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Posts from Which alternate upgrade for Inferno do you like the most?
I noticed something here: If you choose to upgrade Imps, then you need to take the Lords upgrade, and vice versa. In my opinion, this combination is good. The hero usually has enough mana anyway, and if not, you can absorb corpses... but Pit Lords (that's what they're called in my version) lack mana.
I'm more inclined towards the old versions in any case, because they steal more mana (we'll definitely leave the Knight without magic, the Orc without spells, and force the Elf to conserve mana, etc.). But the new Imps are good, especially when combined with a surprise attack; they mow down enemies in droves, especially the first 3 levels, and IMO they are more effective against mages when you need to end the battle as quickly as possible.
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.
I've been playing with demons for a long time, and I'll say this... out of the alternate upgrades, I only liked the imps and the greater demons... the rest just don't measure up.
Added 1 minute ago
In general, demons are getting worse with each iteration... that's not right... it's some kind of injustice :( ...and they also reduced the delve.
I've been playing with demons for a long time, and I'll say this... of the alternate upgrades, I only liked the imps and the elder demons... the others just don't cut it.
Added 1 minute ago
In general, demons are getting worse with each iteration... this is not right... it's some kind of injustice :( ...and they also reduced the number of units.
Well, at least you're not the only one who thinks so. Almost all of the alternate upgrades for demons are stronger than the regular ones; firstly, they were strengthened, and secondly, the tactical aspect of combat has become more diverse; it's no longer as monotonous as it used to be (just simply attacking). There are imps that support pit lords, there are temptresses that hypnotize instead of a regular attack, there are Archdemons with their teleportation ability, and there are steeds that also need to be skillfully "inserted" into the enemy ranks in order to inflict maximum damage from their aura. Excellent upgrades, in my opinion.
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.
almost everything...? let's go through it in order... 1) I like Imps more, I won't argue... I only use Fiends to drink mana. 2) Before, Demons were just meat... now they are useful meat... which can also fight. 3) The new hounds are definitely cooler... but what if the opponent doesn't place troops in a crowd, but in a line? Besides, their attack is lower than that of another upgrade. 4) Temptresses are also not very good... but they won't replace Chain Demons. It's better to take this upgrade against your own demon brothers. 5) Horses... well, maybe they are better... but the damage from their "fire" is not very impressive. 6) And here it depends on personal preference... in general, I think Imps + Cave Lords = we'll make life difficult for the enemy... the new upgrade is against low-level creatures (especially against Necromancers...), and the old one is the opposite. 7) Damn, if Domains had teleportation across the entire battlefield :D and could teleport Elven Archers or Druids there... well, that would be cheating... besides, it would cost a turn to teleport.
Added 2 minutes later By the way, regarding Archdevils... they should improve this ability in a future patch... for example, teleport a creature to themselves (same distance) and attack without the enemy's resistance... or teleport a friendly creature to themselves, and the teleported creature receives a bonus to initiative, and the Archdevil only spends half a turn
It's strange why everyone underestimates the Succubus so much; the Chain Lightning spell is significantly weaker than Hypnotize, but clearing out neutral creatures is just a pleasure...
3) But the new hounds are definitely better... only if the opponent doesn't deploy troops in a mass, but in a line? Besides, their attack is lower than that of other upgraded units.
Yeah, and they move in a line like border guards from the NKVD xD)))) each in their own row)))) No, the old Cerberi are needed against neutral creatures; towards the end, taking the new upgrade is much more advantageous; often, you can take out both an Archer (or breathe on them?) and a Spearman, and so on. I think you understand. And against neutral creatures, the old Cerberi are really needed because the main thing here is a strong attack without retaliation (and the old ones have 50% less), and there are usually no more than 3 neutral units, so "precise" attacks are more important here.
The old Imps, in my opinion, are equivalent to the new ones, but the new ones are still needed more often.
The new horses are also good. Low fire damage? Well, let's not forget that they are usually in the thick of the fight! I think it's a great addition.
And about the demons, it seems clear: we upgrade to them only after the Succubi.
2Alucard What makes you think I underestimate them?:) Sometimes they just don't have enough strength to charm an enemy unit:) And then they're not very useful.... If you're fighting neutrals, I agree (it's fun when two enemy units fight each other:D) I also get new dogs towards the end of the game.... but sometimes it's a bummer that you can only hit six units with the first move:( As for the horses.... you can get new ones for variety.... but I feel bad sending them into the thick of the battle:D, and honestly, there's not much difference between them.. And still, I think the new alternate upgrade is inferior to others (other races, not just the standard demon upgrade).
Old Imps are, in my opinion, just as good as new ones.
No, they are not equal... think about it: Old Imps drink mana without spending a turn, and that's a huge plus!!! With them, you can drink mana and summon reinforcements in one turn... New Imps need to spend a turn to drink mana, which means a smart mage will be able to take them out before they summon their brethren to help.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
The new alternate hero is no worse than the others because the new demons are definitely better, and the horses too. As for the rest, it's the same as with other factions – the choice depends on the situation. By the way, it's not just as good, but even better, for example, I think the Academy hero is better. P.S. You will NEVER be able to hit 6 stacks with one attack in a game against a real person.
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!!!
Why won't it work? Maybe there isn't a way, or maybe I just haven't found it. I've tried many times with version 5. What about the Elves? Either you leave the archers without blocking, or you put them all in the line of fire... and it's happened more than once with humans... For example:
Archers and druids are trapped by Ents, Dancers, and Fakes... do you think he won't put them against an Inferno player? Well, then it will be even worse; I'll just open a gate with Imps next to the druids and archers – that's the whole problem, plus the hounds will remain intact for a while.
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..
I see there are some debates about the upgrades here... I've started playing seriously as Demons and want to share my opinion: Imps/Devils – as mentioned above, Imps can steal mana and summon reinforcements. Devils can steal mana as much as they want and give it to Pit Lords. But here's the catch: Imps steal mana equal to four times their own number, while Devils steal mana equal to eight times their own number. So, if the battle takes place in the field, it's easy for the opponent to kill the Devils with archers or spells. But Imps steal mana, summon reinforcements, and can be used as melee units. However, if you have to defend your Castle and not much time has passed since the beginning of the game, then Devils are better. Second level – no questions, upgrade. I generally divide them into two or three stacks before the battle with neutrals. One main stack, and two other stacks with one Demon each, to absorb attacks before the main stack jumps in. Dogs – definitely the new ones. Their breath can be easily used against neutrals. And the -1 damage doesn't matter. Demonesses/Temptresses. I don't know about this one. Both are useful (abilities), depending on the situation. Even against Necropolis, it's unclear which to choose because the new ones have immunity to mind control. Fifth level – I'm more inclined towards the new ones. The old ones have +1 initiative, but less damage, and their ability is, in my opinion, almost useless. Sixth level – against neutrals, the old ones; in the final battle, the new ones. Archdevils/Demons – I'm more inclined towards the old ones. For the new ones to use their ability, the target must be completely within the Demon's movement range, and their range is small. Speed 6 at level 7 is not enough. But they are more durable. And if you upgrade Death Stride, storming enemy Castles will become a fun activity. And it's easier to use the ability of the old ones, and the enemy will probably not be happy that a decent number of Pit Lords appeared in the place where their horses were just killed, and it's a pain to fight summoned units.
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...
a tempting mind immunity doesn't solve anything, because casting Confusion on an Inferno creature should be your last resort.
and if you take new broodlings into the final battle, it's not surprising that you choose Imps instead of Devils to accompany them.
I wouldn't be so categorical about Soulbinders. It's often more beneficial to make one long jump and then pull a ranged attacker closer, right into your heretical clutches, instead of exposing yourself to Zealots or Ogres. by the way, even if an Ogre ensnares you, there's still hope: many will be in plain sight.
A tempting immunity to mind control doesn't solve anything, because casting Slow on an Inferno creature is usually a last resort.
Why is that? Darkness against Inferno is perfect if you're playing as Haven or Necropolis.
I wouldn't be so categorical about Demons. Often, it's more beneficial to make one long jump and then pull a ranged unit closer, right into your heretical claws, instead of exposing yourself to Zealots or Ogres. By the way, if an Ogre entangles them, you can still succeed – many will be in plain sight.
I agree, the thing is that Demons are usually built late in the game, when a bunch of Pitfiends are unlikely to change much, and besides, Demons can be seriously damaged by the time Pitfiends are summoned, and then the Pitfiends won't be of much use at all. And the stats of the new ones are better anyway.
By the way, regarding the mind immunity of the Succubus, I was mistaken. They are only immune to mind control. So, they are definitely weaker against Necropolis. And the Imps can steal mana even without Pit Lords – it just disappears. So, if it's important to someone (and sometimes it is), their +1 speed bonus, unlike the Demons, means you don't even need to look at the Pit Lord's upgrade level in your army.
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...
I like the new demons; they jump well. There is, of course, a risk of taking double damage in return, but I use them to reliably eliminate enemies.
The new hounds are also good. An attack that reaches six cells without retaliation is powerful.