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In which city is the alt upgrade more balanced? (version 3.0)
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18 years ago
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Playing mostly as the Tower faction after the latest expansion, I can highlight two of the most dangerous units from the alternative upgrade path: Stalkers and Matriarchs. On day 2, gathering a squad of 30-40 Stalkers (depending on luck with heroes in the tavern) and a hero with Chaos magic (e.g., Synithar), you can defend any wood and ore mine. Thanks to their high initiative, they can turn invisible and be positioned so that they deliver an unexpected and unreturned blow on the last turn. If there are also wells on the map, you can capture all the mines in the first week. Artifacts that boost Knowledge and the Hall of Revelation in the castle are particularly important. Almost always, on level 4, I find the Meteor Shower spell – it's incredibly effective. For Synithar, the enhanced Meteor Shower costs 14-18 mana (due to abilities). I take Stalkers, Matriarchs, Blood Maidens, and Red Dragons into my army. I deploy the last two in battle only when things are really bad and the opponent has many immunities. But in 90% of cases, this wasn't necessary against neutral creatures. It's a bit more challenging against real opponents; the main thing is to use magic to eliminate archers, mages, and the fastest and most initiative-driven units, but in principle, the alternative tier 2 units allow you to quickly win on medium and large maps. I've looked at alternative units for other factions – it's debatable. But the fact remains that you can find tactical combinations to defeat a specific opponent.
In reply to Майор Вихрь
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18 years ago
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Major Vikhr;157262
I don't entirely agree. With level 2, yes, the choice is almost obvious. Regarding level 1, in my opinion, stunning and pushing them to the end of the turn order is very useful, because anyway, they deal little damage, especially at higher levels. With Zealots, yes, they went too far; if their stats were reduced to the level of Latniks, there would be balance. But in general, if we are so afraid of archers, we can make level 1 Latniks on the creep, which will protect their own, and the rest will be Zealots. But against Stronghold, Latniks are a must-have, in my opinion. Griffons, in my opinion, is one of the most interesting upgrades in the game... I already wrote this in this topic :). I don't agree with level 5. There is balance, sometimes, divine power plays a very important 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 is an imbalance in favor of the Knights of Isabel.


Are the Knights of Isabel stronger than Paladins? Come on... How so? They are on par. Stunning strike for peasants? It works once in ten years... With Inquisitors... Yes, sometimes divine power is more useful, but the hero (most likely a General) will cast it on someone who doesn't have time to remove enchantments (unless it's a General). And sometimes it can be useful to shoot with level 5, and Adepts shoot better. Griffons, you are right, it's complicated. Latniks against Stronghold are naturally a must-have. But against the rest (well, unless it's Barbarians), a Zealot is taken for level 6, and this is an imbalance.
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18 years ago
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it’s not a flawed balance; each ability has its own counter.
In reply to ValgallaWolf
18 years ago
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ValgallaWolf;157269
Are the Knights of Isabel stronger than Paladins? Come on... What is it? They are actually on par.
In my opinion, the Knights of Isabel’s ability is more useful because not all enemy races use dark magic, while Paladins are effective specifically against dark mages. And the extra 5 to maximum damage for the Knights of Isabel won’t hurt. True, their defense is weaker. Okay, I agree, they are more or less equal.
ValgallaWolf;157269
Stunning strike for peasants? It works once in ten years...
I was going to say that their abilities trigger with equal probability... But I couldn’t find anything about the “Assault” ability in the fan guide, so I’ll keep quiet for now :) (by the way, the militia’s ability still makes itself felt with the soldier’s luck ability).
ValgallaWolf;157269
With Inquisitors... It’s sometimes more useful than Divine Might, but the hero (most likely a general one) will cast it on someone who doesn’t have time to remove the spell (unless it’s a general spell).
There’s nothing to say here; it all depends on what magic the Knight learns and what spells he gets.
ValgallaWolf;157269
Lancers against Stronghold are a must-have... But against the rest (well, except for Barbarians), 6 races are taken with Zealot, and that’s an imbalance...
Yeah, that’s what I do... Oh, if they removed the stunning strike from Lancers and gave them infinite retaliation... Do you think the balance would be better then?))

P.S. Although, of course, 2 creatures in one city with infinite retaliation... It smells like imbalance :rolleyes:
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18 years ago
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In my opinion, the balance is best with Necropolis, Fortress, and Stronghold. The others seem a bit off to me. As for Inferno, the new upgrade is much better than the old one, and honestly, I don't like it. For example, the dogs have become simply killers!!!
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18 years ago
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In my opinion, the best upgrade is for the Mages. They have only Storm Mages, not counting the Mages and Gremlins.
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18 years ago
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Demons in Inferno. There was no point in using the old ones... until they got here. But a jump is a different story. An explosion can't compete with a jump. Also, the new Cerberuses have a significant advantage: they are the same as the old ones, but even better thanks to the fire.
In reply to 2DDarkKnight
18 years ago
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2DDarkKnight;167471
Demons in Inferno. The old ones were useless... until you get to them.
But a jump is a different story. An explosion can't compete with a jump.
Also, the new Cerberuses have a significant advantage: they are the same as the old ones, but even better thanks to the fire damage.
However, I didn't really like the jump ability. It's useful against archers, no doubt, but in any other case... What do we get by jumping on a group of heavily armored units? Almost nothing, except for a brutal counterattack. Unless, of course, there's a way to absorb the counterattack with a summoned unit. And in the endgame, they can be useful, since demons are expendable; you don't mind sacrificing them, and they can deal a lot of damage, even if it's just once.

As for the Cerberuses... If you're confident that you'll be able to upgrade them in the future, take the old ones; if not, take the new ones right away. Even though many of the demon upgrades are still the favorites in most cases, there is some balance.
In reply to Londo
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18 years ago
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Londo;157264
Playing mainly as the Tower faction after the last expansion, I can highlight 2 of the most dangerous units from the alternative upgrade path: Stalkers and Matrons. On day 2, if you manage to get a squad of 30-40 Stalkers (depending on luck with heroes in the tavern) and a hero with Chaos magic (e.g., Synithar), you can defend any wood and ore mine. Thanks to their high initiative, they can turn invisible and be positioned so that they deliver an unexpected and unreturned blow on the last turn. If there are also wells on the map, you can capture all the mines in the first week. Artifacts that boost Knowledge and the Hall of Revelation in the castle are particularly important.
I almost always found the Meteor Shower spell on level 4 – it's incredibly effective. For Synithar, the enhanced Meteor Shower costs 14-18 mana (due to abilities).

I take Stalkers, Matrons, Blood Maidens, and Red Dragons into my army. I deploy the last two in battle only when things are really bad and the opponent has many immunities. But in 90% of cases, this wasn't necessary against neutral creatures. It's a bit more difficult against a real enemy; the main thing is to use magic to eliminate archers, mages, and the fastest and most initiative-driven units, but in principle, the alternative tier 2 units allow you to quickly win on medium and large maps.

I've looked at alternative upgrades for other factions – it's debatable. But the fact remains that you can find tactical combinations to defeat a specific opponent.


By upgrading to Stalkers and Matrons, you deprive the enemy army of archers, which will undoubtedly affect the siege of a castle + they lose time while trying to reach the enemy, and assassins are good because, despite the range penalty, they deal constant poison damage for 3 turns, equal to their number.
17 years ago
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Necropolis) The skeleton with a large shield and the ability to protect allies from arrows were very pleasing... it became easier to fight elves and humans because of this. And each alternative upgrade has its own advantages... Only the alternative upgrade for the bone dragon didn't please me; the old one is better, the one with the weakening effect.
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17 years ago
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valery;195681
The new mounts of the Fortress are quite good!
And what makes them good? o_O

They are reasonably well-balanced, although in some areas (in my opinion, the new Nightmares and Demons of the Inferno are unmatched), the choice is obvious. And that's not a good thing.
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17 years ago
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The Dwarves have a fairly balanced set of units. It might even be the most balanced. The choice often depends on the player's chosen tactics, rather than one upgrade being significantly stronger than the others.
In reply to Nightwell
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17 years ago
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In my opinion, the Necropolis has one of the worst balances. The creatures of the Sylvan, Fortress, and Haven factions are the most balanced. It’s difficult to choose creatures for the Dungeon faction. The difficulty lies in clearing neutral creatures; you constantly have to return to the castle to upgrade your units. The Necropolis doesn’t really have problems with clearing neutral creatures, but it’s difficult to choose the right creatures before a battle. I prefer this composition: skeletons (3rd tier), stronger zombies, specters (2nd tier), as they are more useful. I honestly don’t know which vampires to choose; I’m leaning towards the princes. Liches (2nd tier) are better in battle. Although in a fast-paced game, if you manage to build up your forces, the 3rd tier liches are better (but the chances are slim). I’m not sure about the deaths, and the 3rd tier dragons, because they look better. It doesn’t really matter which dragons you choose.
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17 years ago
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There is no balance for the Light Elves. Nymphs are better than Dryads (higher stats, symbiosis is clearly better than the wasp swarm). Archers are weaker than the new upgrade. New Druids are stronger due to the channel (it's a bit unfair). Wild Ents are better than Ancients due to Forest Fury, which, in addition to increasing attack and decreasing defense, also gives +5 to initiative. Dancing creatures, Unicorns, and Dragons are more or less balanced.
In reply to Nightwell
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17 years ago
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Nightwell;200923
The Dwarves have a fairly balanced roster. It might even be the most balanced. The choice often depends on the player's chosen tactics, rather than one upgrade being inherently stronger than another.
I agree. The Dwarves have the most balanced roster, although it's not perfect. For example, players almost always choose electric Trolls, and I don't know of any cases where fire Trolls would be better.

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