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Posts from Orcs – discussion about the race.

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In reply to Майор Вихрь
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Major Whirlwind; 127157
Goblins aren't the best unit, but they're really good at setting traps (if they're trappers). Place a trap under the feet of a Paladin or a rider on a lizard, and there's a chance they won't make it, which can be very helpful. Otherwise, I almost don't use them, except maybe to finish off enemies. And you can never have too many goblins, especially if you have the War Cry skill.
It affects everyone. One of four options: the creature will move 2 squares, 1 square, stop, or the trap won't trigger, and the trappers will be moved to the end of the initiative order. It's also very funny to watch cyclops being slowed down by a trap.:D :) :D :) :D
In reply to Imaris
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Regarding trappers:
Hero's Guide
4 possible outcomes:
1. The unit stops.
2. The unit moves two squares less than it should.
3. The unit moves one square less than it should.
4. The trap triggers prematurely, and the goblins are pushed back to the beginning of the attack turn order.
N for the target unit is calculated using the following formula:
N(t) = Level + Rank + (Unit_Size - 1) / Weekly_Growth
where Level is the unit's level, Rank = 1 if the unit is advanced, and 0 if not.
For the goblin unit, N is calculated using a different formula:
N(g) = 1 + Unit_Size / 25
where Unit_Size is the number of goblins in the unit at the time the trap is set.
The probabilities of the outcomes depend on the difference N(g) - N(t):
If N(g) = N(t), the probabilities of all outcomes are equal - 25%.
If N(g) > N(t), the probabilities increase in favor of the goblins by 5% for each unit of difference.
The probability of any of the outcomes cannot be less than 5%.
If N(g) < N(t), the probabilities increase in favor of...
Example 1: If N(g) exceeds N(t) by 1 (+1), the chances become 30%/25%/25%/20%. With a difference of +4, the chances
become 45%/25%/25%/5%. The 5th point of difference cannot further reduce the probability of the last outcome and
reduces the probability of the second-to-last: 50%/25%/20%/5%.
Example 2: A unit of 100 goblins (N=4) sets a trap, which is triggered by 7 lava dragons (N=14). N(t)
exceeds N(g) by 10 points, and the chances shift in their favor. The result is 5%/5%/15%/75%: the trap will trigger
prematurely with a probability of 75%, and only with a probability of 5% will it completely stop the dragons.
Yes, it's just advanced mathematics! :D
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FAQ по Heroes VI
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Okay, all races are made equal. Orcs aren't as strong or cool. Goblins can switch sides. They don't really have magic; their only advantage is close combat. In some ways, they are similar to Fortress with Titans.
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BON9
Now all races are made equal; Orcs aren't that cool, and Goblins can switch sides. They don't really have magic; their only advantage is close combat. In some ways, they resemble Fortress with Titans.
They don't resemble Orcs at all; Orcs don't need magic! In which game have you seen them using magic? There isn't such a game!
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In the first part, there was magic. Even the most unintelligent Barbarian could cast high-level spells because there weren't any skills as such.
In the second and third parts, a Barbarian could learn magic in his own city, and in the fourth part, in the city of an ally or one captured from an enemy.
Варвары рулят!!
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I didn't know that, to be honest! But in my opinion, Barbarians and Stronghold creatures shouldn't have magic; they should have an innate resistance to it!
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Well, magic immunity would be overpowered, but dampening seems just right! ;)
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Why not make immunity an innate trait from the start, and then develop it to a higher level?
In reply to WitcheR-L
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WitcheR-L;127734
Why not make immunity an innate ability from the start, and then develop it to a higher level?
I agree. Otherwise, you can miss out on leveling up anti-magic skills, and mages can cast spells so quickly... You don't even have time to react. But if anti-magic was an innate ability, it would be much easier to level up.
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VaRvArJokeR
I agree, otherwise you can be caught off guard by anti-magic spells, and mages can cast spells so quickly... You don't even have time to react. But if they added innate anti-magic, it would be much easier.
I would like to hope that a new patch/addon will be released, and they will improve the Orcs as anti-magic units and add at least a weak, but magic-weakening ability. Or, at least, add a buff so that magic units cannot use magic for 2/3 turns.
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Well, that's going too far. What's wrong with Blood Fury? And if you combine it with what you're suggesting, it would be too overpowered. Although I agree that you can mess up with the dampening effect, and you don't always want to dedicate an entire skill to it. But I guess there's nothing you can do about it. Although the idea of a shout that disrupts magic is pretty good.
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Major Whirlwind
Well, that's going too far. What's wrong with Blood Fury? And if you combine it with what you're suggesting, it would be too overpowered. Although I agree that you can miss the mark with the dampening effect, and you don't always want to dedicate an entire skill to it. But there's probably nothing you can do about it. Although the idea of a shout that disrupts magic is not bad.
Why is it too much? Fury is one thing, and innate dampening is something completely different. What would be so cool? Everything would be normal, but by the time you level it up to a good level, you'll have spent a lot on Fury.


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Shouts, in general, provide significant advantages during combat, similar to regular magic. If there were more of them, it would be almost like a new school of magic available only to Orcs. But the developers' goal was probably not to create an Orc mage, but simply to give them something to do during combat. That's why there are only a few shouts. I repeat, I would very much like to see shouts somehow disrupting magic, but I still think the developers will limit it to six shouts, because they (in my opinion) believe that this is quite enough and acceptable for balance.
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Major Whirlwind; 128100
At the beginning, Orcs are weak, but a player mentioned that you can try to rush with Tilsegg. But in a longer game, they are very strong!
Hagghesh is also a good option for early games. ;)
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In reply to Майор Вихрь
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Major Whirlwind;128094
If there are more, it will be like a new school of magic available only to Orcs.
It would be nice if they created a separate school for the Orcs; the Dwarves have so many runes, and nothing bad happened.

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