Posts from Discussion about the FORTRESS race – Dwarves.
The dwarves are certainly strong, but they will still be balanced against other races, so they will also be defeated...
As for rune magic and the anti-gnome ability, there will definitely be some anti-rune spells, but using these runes will rarely be worthwhile. How often do you create artifacts for wizards? Only when you're rushing or when you've already built everything and have tons of resources. And even then, you often don't have enough resources for artifacts with multiple properties. Now imagine having to spend these resources on every battle; you'd go bankrupt right away! No, unless they make these runes cheap, you'll only be able to use them on the easiest difficulty.
here are some that I think they will have:
they will probably be slow, their growth will be small...
I completely agree, the balance for their super magic will probably be super slowness (almost sluggishness), which was characteristic of dwarves in previous installments.
And it seems that the faction will resemble Fortress from the third game, which makes me happy, as it was my favorite castle.
first of all, there are fire worshippers here—I thought fire was colorfully symbolized by demons (all Inferno upgraded units except Cerberi are on fire).
But water magic remains without a race. That's not good.
Dwarves are certainly good, but the fire-based specialization is nonsense. After Disciples, it became ingrained that dwarves wield runic magic, based on water (ice) magic, but here, firstly, they are fire worshippers – I thought fire vividly symbolizes demons (improved units from Inferno, except for Cerberuses, all burn), and the demon city has a lava theme. And secondly, water magic remains without a race. This is not good. But it's too late to talk about it now; we're waiting for the release. We'll see what comes out of it, and if it turns out well, we'll call this edition the "Silver Edition" – we're waiting for the next add-on for the "Gold Edition."
/topic/at/88386/ Анатраилл
