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The Dark Elf Specialist Archer is very controversial; it incredibly strengthens the archer, but the problem is that the archer is a hero for fast-paced gameplay and is no longer effective at such high levels as 25...
And why only Sinathar...? And why is it no longer effective at level 25...?
This ability is quite useless... by the time you get to it, it loses its meaning...
The meaning doesn't disappear at all! For example, if you develop a Warlock's spellcasting, luck, and chaos skills, you not only improve the hero as a mage but also enhance your troops:smile16: ...I would ask you to explain why its meaning is lost?
I once used Absolute Fury in the Abs campaign; it's good. But isn't True Luck better? Each hit deals +80% damage. What do you think?
Hmm, Absolute Fury always works. But what's the point of luck in the week of impartiality, when neither luck nor morale affects the battle, or in the week of darkness (I think that's what it's called), when the morale of the light factions drops by two, unless elven leadership is upgraded, then they will just stand around for half the turns.
Absolute luck, true protection, and pure rage are the best... Arcane Sight – you won't have time to use them all... Relentless Force – complete nonsense. Where is the balance here??? There isn't any, and there never was. In Warcraft 3TFT, they've been balancing things for 3 years, but here... I think Haven has been shortchanged.
Hmm, Absolute Fury always works. But what's the point of luck in the week of impartiality, when neither luck nor morale affect the battle, or in the week of darkness (I think it's called that), when the morale of the light factions drops by two, if leadership isn't developed in the elves, then they will just stand around for half the turns.
Well, not every week is like that. And if it does happen, you can just sit in the castle and accumulate resources. Or go get that bunch of sulfur over there, which was accidentally overlooked during scouting.
In my opinion, it's roughly like this:
1) Earth Elementals, Gnomes, Orcs - practically a guaranteed victory.
2) Demons - the army grows by 40% (sometimes more) in no time + arrows are blocked. This is also a serious claim for victory.
3) Air Elementals - good additional damage, and when the forces are approximately equal, it will tip the scales in your favor.
4) Mages - not bad, but nothing more. They don't have mass spells, and all their development is "crippled."
5) Necromancers - it looks beautiful, but there's little point. The probability of the opponent's turn being less than 60% is low.
6) Humans - absolutely useless! It would be better to make them like Necromancers (but in reverse) - a super prayer that increases morale by +6.
Here is my rating. In general, it doesn't differ much from the previous one, but still: 1) Dwarves, Orcs. The opponent's Dwarves lack effective attacks, and half of their attacks are outright failures. That's pretty cool. And the opponent's Orcs, in my opinion, have no chance at all. Sometimes, you don't even know which Fury ability to use first, but here you get the second one right away, plus a city bonus and a hero ability. 2) Elves (Stronghold and Tower), Demons. With the Elves, everything is clear; I put them in second place because luck often triggers even without any special abilities, and at the same time, the upgrade can be exactly what you need, not just what's needed for the special ability. The Tower Elves get +80% to elemental damage, which is almost like luck. And if real luck also triggers, that's +160% damage from elements alone, not counting the attack itself. The Demons increase in numbers dramatically in one moment, which promises big trouble. 3) Wizards, Necromancers. The Wizards don't have mass spells (not counting Chaos magic), and you simply won't have time to use most of the spells. In my opinion, it's easier to upgrade the magic you like the most. The Necromancers are all about probability. And even if a unit's morale is 5, it will become -2, which isn't that much. And -10% to intelligence won't play a significant role; it's easier for the hero to cast a mass slow spell. 4) Humans. No comment.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.
God save us everyone Will we burn inside the fires of a thousand suns...
By the time any race has a strong Castle, Humans will have so many trained Paladins that neither constant luck, nor super defense, nor -6 to morale will help... this is done for balance... it's normal...
That's why people were given such a useless AI in the game. By the way, in versions 1.0-2.1, does the "Guard" ability work during a retaliatory strike? If I'm not mistaken, it does. In 3.0, it doesn't.
By the time any race has a Special Ability, Humans will have so many trained Paladins that neither constant luck, nor super defense, nor -6 to morale, nor anything else will help... this is done for balance... it's okay...
No doubt, Haven is very strong even without a Special Ability. However, note that it became so strong after the "reds" appeared in its ranks! Haven was cool before, but not as much, and its Special Ability was terrible from the beginning. Further, regarding "a Special Ability won't help": I won't argue about Stronghold, I haven't tried it, although I'm sure it will be a bloodbath. Regarding Orcs - doubtful. At the second level of "Fury," they are VERY angry. Demons - also doubtful. Paladins are cool, but there won't be enough of them to cope (without mana) with an army of demons that has instantly grown by 40% (at least). Regarding Dwarves, I'll give a dubious but still valid example: The last mission for Dwarves (Hammers of Fate), Veteran difficulty. Accordingly, the economy is in a deep... uh... hole, Laslo appears (a real pain) in the middle of the second month, half of the troops have not been redeemed. Laslo is well-leveled and, by the way, he is leveled in a rather tricky way! For example, I was quite surprised to see purely dwarven enhancements in the stats that boost his troops - defensive shield and offensive shield (which added to his already considerable Attack and Defense, and it was very difficult to deal with the archers huddled in the corner, protected by "ironclad" Zealots). The first time I played without a Special Ability and suffered heavy losses. Then, dissatisfied with the last level (the computer beat me up so badly:smile35:), I replayed the campaign with a Special Ability. In the second case, Laslo simply got DESTROYED without inflicting almost any losses on me, except for slightly damaging the Lava Dragons with a direct hero attack. So, don't underestimate the Dwarves' Special Ability! As for the rest - Mages and Necromancers won't be helped much by a Special Ability, and for the Elves, the Special Ability is so good that it doesn't hinder development at all (especially if you play as Vashtai), I would take these skills anyway, so it will be a serious bonus in favor of the Elves.
Magical omniscience because you get access to all magic without studying it, and each school has at least one useful spell. Plus, you gain the ability to upgrade something useful instead of magic.