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Posts from Discussion about Dungeon (Dark Elves). Auto-translated

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In reply to Katrine
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#16
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Katrine:

In the last stage, I play in single-player mode, and in multiplayer, usually in the second-to-last stage – so that everyone can buy a second hero of their faction and build a couple of units and a level 1-2 guild of mages, regardless of how lucky they are with the free resources around the city :)
Sorry, I don't have time to describe all my moves in every game, but I will answer your questions 1-5:

1) What is magic for? It's not necessary to only deal damage with units; spells in stage 5 cost less than in stage 3, and you need to take advantage of that.
The "Dark Ritual" ability helps you avoid running back to the city for mana, while another hero with full mana enters the battle. And even the level 1-2 units, although there are few of them, do their job. And the higher-level units grow just as well as in other cities.
2) We take the Dark Ritual ability in the Envocation branch, then Destruction magic (if it's not available initially), and we get access to Secret of Destruction – this gives +2 knowledge, and now you definitely won't have less than 30 mana :) – and that's without increasing it through upgrades, artifacts, or objects on the map. You don't need a lot of knowledge; magic power is more important for the Warlock.
3) (Laughs out loud:D). Yes, it's a completely useless unit – it's difficult to hide on such a large battlefield, it often attacks with double the force, disrupting the combo of assassins, it takes down all the casters on its own, in general, it's complete nonsense :D, worse than zombies;
And this fist deals damage like a simple archer; you need a pretty strong hero to deal 200 damage!
4) Minotaurs are more expensive than their actual value; all other units are adequate. I would pay more for a Matron – they are very useful :cool:. But all races need different resources; perhaps only Humans have a slight emphasis on wood and ore.
5) Listen, WHY use Chain Lightning on a Wizard? There's Meteor and Fireball, which you aim not at the unit, but nearby... - Magic Mirror is nervously smoking, not to mention Armageddon. The same goes for Counterspell – it can only reflect a spell aimed at a unit, not an area. In addition, Ultimate Invocation reduces the chance of any antimagic effect triggering by 75%.

So, Katrine, I assure you that the rumors of the death of someone playing as Dungeon are greatly exaggerated :)
#17
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2 Phoenix1973
I have a question! For example, Dungeon has the ability to use magic chains... can this be used for other factions? What I mean is, after playing for some time, you can roughly know the magic connections of the main units... can you, when playing as the Sylvan faction, use the same thing (with the same effect) from memory? Or is this a unique feature of the Dungeon faction?
In reply to Ellin
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#18
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2Ellin: This is a Warlock hero ability that requires a special building in the Dungeon town to activate. Afterward, the Warlock hero can use it while commanding any troops.
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#19
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Ellin
2 Phoenix1973
I have a question! For example, Dungeon has the ability to use magic chains... can you use the same ability (with the same effect) when playing as the Sylvan faction? Or is this a unique ability only for the Dark Elves?
If you capture a Dungeon castle while playing as any faction, that faction will also gain the special ability!:D
С уважением, Vlad

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#20
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2 Hacker Wow! Now that's getting interesting:))))) All that's left is to wait for the game, upgrade the computer, and make it a reality :)
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#21
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Katrine
Phoenix_1973 I have an opinion that Dungeon is the weakest faction, and by a significant margin. This opinion is based on playing the beta version on the highest difficulty. Because the other difficulties are too easy in terms of resources, and you don't get any satisfaction from building things instantly. And that's not how balance is assessed.
.

But the description said that fewer units are born underground, but they are stronger :( :( :(.
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#22
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Ellin
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WOW! That's really interesting:))))) All that's left is to wait for the game, upgrade the computer, and make it a reality :)
Yes, yes, let it be soon!!! I also want to!:D :D
С уважением, Vlad

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#23
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And in general, imagine, for example, elven archers (or whatever they're called) dealing triple damage to their racial enemy + a bonus to luck, etc., and all that taking into account "magic chains"... that would be AMAZING:))))
Let's see how this can be implemented in practice :) If it's possible, a neutral Warlock village will be very valuable:)))))
In reply to Ellin
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#24
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2Phoenix_1973
In the last single-player level, I play on a difficulty level, and in multiplayer, usually on the second-to-last level – so that everyone can buy a second hero of their race and build a couple of units and a level 1-2 mage guild, regardless of how lucky they are with the resources around the city.
This is the highest difficulty in the beta.
10,000 gold, 10 wood, 5 ore, and 5 of everything else.
If this is the highest difficulty in the final game, I will be very disappointed.
As you can see, it's more than enough for both a hero and a guild. :)
And what is magic for?
Yes. They rely solely on magic. I agree. You just need to properly configure the guild so that the Necromancer isn't offered schools of light and summoning, but only combat magic. And so that they preferably level up strength and a little bit of mana.
Yeah, a completely useless unit.
Useless. It's killed by magic, but it can't be resurrected or healed. The worst tier 7 monster, in my opinion.
I would pay more for a Matron – they are very useful.
What's the use? I honestly didn't have time to upgrade them. And an unupgraded one is just a regular archer. They are strong, of course, but not enough to talk about their usefulness. They are taken down by Djinns using the "Forgetfulness" spell.
And in general, either a level 3 guild or the next tier of creatures. And I think you'll agree that a level 3 guild will yield more benefits.
+2 meaningless creatures. Minotaur and Hydra. And also Riders, but they are a prerequisite for dragons, but they are the weakest of their tier.
Listen, why would you cast Chain Lightning on a Wizard? There's Meteor and Fireball, which you cast not on the unit, but nearby... - Magic Mirror is nervously smoking.
Well, what if there's no Meteor or Fireball...? Then you're left with only direct damage...

Now about the chains.
Doubtful... I don't like it... Maybe it's cool, but the opponent isn't stupid either. They won't let you build chains. :)

A small bonus is useless. Because with Hit&run, the Dungeon faction suffers three times more than the others. This is not compensated for in any way. When you have nothing to fight with, no super abilities will help. In Heroes, the outcome is decided by swords, because magic runs out, and blades never dull
Хронология вселенной Might and Magic
Katrine
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In reply to Katrine
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#25
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2 Katrine:

To each their own... you know that. If you don't like black dragons, you don't have to build them, but keep in mind that only their own or another Warlock's magic affects them; there are no other heroes or units that can cast spells.

What's the use of Matrons? Let me explain... they are the only unit of such a high level that has a size of 1*1, which allows you to easily split them into 1+1+1+ and use each one to first slow down enemy stacks by half, then reduce their defense to 0. If mana remains, you can further buff Furies and Assassins, and then eliminate them:cool:
However, the upgrade isn't that valuable. In the beta, of course, but in the release, in addition to Forgetfulness, they will add a few more spells (the main candidates are Blind, Berserk, Hypnotize). As for being taken out by Djinns, who will let them get close? (with a size of 2*2) - let them take out the Hydras standing nearby first:)

Raiders are the weakest 4th-level unit? That's hilarious, I can't stop laughing:rolleyes:. Look at their stats first; they have almost twice as much HP as any other unit, plus high attack, defense, damage, and initiative.

I've already explained about Hydras many times; I won't repeat myself - see my previous posts ;)

Regarding Minotaurs, this is the only thing I can agree with. Although in the first 1-2 weeks, this unit is used to absorb ranged damage; you wouldn't want to sacrifice Furies, would you?

I couldn't find Fireball and Meteor in the guild, so I'll have to take Eagle Eye and learn from neutral casters:)

And regarding swords deciding the outcome of the battle, I've argued and will continue to argue. Against a skilled mage, swords are often useless, and sometimes they even turn against their owner;)

2Ellin - you're already dreaming here :) Sylvan's ability won't work for the Warlock, and Magic Chains will work for the Ranger. The only possible combination is to have two cities (Dungeon and Academy), level up the Wizard to Ultimate Artificer, and create powerful artifacts for Gremlins and Gargoyles. Then, transfer these units with artifacts to the main Warlock hero, and then you can really take advantage of the special abilities of two races at the same time.
In reply to Phoenix_1973
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#26
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What about the Magic Fist? It deals physical damage...
And what if you play a Dungeon player as another race? And hit the CD with an empowered Explosion... Immunity should be 100% immunity.

Raiders, first of all, are 2x2, and second, they are ground units. Their analogs are griffins, vampires, druids, mages, succubi... They are definitely redundant in this company. They'll lose to anyone.

Imps would be great against a skillfully played mage. We'll see later...

About the matrons... First of all, there is a priest. Second, spending the turn of a unit stack (and with a full army, there is exactly 1 stack of matrons) to cast Bloodlust on Minotaurs or Raiders (who might not even reach them), or any other spell. The same problem applies to priests. In large numbers, they are simply shooters, because otherwise it's irrational. After all, in HoMM 4, when you have more than 20 mages and djinns, you don't cast blesses, but combat spells. And matrons don't have those. So they end up being mediocre shooters.
Хронология вселенной Might and Magic
Katrine
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#27
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Magic Fist of high damage does not deal damage, and to play as a Warlock of another race, you need to capture at least one Dungeon town, otherwise it's not profitable — your own race's ability is not utilized, and neither is the Warlock's.

1 Raider will of course lose to 1 Druid (definitely not to a Griffin or Succubus), and maybe to 10, but what about 50 on 50? Or a hundred?

Imps will help if they get a turn:)

The Matron is still not an average shooter; by all metrics, she's stronger than the Cyclops in 3, only the Titan is cooler. In PvP, unit splitting will be possible in the release — one of the developers recently said so on Google — so instead of Minotaurs or Raiders, there will often be single Matrons. Even in the beta, as soon as they are built, the hero immediately starts leveling up on neutrals like crazy; I myself wiped out 15 Bone Dragons, more than 20 Rakshasas and Cavalry, more than 40 Vampire Lords in the 3rd week. Not impressed?
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#28
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Phoenix_1973
Even in the beta, as soon as they are built, the hero starts leveling up on neutral creatures like crazy. I myself was killing 15 Bone Dragons, over 20 Rakshasas and Cavaliers, and over 40 Vampire Lords by the 3rd week. Isn't that impressive?

In my opinion, rapid development turns the game into a power fantasy...
In reply to Night
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#29
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Phoenix_1973 You are right in some aspects.
It will be possible to split units in PvP at release; one of the developers recently said so on the forum – so instead of Minotaurs or Raiders, there will often be single Matrons.
I agree with this point. It would be worth replacing Minotaurs and Raiders with Matrons.
I myself killed 15 Bone Dragons, more than 20 Rakshasa, and more than 40 Vampire Lords in the 3rd week. Is that not impressive?
No, it's not impressive, but rather depressing. In no previous Heroes game could you achieve something like this in the 3rd week (unless you cheated or played with Armageddon's Blade).
And to play as a Warlock for another race, you need to capture at least one Dungeon city; otherwise, it's not profitable – your race's ability is not used, and neither is the Warlock's.
Elemental Vision can be ignored. And mini-artifacts and Training can be upgraded with 2-3 chests. It's all about wanting to do it. IMHO.
Хронология вселенной Might and Magic
Katrine
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#30
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I always play as Dungeon, and I will continue to do so, regardless of who inhabits it: Traglodytes and Medusas, Efreet and Nightmares, like in the fourth game, or Dark Elves. In the fifth part, I'm not happy with the third level of Minotaurs. I would swap their places with the Riders.