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Posts from Which is stronger, Death Harbingers/Banshees or Death Knights?
Yeah, I guess so (: Dark Knights for Necropolis?
With their ability, that's... confusing.
And does the word "BALANCE" mean anything to you?
They'll be stronger than any level 7 unit. And if you add vampirism to that:eek: Then you can only use Divine Retribution to deal with them. But first, they'll cause a lot of trouble:smile51:, and second, they can raise the dead and double their numbers.
Maybe we should bring back the Dungeon chain from the beta so it's not so boring?
Maybe you should just play on Veteran difficulty.
Or maybe your opponent is just better than you.
Yeah, that's true. Dark Knights for Necromancers? With their ability:confused: Does the word BALANCE mean anything to you:rolleyes: They will be stronger than any level 7 unit. And if you add vampirism:eek: Then you can only use Divine Retribution to deal with them. But first, they will cause a lot of trouble:smile51:, and second, they can raise the dead and double their numbers.
Maybe we should bring back the Dungeon chain from the beta so it's not boring?
Maybe you should just play on Veteran difficulty.
Or maybe your opponent is just better than you.
This isn't about the level of my game or my opponent's game. I already play well on the highest difficulty level, so there's no need to try Veteran difficulty. And if you don't like the idea of Death Knights, don't install this mod. It's a personal choice.
This is not about the level of my game or my opponent's game. I can already play normally on the highest difficulty level, so there is no need to try Veteran difficulty. And if you don't like the idea of Death Knights, don't install this mod. It's a personal choice.
I completely agree:smile54:, there's no accounting for taste. I personally prefer death, but that doesn't mean others shouldn't play as Death Knights. To each their own.
We're not discussing the level of my game or my opponent's game here. I already play well on the highest difficulty level, so there's no need to try Veteran difficulty. And if you don't like the idea of Death Knights, don't install this mod. It's a personal choice.
I apologize if my previous message offended you. Unfortunately, I reacted rather sharply to your opinion that Necromancers have nothing to counter Humans with.
However, with all due respect, I still believe that even after a radical change in the mechanics of necromancy, the Necromancers remain a quite strong faction, which will have arguments against everyone, and moreover, it has become much more interesting to play as them. And my firm IMHO is precisely because 1 it's more challenging 2 there is a need to vary tactics and strategy (the only correct algorithm for developing a hero, which guaranteed victory starting from the 7th week, has disappeared)
And replacing the undead with black knights will seriously disrupt the balance and make the Necromancers overpowered. What's the point in playing if you can make a lot of mistakes and still crush your opponent easily?
Peace?
Lady Revan
18 years ago
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Peace! Humans are simply evil. Although I can still handle them and their training, elves are a different story... Their initiative and hidden archers are terrifying. I recently fought on a huge map. I had 250 dragons, and my opponent had 1900 hidden archers. The archers attacked first, and my dragons were gone, plus his hero cast Haste on his entire army! He killed my entire army with those archers! And what about the hero development algorithm? I've already tried all the development combinations, but none of them guarantee a 100% victory. Usually, I study Attack, Defense, Education, Black Magic, and Summoning Magic.
Hello! Humans are simply evil. Although I can still handle them and their training, elves are a different story... Their initiative and hidden archers are terrifying. I recently fought on a huge map. I had 250 dragons, and my opponent had 1900 hidden archers. The archers attacked first, and my dragons were gone, plus his hero cast Haste on the entire army! He killed my entire army with those archers! And what about the hero development algorithm? I've already tried all the development combinations, but none of them guarantee a 100% victory. Usually, I study Attack, Defense, Education, Black Magic, and Summoning Magic.
Humans are evil, but not that much.
I was referring to the game versions before the Stronghold and patches 1.5 and 2.1, when necromancers simply raised skeletons depending on the number of enemies killed.
Lady Revan
18 years ago
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Even if you can now resurrect everyone, you can still lose! There is no 100% guarantee of victory.
Hello! It's just that Humans are evil. Although I can still handle them and their training, but Elves... Their initiative and Hidden Archers are a nightmare. I recently fought on a huge map. I had 250 dragons, and my opponent had 1900 Hidden Archers. The Archers moved first, and my dragons were gone, plus his hero cast Haste on the entire army! He killed my entire army with those archers! And what about the hero development algorithm? I've already tried all the development combinations, but none of them guarantee a 100% victory. Usually, I study Attack, Defense, Education, Black Magic, Summoning Magic.
I agree with you that it's easier to deal with Humans, with their training halls, because they don't have a unit that can wipe out a stack in one turn, like, for example, the Riders of the Fortress. But even though they have Paladins, they can be blocked. In the late game, the Fortress became very strong. When leveling up a hero against the Fortress, I focus on Defense, Education, Logistics, Dark Magic, and Luck. This is, of course, for the late game. As for the Riders, I think it would be cool, but Deaths definitely need to remain in the game! They are a really beautiful unit!
Even if you can now raise all units, you can still lose! There is no 100% guarantee of victory.
The point is that by introducing Dark Energy, they sharply limited the number of units that can be raised, especially in the early weeks. And, despite the ability to raise all units, this significantly weakened the Undead. (So that you could play against them not only in a quick game)
Because before, the number of skeletons that could be raised depended only on the level of Necromancy skill and the amount of HP of the killed living neutral creatures. And it turned out that by the 7th week, the Necromancer already had about 3,000 skeletons.
And the skill upgrade algorithm was simple. Expert Necromancer (as quickly as possible) - Banshee's Wail - Raise Skeletons (end of week 1 - beginning of week 2). Expert of Darkness - perks from the guild Expert of Attack - Shooting - Battle Fury Expert of Defense - +2 to HP (I don't remember the name) + (depending on the opponent)
During the battle, we cover our thousands of skeletons with zombies and someone else and shoot down the opponent. With one shot, the entire enemy stack falls.
Since the health of skeletons is 7, a stack of 2.5-3 thousand skeletons has 17.5-21 thousand HP.
I am deliberately not considering the option of the Necromancer finding a ring with +2 HP.
And how was all this defeated?:confused:
Because of this, in a long game, the Necromancer easily defeated everyone.
Dracon Малласа
18 years ago
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In long games, Necropolis used to dominate and easily defeat everyone.
Exactly, but now everything is different, and Death Knights would be a good addition for the Necropolis faction.
Exactly, but now everything is different, and Death Knights would be a good addition for the Necropolis.
It seems we have a situation where we just don't understand each other:smile04:
I claim: 1. Necropolis continues to be a strong faction, especially in the late game. They just stopped being overpowered in the later stages of the game. 2. Black Knights will seriously disrupt the balance, and Necropolis will become overpowered again, at any stage of the game.
And I provided arguments.
Now, please provide your arguments to support the claim that my statements are incorrect.
I think this might help us better understand each other's positions.
That's exactly the point – introducing dark energy sharply limited the number of troops that could be raised, especially in the early weeks. And, despite the ability to raise everyone, it significantly weakened the Necropolis faction.
Yes, there were times when they could easily defeat everyone. In my opinion, it would have been better not to introduce dark energy, although it did weaken the Necropolis. But what can you do with 500-600 dark energy? Raise a couple of dragons? Or 9 Liches? It doesn't seem to help much. I won with an advantage thanks to those 9 Liches :D. No other way :D.
Zybr
18 years ago
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It would be great if they could simply replace the model with a Death Knight, while keeping the abilities of the Harbingers or Banshees. Then it would be a different story)) just a minor cosmetic change. Although the Harbingers look nice, but those pink Banshees...
P.S. By the way, has anyone noticed that the new Necromancy is somewhat similar to the human training system, especially in terms of the number of units. And you can also raise units once a week (energy is restored in this way).
Yes, there were times when they easily defeated everyone. In my opinion, it would have been better if they hadn't introduced dark energy, although it did weaken the Necropolis. But what can you do with 500-600 dark energy? Raise a couple of dragons? Or 9 Liches? As if that would really help. I win with an advantage precisely because of those 9 Liches:D. No other way :D.
That's the whole point. Now, when playing as Necropolis, you have to use your brain:)
That's where the fun lies. Now, when playing as Necropolis, you have to really put your mind to work.
Go ahead and try! It significantly reduced the Necropolis's capabilities. Especially against Elves with their initiative. Archers move, and suddenly one of the Necropolis's units is gone.