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Posts from [ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

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In reply to Lider1
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16 years ago
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Lider1
The Tavern is a place where the RP coefficient is taken into account, and it's obvious that you'll choose Brokh if you have a choice.
Why immediately Bronkh... you could choose Tyras, for example :)
In reply to Wicc
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16 years ago
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Yes, that’s what everyone says; Inferno is the strongest faction in War of the Throne after the Swamp, just like in ATG.
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16 years ago
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well, after the swamp, yes :) And you initially said that it was the top 1.
In reply to Lider1
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16 years ago
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Lider1
WT issues with the TB balance
Everyone says that SOD is imbalanced. Let's see what's in WT.

Yes, let's take a look, and let's not forget that WT is balanced with each new update, and we can make the game better and more interesting, but SOD can no longer be changed.
Lider1

I have repeatedly heard that there are very cheaty logistics specialists in SOD, Kirr, Gunnar, Dessa, they say that it is almost impossible to defeat them.....,
IS THIS BALANCE?...

Yes, this is BALANCE. In WT, any hero, with a certain amount of luck, can learn to move 4200 MP. Kirr, however, is on par with Ivor due to his starting logistics.
Lider1

2. Swamp. Brongh. ...

I've been saying this myself for over a year, Asm promised to fix it.
Lider1

3. Inferno. Although I don't like this race. But in skilled hands (and even not very skilled ones), cutting demons with 113 is, in my opinion, nonsense, cutting 60 demons on the first level. The guys have gone too far in raising this race from the bottom.

I doubt it's in not very skilled hands. Even if they gather, they will have about 40, and the opponent may already have a couple of angels and 10-ish vivs and greater scouting.
P.S. I hope that morale will soon be returned to the game (they have already returned the gray stack), and it will not be so easy to fight, as it is now.
Lider1

4. Learning. Well, they made it a skill, but not a good one. It not only levels up quickly, but now you can also forget about it later - this is too much!
I thought so too, but this skill is not offered very often, so it's not imbalanced.
Lider1

5. red orb + cloak of setting. They just took it and removed it from the game, yeah, that's nice. This increased the probability of the same artifacts dropping, now you can just level up in magic without fear of anything, the worst thing for you is resistance :D

And before, there was a red orb + AOTD, and that was it, or a dumb fighter with a cloak, mass-haste, and PREVED! Now you can level up mages - like kamikazes or even warlords in the case of a fast melee game. The game is called Heroes of MIGHT and Magic, not just Magic :p
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16 years ago
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Question about Barbarian: Is Tyrax the best Barbarian hero? Or is Crag still strong? In general, what are the nuances when playing as a Barbarian, say, with a random hero?
In reply to Avern
16 years ago
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"Question about Barbarian: Is Tyrax the best hero? Or is Kragg still strong?
In general, what are the nuances when playing as Barbarian, say, with a random hero?"

Of course, yes. Take a look yourself, 30+ wolves on level 111, a very strong second skill.
As for the other heroes, Dessu has been nerfed, as have all the logistics heroes. The slow effect has been removed from Gundula's spellbook. Jaber and Grechkin are quite strong - they have been buffed. Gurnisson has also returned to his former self; he has been slightly improved, as artillery gives orcs +15% damage. Kragg has a lower chance of getting bad luck, as he only has the basic offense skill - that's how it is.
And Shiva is strong, especially with a hidden ability.
In reply to Avern
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16 years ago
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Avern
Question about Barbarian: Is Tyrax the best hero?
Yes.
Or is Kregg still strong?
He's still strong, but Tyrax is much stronger.
In general, what are the nuances when playing as Barbarian with a random hero?
There aren't really any. You still upgrade the wolves to level 111 and go fight. Just fewer wolves, and more goblins and orcs. And you need to quickly get the birds, it's difficult with just wolves.

This is for the case if it's not Grechkin or Zhabar. For the first, you upgrade the goblins to level 111, they are the main attacking force. For Zhabar, you don't upgrade anything, orcs 111, Rukh 112 (sometimes the other way around).
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16 years ago
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The long-awaited release of software for creating symmetrical templates from Ivor:

http://slil.ru/29557824

Description and usage instructions are included.
In reply to Wicc
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16 years ago
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Tower Patch Project!

In WT, many complain that Tower is the weakest castle. I want to bring it up to the average level. Let me say right away that what follows is my noobish IMHO, which doesn't claim to be the truth. I propose discussing some changes that, in my opinion, should make Tower playable.

Monsters:
1. Master Gremlins lose their melee penalty. (Reason: Tower has problems taking Dragon Fly Hives and drowning pools; this fix will address that injustice.)
2. Obsidian Gargoyles' speed is increased from 9 to 11. (Reason: lack of speed, mobility, and no first strike.)

Heroes:
1. Iona. B. Archery + B. Scholar –> B. Archery + B. Intelligence (Reason: She originally had Literacy and Intelligence. Why was a more useful skill removed?)
2. Josephine. B. Mysticism + B. Sorcery –> B. Armorer + B. Sorcery or B. Mysticism + B. Armorer (Reason: A new interesting candidate for tanks will appear.)
3. Halon. Specialist Mysticism –> Specialist GREMLINS!! B. Wisdom + B. Mysticism –> B. Wisdom + B. Archery (Reason: He looks like a gremlin! Plus such a specialty is needed.)

Buildings:
1. Cloud Temple can be built without the Golden Pavilion. Or another change to the building tree that allows placing giants in the castle on week 1. (Reason: An earlier access to giants will strengthen army power on week 2.)

Miscellaneous:
1. Make it possible to generate golem external dwellings on respawn (Reason: Tower should have a level 3 external dwelling... plus other bonuses.)

Of course, these changes are debatable and not necessarily accepted. But something must be done, because Tower is lagging far behind. I await criticism, objections, or suggestions. :smile50:
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16 years ago
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in my opinion, 160-170 Gremlins are stronger than the Miner. So, I think a specialist against them is unnecessary.

Everything else is good :)
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16 years ago
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sure, you can reduce the number of units with the "Thunder" special ability to their starting amount)
for example, 15-25 in a stack)

in total, it will be around 110-115).
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16 years ago
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Maybe then, two stacks of 40 and some kind of wagon? :)
In reply to Dirty_Player
16 years ago
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Regarding monsters: Increase the number of Grenadiers to 12, the penalty can remain. For regular Gargoyles, set the speed to 7, and for upgraded ones, set it to 10 – this should be sufficient for the first turn in confrontations on grassy terrain; 11 seems excessive. Regarding heroes: The Halon option is interesting in terms of a main hero – a mage, but I still think he will remain weak. Perhaps it would be better to specialize Ion in Grenadiers. Give Fafnir armor instead of erudition; 7 Nagas with 140 hit points and armor on the second level will be quite formidable. Regarding buildings: Giants don't seem to be a good alternative to Nagas, at least not in the second week, unless the plan is to use Titans in the future, but that's a long way off. Perhaps remove the dependency of building levels 6-7 on the construction of mages. And also, provide an overview from the start.
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16 years ago
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another suggestion: slightly reduce the number of resources required to build Djinns – 6 crystals and emeralds is a bit too much; Djinns aren't that overpowered, in my opinion. and with the high resource requirements for Taverns for all types of resources, players almost always neglect building Djinns...
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16 years ago
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Djinn are not targeted because of their resources, but because of their building speed. Nagas are more valuable.

There was a suggestion to make mages with a guild a dead-end branch, meaning that after golems, you could immediately start building djinn and nagas. Then you could invest levels 5-6-7 in the Castle on level 1.

And group djinn would provide a +1 speed bonus in confrontations.

Regarding heroes, there were plans for a significant buff to the Scholar, so it's not certain that replacing him with another skill would strengthen the hero.

The idea about Halon didn't occur to me. It's interesting, I need to think about it. However, it might be better to choose a less effective wizard, for example, someone specializing in obscure spells. Mysticism is still a relevant theme.

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