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Posts from In which city is the alt upgrade more balanced?
In which city is the alt upgrade more balanced? (version 3.0)
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Shevriel
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I'm taking into account the fact that in the Fortress, the alt-upgrade is undoubtedly the best balanced, but we shouldn't forget that the Orcs were specifically designed for this upgrade. As for Haven, it has standard upgrades purely for defense, while the second faction (or the Outcasts) has upgrades purely for attack. Upgrade according to your preferred playstyle!
Архидемон
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I think all factions are balanced, except for the Dark Elves. The old ones are much better than the new ones (excluding Hydras). For example, the Black Dragon is better than the Red Dragon because of its immunity to magic (what if the Red Dragon is controlled, then what?). Or the Riders. A charge attack is incomparable to a flanking attack (which is better – to deal huge damage to one target (max 250% of normal damage) or to deal 100% damage to one target and simultaneously 25% to others (especially since it's very difficult to hit many targets with a flanking attack)). Only the new Hydras turned out to be better. P.S. Buy all the old units from the Dark Elves, except for the Hydras.
Loken
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add "imho" - I'll remove the negative vote... 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.
Or, more precisely, do you want me to remove "imho"? Okay, I'll remove it.
Loken
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Okay, never mind, I was probably just being nitpicky.
It's just that you shouldn't make such categorical statements.
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..
Knight of the Temple
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Happy New Year!
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!
Немертво то, что в вечности живет, Со смертью времени и смерть умрет.
Майор Вихрь
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Personally, I think griffins are quite well-balanced. Moreover, their roles are very diverse. IMHO, one of the most interesting upgrades in the game, with stats that are completely different; essentially, they are different creatures altogether. Some are simply avid attackers with low HP, while others are ideal for defense; attacking them more than once is scary. By the way, Battle Griffins are the only upgrade in the human city that is not focused on attack but on defense.
Dracon Малласа
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I think that Necromancers are the most well-balanced. Their creatures have consistent abilities, either one or the other.
Gunslinger
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I think the balance in the Academy and Haven factions is just as good as it was in the original game!
Alucard
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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.
The third level is great against neutrals, especially slow ones, because the Fury, due to its high morale, manages to move several times before the enemy's turn. This is also the case with the new Raider – you place it between several units, and the Fury's attacks are supplemented by a bite (although you can achieve the same result with the old one, only with a quarter of the damage). As for the old Minotaurs, they are definitely better; 2 attacks are decisive, but they rarely move at the beginning...
Нет, я же Гитлер.
Knight of the Temple
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About the Order, here's what I think:
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.
Немертво то, что в вечности живет, Со смертью времени и смерть умрет.
Танчик
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I always choose the red units for Haven, except for the Seraphs (although they are good too). In the Academy, I still prefer the older units. As for the other factions, in my opinion, there are both good and bad upgraded units, in roughly the same proportion. I just haven't figured out the Dwarves yet – I don't like this faction.
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.
But in my opinion, if any faction suffers from poor balance, it's Haven... 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...
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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...
I don't entirely agree. With level 2 units, yes, the choice is almost obvious. Regarding level 1, I think stunning and pushing them to the end of the turn order is very useful, since they deal weak damage anyway, especially against higher-level units. With Zealots, yes, they went overboard; if their stats were reduced to the level of the Militia, there would be balance. But in general, if we're so afraid of archers, we could make level 1 Militia units that would protect their own, and the rest could be Zealots. But against Special Units, in my opinion, Militia are a must-have. Griffons, in my opinion, is one of the most interesting upgrades in the game... I've already written this in this thread. I disagree with level 5. There is balance; sometimes, divine power plays a crucial role, just like Stone Skin. And removing enchantments may not work, so the turn and mana are wasted. Level 7 is also well-balanced, but there are problems with level 6; there's an advantage for the Knights of Isabel.
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