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If the defense is low, you won't increase it by 30%! It's not +30 defense, but +30%. Let's say you have an attack of 11 and a defense of 2 for a hero at level 21 (from the manual); then, the change in defense, though not significant, will only be noticeable to Nightmares, Lords, and Arch-...

Also, regarding Light, if it comes into play (2%):
Mass Stone Skin (+12 defense) (and even at level 1 in Light, it's a desirable boon and a tasty speed boost) can significantly extend life. Unless you're taking defense for "Resilience" and "Stone Strength" +9 (defense)?

In general, for me, there are two main tactics: Gate (logistics, leadership, luck – all specific Gate boosters, Darkness) or First Strike (attack-tactics, leadership-speed aura, luck, logistics). If I'm going for Gate, I try to gather everything for it; otherwise, I go for the second...
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Он лежит на своих сокровищах,и в сердце его зависть и злоба. Не верь, что голова его склонилась во сне, если глаза его закрыты. Дракон не спит никогда.
In reply to JackFromShadowLand
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JackFromShadowLand

...In general, for me, there are two main tactics: Gate (logistics, leadership, luck – all specific Gate-boosting skills, and Darkness) or First Strike (attack-tactics, leadership-speed aura, luck, logistics). If I go for the first, I try to grab everything for the second...
This is the best tactic for Nimus, and I think many people know that. It's a bit harder to build a Gate with other heroes: for example, Grol has Chaos, Jezebeth has Sorcery, Marbas has Defense, Alastor has Sorcery, and Nibros has Attack... So, if you want to max out all these skills for the Gate (let's say with Nibros as the hero), you'll be at level 20, and even then, we only have high luck, developed leadership, and logistics as the foundation. If you want everything, level up to 25-28. Here's something else I want to say: for demons, there's one very important skill – Machines. It's not for nothing that it's needed to get the Urgash's Call, and the chance of it dropping is only 10%:eek: So, it must be on the hero's skill list.

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JackFromShadowLand
If there's little defense, you can't add 30 percent to it! It's not +30 defense, but +30%. Let's say you have 11 attack and 2 defense on a level 21 hero (from the manual), then the change in defense, which isn't significant, will only be felt by Nightmares, Lords, and Archdevils...
...In addition, regarding Light, if it comes along (2%):
But Mass Stone Skin (+12 defense) (and on the first level in Light – a tempting divine power and a very tasty speed boost) can greatly extend life in Light. Unless you take defense for "Resilience" and "Stone Toughness" +9 (defense)?
Still, 30% is something, and if needed, you can take Dodge. However, as my experience shows (and it's not small), I'd rather take Mass Stone Skin and Dodge – what's wrong with that? +12 to defense is just a dream for Imps with their low defense, especially for higher-level demons and Imps with dogs...:smile49:
Resilience is still debatable, but there's also resistance +2 (small, but still) to defense, which sometimes helps... You still need to find Light, and if we have divine power and speed boost in the Castle, there's time to think, but it's better to find a Castle where you can fully study Light

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In reply to Ereb
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Are demons weak? Well, it depends. When they summon their allies, they become quite powerful...
I agree, though, that devils are expensive. But I think demons are actually quite good here.
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I already said that this is a pointless topic. And I'll say it again. First, no one will remake the game because of Ereb. Second, demons are far from being weak and can challenge anyone, especially magical races. Of course, they aren't very effective against strong factions like Haven with Dwarves, their defense is really lacking, but against others – no problem.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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it's perfectly normal for demons to take Light magic. Especially to compensate for the biggest DPS difference among Inferno creatures.
And there are many other useful things. Of course, this is a very specific build and is not a panacea.
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
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I believe that demons can take Light magic, but they shouldn't. For several reasons. Firstly, there are few useful spells; Divine Force, Smite, and Anti-Magic are the only things needed here, while other spells are acquired through leveling up, and it is not worth sacrificing an entire perk for that. Secondly, these spells must be obtained from somewhere, which is a second problem: if you have only one Inferno castle, obtaining the spells is practically impossible (one should not rely on the small chances of getting a spell in the Dragon Utopia or the Temple). Personally, I believe Darkness is the only school truly useful for a demon.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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Thanks, Cap))
Repetitive heroes and tactics are a surefire way to get tired of Heroes))) and any game, for that matter.
And the fact that there's chaos in the Academy is a problem? Or does the "too little magic" scare people?
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
In reply to Саня Изи
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Lordesat
I've already said that this is a silly topic. And I'll say it again. First, no one will remake the game because of Ereb. Second, demons are far from the weakest and can challenge anyone, especially magical races. Of course, they aren't very good against strong units like Haven with Dwarves, their defense is too weak, but against others – no problem.
Hmm... I didn't say that the game needs to be remade, but the existing demons are inferior to many others:
1. The start is difficult (Deleb doesn't count). Deleb is that hero who doesn't require much effort to clear out neutrals.
2. The starting skills for heroes are nonsense... I've already mentioned which ones... and you need an archer on levels 1-3 (any) to clear out mobs more easily.
3. And finally, devils are expensive.
Question: Why were demons made this way? I hope they will be better in Heroes 6.

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No, friend, you just don't know "how to prepare demons and what to serve them with."

The Dwarves also have a rather difficult start, and so what?
You can also have a good start with Grok. The ability to get "surprise attack" after just a couple of levels allows you to break through many melee units and almost all ranged units with just Cerberuses. You just shouldn't attack mages, druids, and dwarven priests unless you can kill them all in one turn.

Inferno is considered weak only because many people are simply too lazy to bother with demon units, which require constant attention, otherwise the losses will be enormous. But with the right skills, demons turn into a formidable force that you have to reckon with.

Only Grok has a useless skill at the start. With a tiny amount of magic, the Chaos Demon is almost useless. Perhaps the only justification for Chaos in the demon's arsenal is withering flame/fire rage/cold steel. But it's not always worth spending 5-6 levels of development just for them; there are better skills.

Everyone complains about the cost of Tier 7 creatures, and the Devils are no exception.
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I agree with Ganseng that in skilled hands, Demons are a formidable force, both in early and late game, and not every faction can boast that!
In reply to Mish-gan
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Perhaps I'll also share my opinion.

Inferno is one of the factions that allows the player to explore many different upgrade options, which depends on the size of the map, the opponent's faction, and so on.
Daleb is a hero who is suitable as a support hero (like Kaspar from Necropolis), and is good in the early game for clearing out neutral creatures...
What monstrous losses are we talking about?! Summoning creatures allows you to lose no more than 30-40 creatures in the first 1-2 weeks of the game...
Chaos is one of the conditions that allows a demon to win a game on certain maps against certain factions, and then you need to upgrade witchcraft, although I agree that it is difficult to do this on standard maps. And if there is also Darkness...:smile44:
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We are talking about the devastating losses that can occur even with a single mistake in a battle against neutral creatures. The demon's troops are fragile, except perhaps for pit lords and devils. Summons practically don't decide anything in the first two weeks. Why? Firstly, they usually move later than the main troops. That is, they don't fulfill one of their main functions – absorbing retaliatory attacks. Secondly, neutral creatures completely ignore the summoned troops and rush straight towards the main forces. And if they manage to do that, the result will be disastrous. And having 30-40 creatures in the first two weeks also seems like too much.
In reply to Ganseng
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Ranged units only manage to fire once, then the summoned creatures from the abyss interfere, and the neutral creatures still need to reach your units. And if they do reach them, you have to actively move around the battlefield, and then: no one has taken away the Imps' initiative or the Cursed Sign from the demons...;) Removing retaliation is far from the only function of summoned creatures: how about luring neutral creatures to the desired location or blocking a friendly unit?
Indeed, losing 30-40 creatures in the first 2 weeks is significant, but these kinds of losses will end then. Afterwards, we lose no more than 3-5 creatures of levels 1-3...
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Вступление в клан "Хранители небесных врат"
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Well, run away from the griffins, good luck. Or from the gray vampires.
In reply to Ganseng
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Why attack them in the first week? You can attack them in the second week, when you're level 10 or 11...
Будьте осторожны со своими желаниями. Иногда они исполняются.
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ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"

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