Auto-translated
It would be nice if they created a separate school for the Orcs; the Dwarves have so many runes, and nothing happened.



New here? I'm Roha — want a quick tour?
It would be nice if they created a separate school for the Orcs; the Dwarves have so many runes, and nothing happened.



All these ideas about adding something else to the Orcs are an exaggeration. They need to be nerfed, not buffed. Take, for example, Chaos Magic: a maxed-out skill plus Rage, which absorbs any damage on its own, reduces the damage from Chaos to almost zero. Even a Warlock can't cast many spells.



It would be nice if they created a separate school for orcs; the dwarves have so many runes, and nothing bad happened.
Did you even think about what you wrote, suggesting to nerf already weak Orcs?
And as a Warlock, you can cast spells as much as you want, it will just be very weak at a developed level.
While you're getting your Orcs to the enemy, you'll already be shot down by magic, and no amount of blood will help. And you can miscalculate by developing anti-magic against a Warrior!
Orcs are weak???? That's surprising!!! Nothing needs to be cut; everything is well-thought-out, including all their abilities and units. Starting with the fact that Orcs are better in melee combat and ending with the fact that their abilities and units are not weak at all (they just need to be used skillfully and appropriately, as they don't have magic; the ways to use their racial abilities and spells are specific, and you just need to understand them). And everything is done logically; proof of this is the skill wheel (included with the licensed version of the game). I agree that there might be too many spells; if you add more, it will be excessive.



Did you even think about what you wrote, suggesting to nerf already weak Orcs?
And with a Warlock, you can cast spells as much as you want, especially at a developed level; Bloodlust will work, but very weakly.
While you're getting your Orcs to the enemy, you'll already be shot down with magic, and no amount of Bloodlust will help. And you can miscalculate by developing Anti-Magic against a Warrior!
The same applies to summons. With the introduction of "Deadly Chill" for all factions, summons have, to put it mildly, become less effective. Creeping is good, but three units that can disable them... In general, it's difficult to rush with them, as it's quite obvious from the hero, and you can counter this strategy even at the expense of development.
Will everyone rush Chaos with Deadly Cold? Knights definitely won't... and it's not a given that it will be more useful for Necromancers than summoning or Darkness.
I played as Krag. The hero is simply excellent. He prevents enemies from moving. Even with a superior enemy army, we can easily win. To do this, you need to fulfill the following conditions:
1 - Max out the "Reinforcement" ability.
2 - Max out the "Stunning Strike" ability.
3 - Have Centaurs in your army.
4 - Have Shamans in your army.
5 - Have someone who can protect the Centaurs and Shamans (for example, Assassins) when the enemy approaches.
*6 - Have as many artifacts, spells, and abilities as possible that give (+) initiative to us and (-) initiative to the enemy. The "Inspiration" ability, which is available in one of the branches after the necessary Stunning Strike, will be very helpful.
It works like this: we apply Reinforcement to the Centaurs, the Shamans cast Haste on the Centaurs and Slow on the enemies. Now we confidently shoot down the enemies with Centaurs.
Explanation: since the Centaurs attack frequently, the hero also attacks frequently. The hero can stun, which means he can push the enemies back on the turn order scale. And even without the Centaurs, the hero can move on his own and use some kind of spell that affects initiative. The enemies move very, very rarely.
That's all great, but a good archer or mage will take down your centaurs :( Of course, if they manage to do it in time :) (with archers).