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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 WitcheR-L
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WitcheR-L;130408
What do you think of this: you place Centaur Archers, then add support and speed buffs. I think it works great: archer attack, support, and + speed!
Heh. I even know how you came up with that :cool:
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The very concept of control in a turn-based game isn't too ambiguous. But even if you really don't want your club-wielding units to harm your own, you'll still be unlucky when they retaliate. Yes, you can send a cyclops into the enemy's rear, but then it won't be able to attack and eat the enemy units. And they'll focus fire on it quickly. Destroying walls is cool, but it's a bit slow. But I'm saying, these cyclops are still my favorite unit now. I realized that dispel means removing spells, and I think it's in every fantasy game. Do Orcs have a dispel ability? And what about Dungeon creatures? Exactly. And by the way, light isn't as useless as you think. If we're talking about the damage from hydras, it's a terrible ability. There are few hydras. They're expensive. Besides, without regeneration, they die in a crowd of enemies. If the damage were at least half as much, it might be worth considering... In the final battle, if the best you can do is summon a dozen slow pit fiends, then I don't think you did anything right. So, it's not a mega-trump card. Just something to play around with. And it really hasn't been overlooked. Added after 2 hours and 53 minutes Here's an idea. It seems that the new golems heal and are resurrected when you attack them with magic. And what if new gargoyles stand next to them, increasing magic damage in the area? Does this mean that you can, for example, cast a fireball and damage the enemy and heal the golems, and the damage will be even greater due to the gargoyle's aura? If that's the case... then that's cool. Hmm. And what new possibilities open up for Armageddon with the new golems... Hmm...
In reply to Loken
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Loken;130910
by the way, light is not as useless as you think.

It's true that it's not useless, but where will it get the spells for high-level creatures? Perhaps from Utopia, from the magic repository, or from the pyramids. I just think that it would be better to get Darkness and Summoning.
Loken;130910

if we're talking about the damage from Hydras, then it's a really bad ability. There are few Hydras. They are expensive. Besides, without regeneration, they die in a crowd of enemies. If the damage were at least half as much, it might be worth considering...
But it hits several squares, and if a strong unit that killed many Hydras attacks, this blood magic can even turn out to be stronger than a retaliatory attack. Besides, it's not great for the enemy to attack a Hydra if it constantly deals damage.
Loken;130910

in the final battle, if the best thing you can do is summon a dozen slow Pit Lords, then I don't think you did anything right. So, it's not a mega-trump card. Just something to play around with.
Once, I had a situation where in a decisive battle, almost all the units on my side and on my opponent's side died, but the Devils remained intact. There were about 35 of them, I think. Well, they summoned 72 Lords. And it turned out that the opponent had nothing to kill them with. (He had a squad of Unicorns and Ents left, as well as some remaining Archers, I don't remember the number, but they could have killed the Devils). The number of summoned Lords is 2 for each Devil, provided there are enough hit points on the corpse. Still, that's a lot.
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the enemy will still attack the hydra. what else can they do? The fact that it attacks several cells isn't very useful, because a normal player won't attack 4 cells in a row, but will attack from different sides. The damage is still extremely low. Regeneration is more useful.

Yes, summoning twice as many Lords seems cool, but I said, it's better not to lose troops at all. Wouldn't someone come and finish off your hero after the battle?
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1. But what if there are many Hydras? Regeneration won't be that great if there are more than a hundred of them. Although regeneration is undoubtedly more useful when there are fewer of them and during creep clearing. 2. I wonder who would finish me off? I mean, it's the final battle, a castle siege, the last enemy hero!
Готай:"Они убили Хенги! Сволочи!":D
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Nah, the new hydras definitely rule, because the old ones, with their tiny initiative, don't really have time to regenerate, while the new ones can deal some serious damage to the enemy. I was playing once, and I attacked a Utopia of Dragons with a hundred hydras, and seven Emerald Dragons attacked my hydras. Five of them died from acid, and the remaining two died from a regular counterattack.
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a few words about Orcs. The second upgrade for the Cyclops (instead of a stick, the regular Cyclops has a club, and horns grow) is very effective during a castle siege. It breaks walls and gates faster than a catapult! ;)
Warmongers are very strong in numbers, and the "Taunt" ability gives them an additional attack. So, it's more advantageous to upgrade the "Soldier's Luck" skill and hit them with a whip so they move more often, and they will defeat everyone :P :D
In the campaign, I gathered 580 Warmongers and 120 Chieftains. I divided them into 3 groups of 40 Chieftains and hit the 580 with a whip, plus the hero attacked them. It was insane; they moved 2-3 times in one turn! :D
In reply to StormUA
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StormUA;133561
a few words about the Orcs.
The second upgrade for the Cyclops (instead of a stick, the regular Cyclops has a club, and horns grow) is a game-changer when sieging a castle. It breaks walls and gates faster than a catapult! ;)
Warmongers are very strong in numbers, and the "Bully" ability gives them an extra attack. So, it's better to upgrade the "Soldier's Luck" skill and hit them with a whip so they attack more often, and they'll take everyone down :P :D
In the Campaigns, I gathered 580 Warmongers and 120 Chieftains. I divided them into 3 groups of 40 Chieftains and hit the 580 with a whip, plus the hero attacked them. They attacked 2-3 times in one turn! :D

You're confusing something about the Orcs. First, the "Bully" ability doesn't give Warmongers a second attack, but it allows them to take the hit from an enemy stack's attack from a neighboring unit, and they always counterattack. Second, the double counterattack always triggers; "Soldier's Luck" won't help here. But it seems you were talking about Orcish Warriors. You're right about them in general, but they're not very durable, only about 12 HP (if I'm not mistaken), while Warmongers have 20 HP. I personally prefer the latter. I usually keep them next to the Centaurs so that if anything happens, they can save them, and then they can also counterattack the enemy very effectively))).

2 Vayshan

Look, a quarter of the damage from a Hydra's attack killed 5 out of 7 Dracols (in your case). So, a regular attack from Hydras would kill about 20 of them. And in this case, excuse me, what's the point of this poison?:confused: And if there was some friendly unit next to the Hydras, it would only be harmful. I'm not saying that one upgrade is better than another, but the example is incorrect. Give an example where this ability really shines. Unless you suddenly attack with Hydras from behind... Attacking with the whole army is scary; in this case, the ability will definitely make a difference... And will a good player do that? A Dark Mage, for example, won't panic and will temporarily get rid of them with Blind or Mind Control, or at worst, delay their turn with Slow. My personal conclusion is this: the new Hydras' ability is useful in some cases, it can be a game-changer, it can mess things up, or it may not have any effect. The old Hydras provide a stable, albeit not very impressive, bonus. So, the choice is yours, heroes! ;)
P.S. In the late game, regeneration is really small; plus or minus a few Hydras won't make a difference. So, the choice is for the alternate upgrade.
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Hmm... I definitely remember that five of them died. So, a normal attack would have killed 20 dragons... :-) Maybe I'm confusing the number of Hydras... Well, and my attack was definitely over 30. And the dragons attacked the Hydras only because I had deployed them alone. The benefit of poison is that the enemy doesn't want to attack them, but if they do, it's free damage. Imagine how many lower-level creatures would die? And regeneration is only a meager 30-50 hit points each (and quite rare) turn for the Hydras. This can only be useful with very small armies where every unit counts. So, at least for me, the choice is obvious. As for the Dark Mage... he will still have to destroy the Hydras at some point. Well, he cast Blindness on them, so he won't touch them for now. We'll chop him up with Chaos magic in the meantime. And by then, there will be nothing left to kill the Hydras, and their ability will make itself felt (especially for the Necromancers with their low hit points).

Added after 34 minutes
And they really messed things up with the Riders... They deal a quarter of the damage to all enemies in their path instead of ignoring defense! If the alternative Riders dealt full damage, I wouldn't have taken them. So, the choice is obvious here too.
In reply to Vayshan
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Vayshan;133658
If alternative riders dealt full damage, I wouldn't take them.
What do you mean?:confused: In fact, double damage would be great, and the others would take a beating, it would be super. But as it is, a quarter of the damage is useless, I agree.
Regarding the mages:
1. I prefer the old ones, but it makes sense to take the new ones if you're playing against the AI.
2. If Chaos is present, take the new ones, if not, take the old ones.
3. See 2
4. Here, the old ones clearly rule. Fireball deals more damage at the beginning, and besides, it's quite realistic for a mage with his shop to collect 2 items from Sar-Issa, which will further enhance the fireball. Battle mages also have less health (by 1, but still:)), so it makes sense to take them if you already have a lot of mages.
5. I take Viziers because you know exactly what the effect of their ability will be, unlike Sultans – you don't know what spell will be cast. Besides, Djinns are a rather weak unit, while Viziers have more health and magic resistance.
6. I don't even know, it depends a lot on the spells. Kshatras are great with Heavenly Shield and Haste, they are even better with Vampirism. In general, if the opponent has low initiative, take the new ones, if not, take the old ones.
7. New ones 100%, the stats are the same, but the cloud is more effective.
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Well, if the opponent isn't an idiot, they wouldn't place two units in the path of the cavalry, so their ability might not even be useful. And ignoring defense will definitely work 100%.
The new mage upgrades cause a lot of trouble for races with chaos magic. It's almost like cheating: gargoyles are immune to chaos, obsidian golems are resurrected, even irresistible magic is powerless against them, battle mages have resistance, viziers have resistance... Plus, some of them also protect adjacent units from magic. And no one seems to know – do battle mages attack their own units? The description says no, but the list of their abilities says yes...
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Well, if the opponent isn't an idiot, they wouldn't place two units in the path of the cavalry, so their ability might not even be useful. And ignoring defense will definitely work 100%.
So, according to you, it's possible to arrange troops on the map so that new cavalry units can't target more than one?:eek: Show it on a screenshot if you can. And considering that your own troops will also take up a lot of space + the cavalry has a large movement range... No matter how hard you try, it won't work. Of course, this doesn't apply to sieges.
battle mages have resistance,
And they protect their neighbors from magic ;)
And no one knows - do battle mages attack their own?
They do. Magic missile (or something like that) hasn't been canceled. You're probably confusing it with protecting allies from magic. Or is it just my memory failing me?:rolleyes:
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Heh... If you, Major Whirlwind, played Heroes not only as Humans and Orcs (but, for example, as Dark Elves even just a couple of times), you would know that the ability of the new Riders DOES NOT AFFECT creatures standing NEXT to the target unit. That is, the enemies must stand in a line parallel to the movement of the Riders. It's easy to avoid this; no screenshot is needed. I would like to note that, relative to the battlefield, the Riders always run straight; they don't have enough speed to run diagonally. And they should start running as soon as their turn comes, otherwise they might get hit by archers.
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Vaishan, firstly, there's no need to claim that I only play with these two factions, even though they are my favorites, but believe me, I don't forget about the others (or are you somehow observing how, what, and with whom I play?).
Secondly, I perfectly understand that the ability doesn't affect units that are standing next to the target stack (perhaps I misunderstood your point? Clarify if needed), but if they are in the path of the riders, they will be hit, and even the target stack itself will be affected if the riders run past it before the attack. And we shouldn't forget that riders don't always run in a straight line; there are various obstacles that change their movement trajectory (including enemy units, which can also be affected).
But I'm not defending Alt-Greed in any way, as I personally lean more towards ignoring defense.
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But there will be no enemy creatures in the path of the swift riders because they must be placed there first, and no one in their right mind would do that. And even the target unit will take damage from the riders' ability, but only when enemies are encountered on the riders' path to the target stack. Maybe the developers will realize that they messed up with the riders and will buff them somehow... Although, how much time did it take to buff the elemental chains...?

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