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Is it necessary to adjust the invisibility stat for Tower units?
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In reply to Gunslinger
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18 years ago
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shaddar;173147
I don't think reducing the invisibility duration is necessary... 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 reduced only for this reason). But in battle, invisible units are easily detected.

So, invisibility isn't that powerful in the final stages (if I'm not playing against Necropolis, I usually try to upgrade stalkers into assassins). But when clearing neutral creatures:smile51:

However, if the invisibility duration is slightly reduced, it will be possible to defeat a horde of elven archers in the first week, but without any losses - it's impossible.

Unfortunately, I don't know the release date for version 3.1. But I'm also curious to know what the developers will fix.
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18 years ago
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Does the duration of invisibility depend on the hero's level? Because when I was playing as the Dungeon faction, I activated invisibility, and after that, two enemy units walked past me, and the invisibility disappeared. :confused:
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18 years ago
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Invisibility doesn't depend on the hero's level. O.o
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18 years ago
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Okay, I think I either had a glitch or I was just not paying attention. In any case, thank you for your answer.
In reply to Небо
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18 years ago
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absd;173336
Does the duration of invisibility depend on the hero's level? Because when I played as the Dungeon faction, I activated invisibility, and then two enemy units walked past me, and the invisibility disappeared:confused:

The duration of invisibility for the Dungeon faction is constant (equal to 3 turns for a creature with an initiative of 10).
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18 years ago
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No, I don't think it's worth nerfing them. If you reduce the duration of invisibility to two turns, what's the point? They just run to the end of the map, and that's it. And if you increase their initiative, Stalkers don't always go first (sometimes they go after some Elven Archers). And if you reduce their intuition, they'll be taken out by those same archers, and the invisibility will also lose its meaning. But as it is now, I think it's just right. But the developers probably know better, let's see what happens in the patch (if it ever comes out).

But 3 turns of invisibility for Stalkers is borderline overpowered. I would still reduce it to 2, and add 1 to their initiative.
In reply to Dracon Малласа
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18 years ago
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Here's my IMHO, I think it should stay as is... I once had a battle where I needed to destroy Elven archers, and there were 6 slots with 100 of them each (neutral army)... if it weren't for invisibility, my entire army would have been wiped out, and there would have been no one left to attack the enemy... I divided the "hoods" into 6 for each slot and immediately used invisibility, while I was blasting the elves with enhanced shock... I barely made it in time... besides, this allows you to come up with a lot of tactical tricks, and I think that the fact that they can no longer shoot after acquiring this ability more than compensates for it...

here...
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In reply to T@mar@
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18 years ago
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Based on the number of votes, I must regretfully state that the 5th option clearly wins (although only one forum user bothered to admit it). P.S. Many thanks to everyone who didn't remain indifferent and expressed their opinion (whether by leaving a message or simply by voting).
18 years ago
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I like how they handled the Stalker's Invisibility skill in the TE mod – they replaced it with Retribution. It makes sense; the abilities are practically equivalent, but Retribution always works, while Invisibility allows you to easily bypass neutral creatures. Otherwise, Warlocks are too dominant at the beginning, not to mention the hit-and-run tactic, which has become even more effective with them. And that's not even considering what will happen if a Warlock manages to max out their Battle skill...
In reply to Майор Вихрь
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18 years ago
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Major Whirlwind; 181239
I like how they handled the stalker invis in the TE mod – they replaced it with retaliate. It’s quite logical; the items are practically equivalent, but retaliate always works, while invis allows you to easily deal with neutrals. Otherwise, warlocks are too dominant at the start, not to mention the hit-and-run tactic, which has become much more effective with them. And that’s not even mentioning what will happen if a warlock manages to max out their battle skill...


Could you please share the link?
18 years ago
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This mod drastically changes the game balance, making it significantly better, according to many players. We have a thread on our forum dedicated to it.

In the most recent post, you will find links to download it 😉
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18 years ago
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I usually take archers, but if I'm unlucky with the map and there's undead everywhere, it's better to split the troops, because stalkers have higher attack power + invisibility, while archers deal little damage. As for matriarchs, I think that the Elves already have few archers, so I prefer the latter.
In reply to Ден160794
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18 years ago
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Invisibility for the Dark Elves seems pointless to me. On one hand, it gives a chance to gain an initial advantage, but on the other hand, it's a useless ability. Gaining an initial advantage is good:smile44: :smile14: :cool: :) but again, why isn't the same advantage given to other factions?:smile21: :confused: :smile35: :smile42: And as for the Night Queens... they aren't really meant for close combat!:smile36: The enemy can easily (if not controlled by the computer) approach the tile they're standing on and dispel the invisibility, not to mention magic that affects a certain area.
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18 years ago
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What?! Nonsense? Seriously... You're using Aces when fighting neutrals (especially ranged units)? Stalkers with their ability are indispensable! You can pull off things with them that other races can only dream of! The same goes for the Enchantresses; paired with the Rangers, they mow down all the neutrals. Why aren't Enchantresses meant for melee combat? They hit hard, no weaker than other level 6 units; their HP is a bit low, but Paladins and Death Knights have similar HP. That's one thing. To prevent them from dispelling invisibility, you need to hide them first and then cast invisibility. After they move, it will be difficult to guess where they are, and there aren't that many mass spells anyway, plus, I don't think dark mass spells work on those who are invisible. Conclusion: these two units have amazing abilities; you just need to get used to using them.
In reply to Vayshan
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18 years ago
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Vayshan;187550
What?! Nonsense? Seriously... You use Assassins when fighting neutrals (especially ranged units)? Stalkers are incredibly useful with their ability! You can do things with them that other races can only dream of! The same goes for Night Hags; paired with Rangers, they can wipe out all the neutrals. Why aren't Night Hags meant for melee combat? They hit hard, no weaker than other level 6 units; their HP is a bit low, but Paladins and Death Knights have similar HP. That's one thing. To prevent them from dispelling invisibility, you need to hide them first, and then make them invisible. After they move, it will be difficult to guess where they are, and there aren't that many mass spells, besides, I don't think dark mass spells work on those who are invisible. Conclusion: these two units have amazing abilities; you just need to get used to using them.
Well, honestly, yes... :smile36: I take Assassins because at the beginning, I don't have 500 mana, and there's really no need to hide; it's better to just shoot them down. Later, yes, but at the beginning... The question remains: why can't other races even dream of doing these things? Why are they forced to act in the old way? Night Hags. They hit hard, a little harder than Witches shoot. HP doesn't rule the world. Invisibility lasts exactly one turn, no matter how you move the Night Hags, so you need to have a very bad memory not to know where they are. And have you seen how they (Night Hags) walk? To reach the end of the map, you need to admire this graceful but slow gait. And how, for example, can you use the Witch Coven ability with Erin? Will the Night Hags throw their whip?... :) And the spells cast by the whip? You hit a bunch of Cyclops, cast Berserk, who will be the nearest random target?:) Mass spells perfectly dispel invisibility.

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