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Posts from In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.

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In your opinion, which race is stronger in Heroes of Might and Magic V?
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In reply to Alucard
18 years ago
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It is only correct to compare the strength of factions within the same game version.
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18 years ago
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Generally, it's very difficult to compare the strengths of different factions because so much depends on luck and artifacts, for example. Or how the development goes, what neutral creatures you encounter in important mines, and so on. But overall, on huge maps with a ton of cities and abundant gold, Necropolis with its city-based creature conversion and Haven with their training ability tend to dominate (in my opinion).
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18 years ago
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People, why are you so fixated on magic and artifacts? Read the topic. I don't see anything about magic or artifacts there. I think discussing magic is only appropriate within the context of spellcasting races. And I don't remember any units that create artifacts. 2 Mallasa The mages in Heaven are weak. I never cast spells with them – it doesn't really give much of an advantage. Endurance and the like don't provide a significant bonus in combat (though someone might disagree). I usually use them to attack. Dwarves are still better than humans, and their rune priests are better. But dark elves are once again making themselves known. With their overwhelming magic, dwarves will have a hard time. Well, I've already said that necromancers are better suited for large maps. In general, I've come to the conclusion that the most vulnerable race is Heaven (in my opinion), but if someone disagrees with this, let them provide convincing arguments. For some reason, everyone uses dark elf magic as an example, but that's for advanced heroes. Now, the question is, which is better: dark elf magic or Heaven's counterattack? I would think twice before answering, because so much depends on the composition of the army. And if we return to the discussion of armies, then everything is very ambiguous here too; some units are inferior, others are superior, and when the tactics change, everything often changes completely. You can make arguments endlessly, and I don't see the point in that. If this isn't obvious to someone, then play more, play better, and play in different ways.
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18 years ago
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I meant situations where, let's say, the Academy and Haven factions meet – Haven defeats the Academy, and the player who played as Haven starts telling everyone how great Haven is. To really find out which faction is stronger, you need to play without artifacts and do it more than once. Only then can you say something meaningful. Otherwise, the topic is pointless.
In reply to GvozD
18 years ago
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GvozD;153454

The mages in Haven are weak. I never use them to cast spells.
In my opinion, they are not very good at ranged attacks. However, divine power combined with seraphs/royal griffins/archers will be very, very important. And also, stone skin. After all, not every knight can be aligned with light, that's one thing. Two, they might not have those spells, so magic is, in my opinion, their main purpose.
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18 years ago
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The thing is, now Haven can only train a limited number of troops per week. Before, if you had enough money, you could train as many as you wanted.
18 years ago
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1. Skill is key. 2. Simple luck plays a role. 3. The game is balanced by the castles and the overall concept of balance – but this only works when the first and second factors are equal for both players. That's my opinion.
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18 years ago
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Haven and Necromancer! In my opinion, their strength is roughly equal – it all depends on the players' skill level; with equal skill, a single mistake can decide EVERYTHING! The Elves are strong, but few in number and very dependent on magic. The Sylvans are fast and strong, but they don't hold up well in combat (except for the Ents, of course). Orcs are my favorite race. They are PURE POWER!!! but VERY vulnerable to Dark magic. Demons are not bad; they often leave their opponents with no mana at all, but in my opinion, they lack raw power. Wizards have great mini-arts, strong magic, and a huge amount of mana, but (don't be offended, Wizards fans; maybe I just don't know how to play this race) I don't like their army at all. Dwarves – runes, runes, and more runes, plus they are quite sturdy. Initiative – terrible, attack – awful, speed – bad. Everything depends on runes.
In reply to HumanSt
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18 years ago
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I think people aren't very strong in late-game battles against Necropolis! Even training halls don't help! We were playing, I was Necropolis, and my friend was Haven, and what happened! The result was that he only killed dragons and zombies, he didn't touch anything else! There was no chance of winning, even though my friend is pretty good at Haven! I didn't even use dark magic much there! What's there to use? Just mind control on the paladins, and that's it! I also did a general slow and Banshee's Wail, and that's it! But people are strong, although I haven't fully understood their strength yet!
In reply to Mefisto
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18 years ago
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Mefisto;153883
In my opinion, Humans aren't very strong in the late game against Necromancers! Even training halls don't help! So, we were playing, I was Necromancer, and my friend was Humans, and what happened? The result was that he only killed dragons and zombies, he barely touched anything else! There was no chance of winning, even though my friend is quite good at playing Humans! I didn't even use much dark magic there! Well, I used Mind Control on the Paladins, and that's it! And also, I cast Slow and Banshee's Wail, and that's it! But Humans are strong, although I haven't fully explored their strengths yet.
Very strange!!!!!!! Why did your friend focus on zombies? I, for example, would attack them almost last:confused: It's also unclear about the Paladins - they move before your hero, deal good damage, and then you take control of them, their initiative drops significantly, and at the first opportunity, the Knight hero removes "Mind Control," and at best, they deal 1 hit to their own side:confused: And besides the Paladins, Humans have Seraphs (with Divine Retribution), Griffins, various archers, etc. Plus, Humans significantly outperform Necromancer in Attack/Defense, while Necromancer outperforms the Knight in magic, but according to you, you barely used magic:confused: In general, something's not right! I'm not arguing that Necromancer can't beat Knight, but not with such meager losses and certainly not without using all the magic from his arsenal.
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18 years ago
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Besides, the penalty could be removed by monks, saving a hero's turn, while the hero could, for example, resurrect lost creatures or, if the losses aren't significant, cast Holy Word (judging by the situation, this seems to be a late-game battle with summons available). This would be even better; the damage is like that of paladins, but it affects all enemies, like a vengeance spell. And why cast the penalty on paladins if it can be easily removed after the first hit? It would be better to cast Berserk.
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18 years ago
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It might not be easy to overcome the disadvantage, as the Necropolis faction will have a high skill point (SP) level due to prolonged gameplay (they have shops with artifacts and everything). Plus, Necromancers can develop the Mentor skill for all their heroes, which generates a lot of dark energy. And, as Mefisto mentioned, Necromancers also had diplomacy and the Leadership crown. The troop advantage was enormous. All of this proves that Necromancers are very, very strong in the late game.
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18 years ago
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Subjugation is preferable, in my opinion! At least you can control them – you can quickly issue commands. While Berserk increases attack, it's tactically more advantageous to use Subjugation. Moreover, you can block archers with Subjugation.
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18 years ago
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Yes, this needs to be assessed based on the situation. 1. The Paladin's control will be removed before the Archer's turn, so blocking him is unlikely. 2. The bonus from damage dealt by a charge attack is unlikely to be greater than the bonus from Berserk, but this also needs to be assessed based on the situation.
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18 years ago
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People with their spell won't remove the penalty.
Monks also don't have a 100% chance to do so.

Added 1 minute later
In other words, they can remove it, but the probability is low.

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