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Posts from The most effective starting strategy for the Inferno faction. Auto-translated

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In reply to Alucard
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#16
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Hey, the castle development isn't slowing down! You can build something else later. By the way, I agree that at the beginning, you're bound to take losses if you're only fighting archers or mages. But honestly, I think you should upgrade Cerberus first. You don't need fully upgraded Imps right away. Upgraded Demons are good, but not as good as Cerberuses. They attack three targets, have no retaliation, and you can add Hellfire to the mix:smile03:
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#17
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Vikh, I don't know the race very well, but I started playing using this scheme: I chose a hero (I don't remember the name, he's a speed specialist). I won't break down what to capture day by day, but I'll tell you which monsters to take: imps and greater demons – they are a must, they are stronger due to the wider attack range... Neutral clearing: 1) Open the gate with both units. 2) Wait, wait, wait... 3) Use the summoners: attack with imps, jump with demons. 4) Use the regular units: finish off with a large number of imps and a demon jump... P.S.: If there are any losses, they are usually minimal, and often there are none. I didn't take hounds and others into account; these are the first steps for the demon lord... P.P.S.: Well, you know about the game of tag with hounds, I'm sure of it; the main thing is to quickly take the "I'm taking a break" position. XDDDDDD
Ваши интересы и учеба\работа


In reply to ANTIHRIST
#18
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ANTIHRIST;155851
It’s not that the Castle’s development is slowed down!
But doesn’t building it later mean “slowing down” the city’s development?
ANTIHRIST;155851
And by the way, I agree that at the initial level, if you’re only fighting against archers or mages, losses are inevitable!
I had a hard time understanding the sentence. But I think I got the meaning right. No, demons also suffer losses, and not just against archers. Moreover, sometimes you can really get your butt kicked. Perhaps, these are some of the biggest losses.
ANTIHRIST;155851
I don’t know, but I still think that you should upgrade Cerberuses first! You don’t need fully upgraded Imps right away! Upgraded demons are good, but not as good as Cerberuses! They attack three targets, have no retaliation, and you can also add Hellfire to the mix!
Cerberuses don’t appear right away. And personally, I upgrade them not for their fire breath, but rather for their attack without retaliation. I would argue about the rest, but I don’t see the point, because it’s obvious.
O God of Earth and Altar,
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
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#19
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Yes, I also start by getting the old Cerberus upgrade; I think it's the most sensible option because, in the beginning, we mainly fight neutral creatures in groups of up to 3, and we don't really need the fire breath. The old Cerberuses are about twice as good in terms of stats (definitely in terms of damage). Furthermore, why upgrade Imps? Because their damage increases significantly. At the beginning of the game, un-upgraded Imps are useless, neither as meat shields nor as damage dealers, so we upgrade Imps first, and last (after Cerberuses), I think we should upgrade Demons, because their main task is to distract. Also, in the early stages of the game, the new upgrade cannot effectively perform the jump attack because if we want to keep them alive, we need to remove the retaliatory attack, and we can only do that when the gates are upgraded, because then we can summon Cerberuses as well, and the number of summoned creatures will be greater.
Нет, я же Гитлер.
In reply to Alucard
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#20
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I don't know, everyone has their own play style, but I try to upgrade Cerberuses and build Scraps and Pit Lords as quickly as possible!
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#21
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I agree. If you spend a day building a Great Building in your Castle instead of another, higher-level dwelling or economic building, it should be very worthwhile (it's better to build Succubi than a Great Building for Demons), otherwise, your development will be slowed down. As a rule, in such cases, a Great Building for Scouts, Beasts, or Centaurs is justified... for Demons, it's only the Dogs...
In reply to Игрок
#23
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Player;155920
I agree. If you spend a day building a Great building in your castle instead of another, higher-level dwelling or economic building, it should be very well justified (it's better to build Succubi than a Great building for Demons), otherwise, your development will be slowed down. As a rule, in such cases, a Great building for Scouts, Beasts, or Centaurs is justified... for Demons, it's only the Hellhounds...
You can't really rely solely on Cerberuses at the beginning. (unless you happen to find Groll in the tavern, that's a different story). In my opinion, you need to upgrade at least the Imps, as this is necessary to increase both damage and HP (I don't think I need to explain why it's important to keep as many Imps as possible alive). With Demons, I agree, you can wait a bit to build Nightmares or a Demoness instead.
O God of Earth and Altar,
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
In reply to Майор Вихрь
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#24
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Major Whirlwind;156031
You can’t really rely on Cerberuses at the beginning. (unless you happen to find Groll in the tavern, but that’s a different story). I think you should upgrade Imps, at least, as it’s needed to increase damage and HP (I don’t think I need to explain why it’s important to keep as many Imps as possible). I agree that you can wait with Demons to build Nightmares or a Demoness sooner.
I don’t need to explain why it’s important to keep as many Imps as possible, so I practically don’t fight with them. You either need to protect them so that they don’t get attacked, or if there’s a chance of that, don’t deploy them at all... upgrade Imps only when you’re going to fight an enemy hero and need to drain mana.
In reply to Alucard
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#25
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Alucard;155905
Yes, I also start by getting the old Cerberus upgrade; I think it's the most reasonable option, as in the beginning, we mainly fight neutral creatures in groups of up to 3. We don't really need fire breath at that stage, and the old Cerberuses are twice as good in terms of stats (definitely in terms of damage).

Furthermore, why upgrade Imps? Because their damage is significantly increased. At the beginning of the game, un-upgraded Imps are useless, both for dealing damage and as damage dealers. Therefore, we upgrade Imps first, and last (after Cerberuses), I think we should upgrade Demons, as their main task is to distract. Also, in the early stages of the game, the new upgrade cannot effectively perform the jump attack because if we want to keep them alive, we need to remove the retaliatory attack, and we can only do that when the gates are upgraded, because then we can summon Cerberuses as well, and the number of summoned creatures will be greater.
Well, the new Cerberuses aren't twice as bad. I actually think they're definitely better. Their maximum and minimum damage is only 1 less, their defense is 1 more, and they have fire breath, which can be used to take out neutral creatures if there are more than one stack, of course. That's where the differences end. In the early stages of the game, the difference in damage doesn't matter at all, but in the later stages, you can encounter enemy heroes, and at that point, the advantage of fire breath is undeniable.
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...
#26
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In general, the conclusion is as follows. If we know in advance that the game will be long, then at the beginning, we can take the old Cerberuses (after all, even a small amount will be useful) and upgrade them later. If the game is short, then we don't take any risks and take the new ones from the beginning. And... I don't like the balance of the 3rd-level upgrades for demons. Almost always, if not always, the second upgrade is chosen. :(

Player, I agree, you need to protect the Imps. Similarly, sometimes I don't deploy them at all; sometimes, you can deploy them and use them to finish off enemies.
O God of Earth and Altar,
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
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#27
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Imps are also good for removing guards. Otherwise, you'll be waiting for reinforcements for ages...
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...
In reply to Майор Вихрь
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#28
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Major Whirlwind;156166
And... I don't like the balance of the 3rd-level upgrades for the demons. Almost always, if not always, the second upgrade is chosen. :(
In my opinion, this is how the developers decided to strengthen the demons in version 3.0; the new upgrade is noticeably stronger than the old one. Of the old ones, you can basically only take Imps, and sometimes a Demoness...
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#29
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and sometimes even a demoness...
But why only sometimes... IMHO, the old upgrade with the chain is better. The alt-upgrade only hits one creature, and while Temptation exists, it only works once, and during that time, the alt-upgraded Demoness just stands there. The duration of Temptation (at high levels) is short, and there's no way to turn it off; what if you need to bring the Demoness into the attack, which you can't do until the duration passes.
Among the devils, you can also get good creatures that remove retaliation effects)) Because by the time reinforcements arrive...
So, you're saying that devils should be used as bait? No, they're needed for the final battle; I keep them and don't use them as cannon fodder.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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#30
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I think he meant summoned creatures, because imps have high initiative and quickly unlock their abilities. That's why it's not a big loss to sacrifice them. As for the main creatures, you can only send them to absorb enemy attacks if it's a decisive battle and they have already stolen artifacts and unlocked their abilities.
So many centuries
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
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#31
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Oh, how I hate starting with Demons; I think it's the most annoying thing imaginable, but since every faction has its own difficulties, you have to get used to everything... besides, it's more interesting to play that way. So, here are the upgrades I prefer:
1) Imps are still my favorite, and it's a pity to spend them in the early game... I usually save them for the final battle, but if I don't have them, am I only left with playing as Demons? So, there's no choice.
2) I agree with Vortex... I didn't like the new upgrade because they take huge damage when the enemy counterattacks, and their defense is also weak. So, it's easier to take a Golem and teleport the old Demons into the thick of the battle; I don't mind sacrificing them anyway.
3) Cerberuses - upgrade them first, then alternate upgrade them as standard.
4) I'm not sure about this one... Please tell me something: if, for example, a Succubus takes control of an enemy creature, does it have the characteristics of the enemy hero or our hero? This is very important (I think it's like the enemy hero)... For variety, I can change upgrades during the game.
5) New ones, and again, new ones! I used to underestimate them... now I see that they're worth it. I had five Pit Fiends standing next to each other, and the Death Knights kept walking around them. It turned out that two of them were enough, and I did that five times.
6) The new upgrade for Pit Fiends is just a cheat, no joke. Let me give you an example: I was fighting a friend, I was playing as Demons, and he was playing as Light Elves. I had three Pit Fiends left. I clicked on attack, targeting a 991-damage Dryad... you get the idea of how much damage it did.
7) The new upgrade for the Golem is terrible. We teleport the Archdemon to the middle of the field, and almost always, on the next turn, the Archdemon can teleport anyone (especially effective against Elves - if Archers and Druids are trapped in a corner by Ents and someone else).
That's all, I think. In conclusion, I'll add that after they nerfed Deleb, you can forget about an easy start... although I rarely played as her anyway, so I don't feel any significant loss
Есть свет и тьма,
Добро и зло,
Есть сила и власть,
И много всего
Но знай ты одно,
Что все это чушь,
И лишь без любви
Не проживешь ты и дня..