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Posts from In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.

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In your opinion, which race is stronger in Heroes of Might and Magic V?
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In reply to Silovik
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19 years ago
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Silovik;45033
It's like moving twice in a row, but then if you hypnotize them, it's game over for the warlocks. There is no need to make things up; some believe that the balance in 5 is the most perfect at the moment, and they are even tweaking it.
I agree, balance is key, and for the hydra to be worth it, you need to get surprise attack for the warlock, and with that teleport and teleport the hydra, and also the turn will start faster
To Fireball
I don't know whether for the light or dark long-ears. For the dark ones I like the chains of elements, and I love the Conflux. If only they had added the Conflux in the 2nd addon. I sent Nival my work on the Conflux, but they are ignoring me:mad:
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19 years ago
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So, you're saying that undead creatures are dominant, right? And no one even remembered the Dwarves! Early to say who will dominate; the Dwarves will appear soon, and they might even give everyone a good beating.
За Инноса
За Аданоса
За Белиара
In reply to ЦАРЬ КРОВИ
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19 years ago
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BLOOD KING;45187
You say that undead rule, but that's not true!
Dark elves rule, as well as elves, mages, and demons are good.
BLOOD KING;45187

and no one even remembered the DWARVES:mad: ))))))((((
Well, they aren't here yet, no one knows about them yet.
BLOOD KING;45187

it's too early to say who rules, the dwarves will appear soon and maybe even
beat everyone up((((
Maybe, or maybe they won't. They will be beaten with chains of elements, because it was the Warlocks who opposed them in the history of Ashan.
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19 years ago
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Guys, in my opinion, when playing against decent opponents, going for the ultimate ability is pure suicide. Since the skills required to obtain it are often somewhat useless... and if someone comes early, the hero will be significantly behind in development. And in general, level 30 requires too much experience; there was already a calculation that ONE hero at level 30 is equal to EIGHT heroes at level 20 (in terms of experience, of course)... so draw your own conclusions about whether it's worth focusing so much on the coolness of this ability when comparing factions. IMHO, it should be the last thing you think about, and you should compare them based on other parameters. For example, it's most difficult for me to win playing as the Academy.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
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19 years ago
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I don't know either the light or the dark elves. I like the element chains of the dark elves, and I love the Conflux. They should have added the Conflux in the second expansion pack. I sent Nival my work about the Conflux, but they ignore it.
Which is understandable, although it's a good idea.
In reply to Alan
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19 years ago
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Alan;45242
Guys, in my opinion, when playing against decent opponents, going for the ultimate ability is pure suicide. Since the skills required to obtain it are often somewhat useless... and if someone comes to your territory earlier, the hero will be significantly behind in development. And in general, level 30 requires too much experience; there was already a calculation that ONE hero at level 30 is equal to EIGHT heroes at level 20 (in terms of experience, of course)... so draw your own conclusions about whether it's worth focusing so much on how cool this ability is when comparing factions. IMHO, it should be the last thing you consider, and you should compare them based on other parameters. For example, I find it most difficult to win with the Academy.
By the way, with the Necropolis, there isn't even one extra development option when aiming for the super ability. You can sacrifice tactics and ranged attack for combat frenzy and cold steel, and the speed boost isn't that great. Curses, Connection, and Cursed Lands are generally the best. Logistics, being on the road, and creeping death are a silent hunter compared to navigation and scouting – no comment needed.
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19 years ago
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Discussion about ultimate abilities is happening in this thread: /topic/1238/
P.S. Does anyone know the exact address where I can send my work about the new race? I sent it to press@nival.com because I couldn't find anything more suitable on Nival's website. Or should I send it to Ubisoft instead?
In reply to Magnus
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19 years ago
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Magnus;45272
The discussion about ultimate abilities is taking place in the thread /topic/1238/
P.S. Guys, does anyone know the exact address where I can send my work about the new race? I sent it to press@nival.com because I couldn't find anything more suitable on Nival's website, or should I send it to Ubisoft?
The discussion revolves around the strengths and weaknesses of different races. Achieving a super ability for Necromancers doesn't force them to take unnecessary skills, unlike other factions, so I don't see a problem with my post. As for the rest, I don't know.
In reply to Silovik
19 years ago
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Imp provided a fairly comprehensive overview of the academy's troops and their capabilities. Yes, I agree that Djinn are not a very strong unit for mages. And yes, it's good that Gremlins can repair Golems. But all of this is insignificant and trivial compared to the mages' special racial ability. I'm talking about the ability to create mini-artifacts! So, what does this ability offer, and what determines its strength? Its strength depends on knowledge. Claim: On large maps, mages will completely crush Necromancers! And, in general, anyone, including Dark Elves, Light Elves, and even those weird gray-brown-purple Elves %))) Proof: On a large map, when you encounter an enemy (or rather, their main hero), you have almost a 100% chance of having 35-40 knowledge. Why so much, and won't this be detrimental to other, more useful characteristics like spell power, attack, and defense? It won't! Because this amount of knowledge is gained directly from artifacts: the Robe and Crown of Sar-Issa give you a total of +12 knowledge, the Ring of the Dragon, Sandals of the Saint, and Mantle of the Dragon give a total of 5. In total, we get +17 free knowledge + 20-25 of our own (maybe even more). Therefore, we get 35-40 knowledge. This allows us to create a very powerful mini-artifact. We create a mini-artifact that gives +10 to a unit's health (+ and raise 2 more characteristics with skillful use) and give it to the first-level unit – the Gremlin. What do we get: When we encounter a Necromancer with 3000 skeletons and archers, we have 1000 Gremlins. 3000 archers is 15,000 health. 1000 Gremlins with the artifact will have 15 health each, which is also 15,000 health in total! So, balance is maintained. Let's move on. Here, someone said that "Summoning Undead is the best." But with mini-artifacts, you can increase the health not only of Gremlins but also of Gargoyles, Golems, and so on. Then, we increase initiative and luck so that our units go twice as often as the enemy's, and so that the Banshee's scream doesn't affect us. Since the map is large, we have enough resources for all of this. Then, we remove the artifacts that give us bonuses to knowledge and put on bonuses to spell power and attack, ignoring defense. There is only one thing left to do: "KILL THE BASTARDS!!!" (c) )))))))))))))) Conclusion: On large maps, mages rule, on the others, Necromancers rule, and everyone else is afraid of them %) It's not for nothing that in the main scenario, the mages defeated the Necromancers
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19 years ago
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I don't quite get it—three votes for the dwarves?!?!?! Or is this just hope?? 8)) (let's hope it's not unfounded).

Overall, I agree with Imp and M4s that mages simply tear other races apart (even on maps that aren't huge). As for genies, I'll repeat once more: in a rather expensive mage castle, this is exactly what they lack—namely, FREEBIES. Because by building their upgrade (+2 genies +500 coins), they become completely self-sustaining, meaning they don't drain the treasury with their presence.
And a small addition from me: "Smash the goats!" (c) happens via dark magic. Why:
1. It's unexpected... and accordingly, dispels aren't prepared.
2. And most importantly—MASS SLOW. Your units have an initiative of 19%+ thanks to mini-arts, while enemies get a hefty minus... (especially the necros are howling).

P.S. The low popularity of mages is likely explained by the fact that many incredibly stubborn people can't see mages at all after own three... how can they be, since they aren't in the snows, no nags, no proper gargoyles...
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
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19 years ago
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Assertion: On large maps, mages completely crush necromancers! And, in general, any faction, including dark-light and gray-brown-raspberry elves %)))
Proof:
On a large map, when you encounter an enemy (or rather, their main hero), you have almost a 100% chance of having 35-40 knowledge. Why so much, and won't this be detrimental to other, more useful characteristics such as spell power, attack, and defense? It won't! Because this amount of knowledge is gained directly from artifacts: the Robe and Crown of Sar-Issa give you a total of +12 knowledge, the Ring of the Dragon, Sandals of the Saint, and Mantle of the Dragon give a total of 5. In total, we get +17 free knowledge + 20-25 of our own (maybe even more). Therefore, we get 35-40 knowledge. This gives us the opportunity to create a very powerful mini-artifact. We create a mini-artifact with +10 to unit health (+ we also increase 2 other characteristics with skillful use) and put it on the very first level – the gremlin. What do we get: When we encounter a necromancer, he will have about 3000 skeletons and archers, and we will have 1000 gremlins. 3000 archers is 15,000 health. 1000 gremlins with the artifact will have 15 health each, which is also 15,000 health in total! That is, balance is maintained here. Let's go further.
Here they said that "Summoning is the best." But with mini-artifacts, you can increase health not only for gremlins but also for gargoyles, golems, and so on. Next, we increase initiative and luck so that our units go twice as often as the enemy's, and so that the banshee's scream doesn't work on us. Since the map is large, we have enough resources for all this. Next, we remove the artifacts that give us bonuses to knowledge and put on bonuses to spell power and attack, and we don't care about defense. There is only one thing left: "KILL THE GOATS!!!" (c) ))))))))))))))
Conclusion: On large maps, mages rule, on the rest, necromancers rule, and all the others are afraid of them %) It's not for nothing that in the main scenario, mages defeated the necromancers.
Of course, the Academy is a perfectly decent castle and is very strong on certain maps, but many things in your reasoning are definitely confusing.
1. The Robe of Sar-Issa gives +6 to spell power.
2. You want all the top artifacts to be lying around on the map, and that they all end up with you. Optimist...
3. 20-25 of your own knowledge, even with a higher education, is level 30, which is not easy in itself.
4. 1000 gremlins are recruited from one castle in 6 months. And you want the necromancer to have only 3000 skeletons by that time??? 8000-10000 is more likely, in that time and on an XL map. At the same time, a normal necromantic skeleton does not have 1-2 damage, but 4-5, and the mage's own attack/defense is also weak. I'm not even talking about how many knights can be trained.
5. The Academy will not go twice as often, because this is not an initiative-based castle (unlike the elves).
6. Screams and howls cannot be resisted, as well as constant luck and mana drain (even with such mega-knowledge, the imps will cope in 2 turns, and if the artifacts are removed, then in 1)
In reply to M4s
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19 years ago
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M4s;46286

They said here that "the Necropolis faction rules." But with minor artifacts, you can increase hit points not only for Gremlins but also for Gargoyles and Golems; after that, it's pointless. Next, we increase initiative and luck so that our units go twice while the enemy goes once, and so that the Banshee's scream doesn't affect us. Since the map is large, we have enough resources for all of this. Next, we remove the artifacts that give us bonuses to knowledge and put on bonuses to spell power and attack, ignoring defense. There's only one thing left: "KILL THE GOATS!!!" (c) ))))))))))))))
Conclusion: On large maps, mages rule; on the others, the Necropolis faction rules, and all others are afraid of them. It's not for nothing that in the main scenario, the Necropolis faction defeated the mages.
Well, you're quite the storyteller, removing some artifacts and putting on others, improving initiative, defense... large map, small map...
Everything is fair, but you're not playing against your imagination, but against opponents and neutrals who also develop and will periodically make raids, conquer mines, maybe even damage your army, develop themselves, and increase their army, especially the Necropolis faction. Regarding artifacts, you probably meant that they are sold in your shop, but the prices are so high that if you buy them all, I don't think you'll have a decent army by the decisive battle, and your hero won't be very well-developed. Minor artifacts also require resources, and as I heard in patch 4, they won't be able to be sold back, so you won't be able to experiment much with them. Minor artifacts are good, but your hero is a mage, and as I think, he is the strongest link in your army, so develop him.
P.S. "Kill the goats," I hope you meant something personal (a neighbor on the LAN, a brother, or a friend..., livestock in the pen...), and if not, then your statement is at least not politically correct and does not correspond to the noble name of a mage in Heroes 5.
Снова играю в Герои5!
In reply to Imp
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19 years ago
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Every castle has its own strengths. Many players who play Heroes 5 choose a castle based on their preferences from previous installments. Those who are playing for the first time will likely choose a castle based on their own beliefs: good or evil. Objectively, it's difficult to say which castle is the strongest, but Necromancers definitely rule with their archer-skeletons, although it takes time to build up an army. For me, Necropolis is the strongest.
In reply to Fireball
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19 years ago
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Fireball;44961
In my opinion, on XL maps, the Dark Elves fare the worst. The more troops there are, the weaker Chaos Magic becomes (unless the map is randomly filled with +1 magic), and the stronger Light and Darkness magic become. Their super ability isn't the best either; the Orcs and Elves have better ones, especially on large maps. Humans will have time to train (peasants will pay for themselves by converting into Arabs), Inferno will simply consume all the mana, the Academy will be filled with artifacts, the Necromancer will have skeletons measured in kilograms (Implosion + Boots of Grounding + Arcane Wave won't help), and the Elves with Eternal Luck and Sworn Enemy will be terrifying. As much as the Dungeon is great for medium-length games and maps, it's weak on XL maps.
Based on your post, it seems like the Dark Elves will just sit and watch as all the other races strengthen themselves. On an XL map, I will persistently search for enemy heroes starting from level 10-12, only being distracted by truly worthwhile things. Even if I don't get very lucky with the starting position and development (in terms of time), a well-developed level 12 Dark Elf hero is capable of tearing apart a hero of any race that is 3-4 levels higher. I'm not taking artifacts into account, as most people do when describing the advantages of their factions; I'll just say that with the necessary artifacts, the "dark-eared one" becomes a terror on the map. P.S. On an XL map, in my opinion, the Dark Elves' strategy should be based not on focusing on their own development, but on preventing the opponent from developing (IMHO).
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19 years ago
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Based on your post, it seems like you believe that the Dark Elves will just sit back and watch while all the other races get stronger. On an XL map, I will persistently search for enemy heroes starting from level 10-12, only diverting my attention to truly worthwhile targets. Even if I don't have the best starting position or development (in terms of time), a well-developed Dark Elf hero at level 12 can easily defeat a hero of any race that is 3-4 levels higher. I'm not considering artifacts here, as most people do when describing the strengths of their factions; I'm simply saying that with the necessary artifacts, a "dark-eared" hero becomes a terror on the map.
P.S. In my opinion, on an XL map, the Dark Elves' strategy should focus not on their own development, but on preventing the opponent from developing (IMHO).
Maybe I'll surprise you, but I largely agree with you, and a low-level hero can definitely take out many dungeon heroes. I think the critical level is 15; starting from that level (if they're lucky), everyone else starts to have enough abilities and skills. And by around level 20, they definitely will. But how are you going to manage to kill everyone before that on an XL map, especially on a random map? IMHO, it's unlikely. But this can only be verified with a random map generator.

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