, and the damage is terribly small. 120 shamans only dealt 400 damage... and that was just to the first target; against others, it's much weaker. It seems like you should split them into several groups, but then you have to place them all next to the goblin, and there won't be room for other units in the army. Besides, the enemy isn't always divided into four groups and conveniently positioned for using the lightning... The ones that are supposed to be fighters are even funnier. They need to make 5(!) sacrifices to be any good, and they also need to slow down a bunch of people. And that wastes turns. So, I haven't found a specific use for them. They're also expensive, but you have to take them because of access to the Executioners. In my opinion, the only thing they're good for is occasionally using the slow ability and keeping the enemy at bay that gets close to the nearby units. Maybe I'm missing something, and they have some special role? Enlighten me if I'm wrong.
User Avatar
#46
Auto-translated
1) IMHO, demons are good both in their fiery form. Especially in defense.
2) Why were Orcs called "homeless people"?
3) Please be a little more careful with grammar.




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ