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Posts from Orcs – discussion about the race.

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VaRvArJokeR
It would be nice if they created a separate school for the Orcs; the Dwarves have so many runes, and nothing happened.
Most likely, the developers will create some kind of patch/addon and improve the Orcs in it, at least add 6 combat cries, because when you go to the book/list, there are so few of them that you can't even browse through them:D, like with the Sinister:D.


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Well, all these ideas about adding something else to the Orcs are an exaggeration. They need to be toned down, not expanded. Take, for example, Chaos magic: a leveled skill plus Fury, which absorbs any damage on its own, reduces the damage from Chaos to almost zero. Even a Warlock can't cast many spells.
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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.
Did you even think about what you wrote – nerfing the Orcs, who are already weak!
And you can cast spells as a Warlock as much as you want; Bloodlust will just work, but very weakly, at a developed level.
While you're getting close to the enemy with Orcs, you'll already be shot down by magic, and no Bloodlust will help, and you can miscalculate by developing Anti-Magic against a Warrior!


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Well... I highly doubt that orcs will be bombarded with magic before they reach their target, especially with Blood Fury. Even if you, WitcheR-L, are exaggerating, it's too much. Almost all orcs reach their target in 2 turns. But I doubt that a Necromancer will choose a defensive tactic. Therefore, they might encounter each other even sooner. And in general, it has been mentioned here (if I'm not mistaken) and in the section dedicated to the Dungeon that it's better to eliminate orcs at the beginning, and even better with hit-and-run tactics. I haven't played against orcs myself yet, so I'm relying on other people's advice. And who told you that orcs are weak? Personally, I find it even easier to play as orcs than as humans, and humans are definitely not weak. The Horde creatures themselves are weak, but their Blood Fury is a lifesaver.
It would be nice if they created a separate school for orcs; the dwarves have so many runes, and nothing bad happened.
Note that the main skill of the dwarves only allows them to learn runes, while the main skill of the orc gives them new levels of Blood Fury and increases the amount of damage it absorbs. To learn the corresponding spell, you only need to reach a certain level. I mean, for a dwarf to learn a rune, they also need to level up the skill. An orc doesn't necessarily need to do that for a spell.
In reply to WitcheR-L
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WitcheR-L;128757
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 quite a statement!!! Nothing needs to be nerfed; everything is well thought out regarding 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 summons are specific, and you just need to figure them out). And everything is done logically; proof of this is the skill wheel (which comes with the licensed version of the game). I agree that there might be too many summons, but adding more would be overkill.
Играешь за Dungeon. Стань настоящим Тёмным эльфом, стань одним из нас. Dungeon'sRangers на HeroesWorld
DarkGod
Adun Toridas :smile02: :smile02: :smile02:и это не конец....:smile51:
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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.
Most likely, that's the case; I got too carried away! I agree with you on everything! I've already weighed everything and realized that the Orcs are already strong, especially at the maximum level of Fury when they get +500!


In reply to WitcheR-L
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WitcheR-L;128757
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!
No, at first, while their Blood Fury and Chaos Suppression aren't leveled up (when playing against a Warlock), they are weak. This is when you need to take them out. But what if the opponent is far away? The Orc will develop Chaos Suppression, skills from this branch, Blood Fury + War Cry - what will you do?
There's a skill in the Chaos Suppression line that increases the enemy hero's mana cost by 50%. And considering that when playing as a Warlock, it's more profitable to use spells enhanced with Arcane Wave (which is another +50% mana), the "cast as much as you want" option won't work.
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Yes, Orcs are generally good, especially in the early game, if your hero is Tilseck or Haggeesh. Tilseck, by level 8-10, can deal significant damage with ballistae, and it's quite challenging to eliminate them early on, both with troops and magic. As for Haggeesh, she has a good specialty, plus there are many centaurs, and (which I really like about her) the "Memory of Blood" skill is included.
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I won't quote, I'll just answer.
Against Orcs, Dungeon has been playing either pure summon or summon + chaos for a long time. So, building two ranged units is self-sabotage. And with one, you might fail (well, against Leto, darkness is understandable, and against Sinister, chaos is also the default. But with the rest, it's a mystery).

And about machines. With the appearance of "deadly cold" for all factions, machines, to put it mildly, have fallen to the bottom. Creeping is good, but three units that can disable them.... In general, it's difficult to rush with them, because it's quite obvious from the hero, and you can go for a counter-strategy even at the expense of development.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
In reply to Alan
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Alan;129288
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 be using Chaos with Deadly Chill? Knights certainly won't... and it's not even certain that it will be more useful for Necromancers than summoning or Darkness.
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Night Nazgul;129314
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.

Knights have Vittorio and swordsmen with shields (although, seeing an Ice Elemental in the guild and a Chaos skill at level 5-6, they might consider it).
As for Necromancers... even before, if they saw an Ice Elemental in the guild, they would rush with Chaos, and not just against Engineers (Engineers hated them for this skill). Now, with the real risk of getting a rusher for 2-3 weeks and extremely limited levels and castle development, I'm sure they will rush that, especially since Orcs can retreat against Necromancers (although the probability of this happening in a rush is minimal), but they definitely won't rush Chaos.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
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I played as Krag. The hero is simply excellent. He prevents the enemies from moving. Even with the enemy army having a significant advantage, we can easily win. To do this, you need to meet the following conditions:
1 - Max out the "Reinforcement" ability.
2 - Max out the "Stunning Blow" ability.
3 - Have Centaurs in your army.
4 - Have Shamanesses in your army.
5 - Have someone who can protect the Centaurs and Shamanesses (for example, an Assassin) 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 Blow, will be very helpful.
Here's how it works: apply Reinforcement to the Centaurs, and use the Shamanesses to cast Haste on the Centaurs and Slow on the enemies. Now, confidently eliminate the enemies with the 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.
In reply to Crol
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Crol;130152
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.
This is all great, but a good archer or mage will shoot down your Centaurs, and that's it:( But only if they manage to do so:) (with archers).
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Orcs have appeared in the stores of our old town!!! Hooray!!! I'm playing them!)) The game is great, although I was surprised by how similar the Orc Slayers are to Vampires; at least, that's how it seems to me. In general, Blood Rage is a great thing!!! Thanks to it, you can level up Orcs without fearing serious losses at the beginning, just controlling only Centaurs with maneuverability. I also liked the Bone Warriors; their shield and stunning ability are simply a great gift for the New Year for those who like to dabble in occultism.))) Everything is super, I'm HAPPY!!! And I played a duel with StormS-K; it was an indescribable experience!!! It's a pity that this is the last add-on, but everything is made with love.
Мне больно видить Белый свет,
Мне лутше в полной темноте.
Я очень много много лет,
Мечтаю тока о Воине.:smile08:
In reply to VaRvArJokeR
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VaRvArJokeR;130391
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).
If they manage to do it, they still won't kill them all, and while they're trying to kill them, we'll approach with our warriors and it will be :smile35:

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