Posts from In which city is the alt upgrade more balanced?
In which city is the alt upgrade more balanced? (version 3.0)
Only the new Hydras turned out to be better.
P.S. Buy all the old units from the Dark Elves, except for the Hydras.
The old ones are hardly better than the new ones. If you want, ask Vaishano about invisibility. You'll understand.
add "imho" - I'll remove the negative vote...
the old ones are almost no better than the new ones. If you want, ask Vaishano about invisibility. You'll understand.
Hmm. I disagree with your opinion about the Dark Elves regarding balance (I can't say about the others because I haven't played them much). Are Assassins better than Stalkers? That's debatable. At the very beginning, Assassins are better. When I have more than 50 of them, I transform them into Stalkers. Your opinion that invisibility is useless could only be written by someone who has used this ability a couple of times at most. And you didn't provide any arguments to support your point of view. In my opinion, it's a very useful thing. It allows you to avoid losses when any other race would suffer heavy casualties (especially effective against archers and mages – use invisibility, attack with Chaos, and finish off with the same Stalkers, and sometimes with the help of Succubi). This strategy really works, and not just occasionally, but consistently. Fury/Harpy units are indeed well-balanced. When there are few, choose Fury; when there are many, choose Harpy. The third-level upgrade is probably only useful in specific situations; otherwise, the old one is better. The fourth level is where the imbalance lies! A quarter of the damage to enemies in the path instead of ignoring defense?! What nonsense! The fifth level is not better. Either a tiny 30-50 hit points for each, not very frequent turn of Hydras, or a quarter of the damage with acid when the Hydra is attacked. This is a useful thing, I've tested it. The sixth level is quite balanced; you can use either. And the seventh level is also well done.
I generally agree with your opinion about the Dark Elves, but there are serious disagreements on specific points.
1. In small numbers, in the early stages of the game (1-2 weeks), Assassins are nowhere near as good as Stalkers.
In the first week, I cleared a large group with 21 Stalkers, along with many Elven Archers/Archmasters, a large group of Specters, a group of Hellhounds (upgraded), and a crypt guarded by Vampires, all without any losses.
Recently, I defeated 36 un-upgraded Druids with 39 Stalkers, losing only 14 Stalkers on the 4th day of the 1st week.
Assassins can only dream of that.
But in the final battle, I use Assassins because of their ranged attack (if I'm not playing against Necropolis).
2. I always choose Fury. The choice between 2 initiative and a small increase..
I voted for Haven. The balance is clearly defined there, except for one creature – Battle Griffons. Their counterattacks with an upgraded Counterstrike are quite powerful. And the Necropolis's older creatures are much better!
Со смертью времени и смерть умрет.
Hmm. I disagree with your opinion about the Dark Elves regarding balance (I can't say anything about the others because I haven't played them much). Are Assassins better than Stalkers? That's debatable. Assassins are better at the beginning. When I have more than 50 of them, I transform them into Stalkers. You said that invisibility is useless, but that's something only someone who has used this ability a couple of times at most would say. And you didn't provide any arguments to support your point of view. In my opinion, it's a very useful ability. It allows you to avoid losses when any other race would suffer heavy casualties (it's especially effective against archers and mages – you make them invisible, attack with Chaos and finish them off with the same Stalkers, and sometimes with the help of the Succubi). This strategy really works, and not just occasionally, but consistently. Furies/Megeras are indeed well-balanced. When you have few, you choose Furies; when you have many, you choose Megeras. The third level – the new upgrade is probably only useful in specific situations; otherwise, the old one is better. The fourth level – this is where the imbalance lies! A quarter of the damage to enemies in the path instead of ignoring defense?! What nonsense! The fifth level is not better. Either a tiny 30-50 hit points for each, which is not very frequent for Hydras, or a quarter of the damage with acid when the Hydra is attacked. This is a useful ability, I've tested it. The sixth level is quite balanced; you can use either one. And the seventh level is also well done.
1. Militia/Landlords - I choose the old ones because stunning is more useful, and both units pay taxes. I haven't mastered the "Storm" ability, and also, you can upgrade Militia to the next tier, but you can't do that with Landlords (I have a bug like that).
2. Crossbowmen/Archers - Sure, "Precise Shot" is a good ability, but I still prefer Archers because they are the backbone of the army. Ranged units should deal as much damage as possible with ranged attacks, and Archers fulfill this role.
3. Halberdiers/Fanatic - I lean towards Fanatics. First, "Cleave" is a very useful ability against enemies and also helps relieve stress (if the enemy has the "Last Stand" ability). Second, Fanatics also have a Large Shield, and third, their stats are much better than Halberdiers (5/9 and 8/8 respectively). So, we'll go with Fanatics.
4. Royal Griffons/Battle Griffons - During defense, and even in attack, the retaliatory strikes of the new Griffons are very helpful!
5. Inquisitors/Adept - The new ones are much more useful because they have "Punishing Strike" and "Dispel," which is very helpful against Dark magic spells. Otherwise, they are the same.
6. Paladins/Isabelle's Knights - Both have a charge ability, and Adepts can also dispel spells. I lean towards the new Knights because "Tournament Strike" is useful in attack, and my Knights always break into the enemy's ranks first.
7. Archangels/Seraphs - It's hard to say which is better, but I'm more drawn to the old ones, although I will say that "Divine Retribution" is also a good ability.
Со смертью времени и смерть умрет.
I think the balance in the Castle faction and overall is still the same as it was in the previous edition! I also like how the Academy and Haven factions are balanced.
Just look: Archers are definitely better than crossbowmen, Zealots and Adepts are also stronger, and Landlords are stronger than militia, in my opinion. That leaves only Paladins with Knights and Archangels with Seraphs, and even there, the choice isn't clear...
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me
19.08.2008 СК Олимпийский.Я запомню это навсегда!!!
Как играть онлайн в Герои 5??Ответ здесь
In my opinion, if anyone suffers from an unbalanced game, it's the Hive.
Just look: Archers are definitely better than crossbowmen, Zealots and Adepts are also stronger than the Militia of the Lords, in my opinion. That leaves only Paladins with Knights and Archangels with Seraphs, and even there, the choice isn't clear-cut...
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.
G.K. Chesterton: English Hymnal