Skip to content

Posts from Invisibility for the Town Hall.

No ratings yet — be the first to rate!
Open
Is it necessary to adjust the invisibility stat for Tower units?
74 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
Auto-translated
I suggest we discuss the issue of stalkers and matriarchs being invisible in The Shadow of Death and whether or not it's necessary to adjust this.
Порою люди не со зла
Творят настолько черные дела,
Что до таких блистательных идей
Не вдруг дойдет и записной Злодей

Темный адепт клана GODS
Auto-translated
On the one hand, if you nerf invisibility, it will be neither fish nor fowl: the best players and/or those who prefer a more strategic approach won't have time to reach the other end of the map (to, for example, eliminate enemy archers). On the other hand, it results in a rather significant strengthening of the Dungeon faction as a whole, compared to versions 1.6 and 2.1. I'm not even sure if it should be nerfed, although, in my opinion, invisibility is an over-the-top ability.
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
User Avatar
Auto-translated
IMHO, to balance level 1 Dungeon, one simple thing needs to be done – reduce the initiative of the Hunters from 12 to 10. Then they won't always go before enemy archers, and therefore won't be as useful. Matriarchs – leave them as they are; in my opinion, the Mistresses are already better than them because they shoot well. P.S.: The poll needs an option for "other." P.P.S.: All of this could have been discussed in the main thread.
Правила форума
FAQ по Heroes VI
Форумная мафия
[readonly]
In reply to Майор Вихрь
User Avatar
Auto-translated
I stick to the option of reducing the invisibility duration for stalkers to 2 rounds (instead of 3 as it is now) and not touching the Matriarchs.

Stalkers will have enough time to reach the end of the battlefield, but nothing more.
This will prevent falling behind in development compared to the machinists of other races, but will exclude scenarios where on the first week with starting troops, the Warlock will be wiping out level 4-5 neutrals on the 1st or 2nd weeks—who are practically equal in number—with little to no losses (using stalkers and Sinitar on the 4th day of the 1st week against 36 unupgraded druids). Not to mention Letos. Matriarchs do not have such an influence and, IMHO, should not be touched.

Added after 3 minutes
Night Nazgul;172481
PS: the poll needs an "other option" version.
.

Agreed. How to add?

PPS: all of this could have been discussed in the main thread.[/QUOTE]

Yes, but not as clearly.
And there will be those who are too lazy to write, but will vote
Порою люди не со зла
Творят настолько черные дела,
Что до таких блистательных идей
Не вдруг дойдет и записной Злодей

Темный адепт клана GODS
User Avatar
Auto-translated
I think nothing needs to be changed. It's very well done. No one will interfere with either the Matriarchs or the Stalkers on their way to the target. And in my opinion, the new upgrade is better than the ranged units. I like it!
In reply to Amko
User Avatar
Auto-translated
Night Nazgul;172603
Exactly – it’s better. And it should be just as useful.

But other factions also have a best alternate upgrade, for example, the Knight Isabel for Haven.
Auto-translated
I have nothing to add, except for the usual phrase: "let's see what happens in 3.1." If the beta testing takes so long, then the balance will probably be significantly adjusted. Although, for some reason, it seems to me that the Stalkers won't be changed.
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
User Avatar
Auto-translated
I don’t use invisibility at all; I just take archers.
Ко мне всегда на Ты


User Avatar
Auto-translated
I think we should leave everything as it is... Is there an estimated release date for 3.1?
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
User Avatar
Auto-translated
On the one hand, invisibility is simply amazing when clearing neutral creatures. You can calmly run around with invisible rogues on the battlefield, while the hero leisurely mows down enemy archers. It's almost cheating :) On the other hand, I personally got used to playing with archers; without them, it feels a bit uncomfortable – it's easier to clear slow neutral creatures with archers (in my opinion), and I was very upset that there isn't a single archer in all the dark factions in the alt-upgrade. Although, you can come up with tactics with rogues and heroines... It will be very brutal :rolleyes: But the first level of the elves probably needs to be adjusted. Otherwise, only the low growth rate saves them from being labeled as overpowered.

P.S. Don't be too harsh, because I'm playing Heroes of Might and Magic 5 very little right now, due to working on my diploma and not being able to install Heroes of Might and Magic 5 on my laptop... :( So I might get half of it wrong :o But personally, it seems to me that the upgrades are balanced – no matter what, archers are always useful ;)
А, вот почему.

??+⛓️♿=?
User Avatar
Auto-translated
No, I don't think anything should be reduced. If the duration of invisibility is reduced to two turns, what's the point? You just run to the end of the map, and that's it. And if you reduce their initiative, Stalkers won't always go first (sometimes they go after Elven Archers). And if you reduce their intuition, they'll be taken out by those same archers, and invisibility will also lose its meaning. But the developers probably know best, let's see what happens in the patch (if it ever comes out).
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...
User Avatar
Auto-translated
I don't think it's necessary to nerf the Invisibility skill... IMHO. Although the ability itself is quite powerful, especially for a fast start, as it allows you to easily defeat almost any neutral creatures (perhaps it should be nerfed only for this reason). But in battle, invisible units are easily detected.
User Avatar
Auto-translated
Wouldn't it be better not to nerf True Sight, but instead give each faction its own counter against invisibility? (The trap for Orcs is, of course, a bug.) But I often use the Crystal of True Sight (and other similar items) in such battles.
Каждый может быть героем ...

Statistics

Welcome our newest member: Emil