Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
By the way, the strategic map has become more interesting to look at. At a glance, you can determine the level of the city and its fortifications, whether there is a portal to the city, a special building, or a Tears of Ashi building.
For the humans, the final battle was a victory. As a result, the Haven faction shared second place with the Sanctuary. But playing as them is much more difficult.
And demons – yes! To say that they are much stronger in duels than in a sequential development is an understatement :).
Demons have weak troops (especially Imps and Pit Lords). But there are much more of these troops than anyone else! Opening a gate, opening another gate, and opening yet another gate :)! My hero was a mage, and his main task was to deal damage with "Explosion" and "Fireball" (while "Fire Storm" and "Armageddon" are less effective) and ensure victory by casting "Berserk" at the right time (!).
Battle against Haven (Medium AI)
And again, it's amusing. It seems that humans should always defeat demons and the undead, as they have increased damage against them. But again, no. The battle unfolded in the same scenario as the battle when I played as humans against demons. The demons simply crushed the humans with reinforcements.
Battle against Stronghold (Medium AI)
As before, when I played as Sanctuary, Cyclops were the biggest problem due to their "Insensitivity." But the summoned Pit Lords dealt damage, and the demons, as a group, attacked the Cyclops. However, there is an unpleasant moment: if the Cyclops "wait," then at the end of the round, they do not suffer losses and attack with full force!
Battle against Inferno (Medium AI)
A very difficult battle, as fire magic was practically useless. As a result, I survived only by opening gates. This time, I failed to kill the initial enemy squad in time so that they wouldn't have reinforcements. But, little by little, I dealt with all the enemy units :).
Battle against Sanctuary (Medium AI)
I already thought I was going to lose, as I had only a few melee units left against a practically intact squad of Kirins, but then I noticed "Berserk" in the spellbook. Together with it, the Pit Lords killed 6 (!!!) Kirins per hit. All other troops were no longer needed.
Battle against Necropolis (Medium AI)
Instead of saying "and again defeat," I will say "and again 'Berserk'!" Killing 5 Fate Weavers with half of the initial squad of Pit Lords is cool :cool:. As a result, despite fighting an army with two squads of Ghosts, the "weak" demons even defeated Necropolis!
Outcome:
At first, it was very difficult. The faction didn't impress me at all. But, since demons are true masters of fire magic, I discovered the highlight of their magic :). Perhaps "Armageddon" is not a very useful skill; we worried in vain about the imbalance, but I think that taking the Tears path for an Inferno hero, which has a useful passive ability at the first level, is a good choice! So, I will create my next hero with a focus on Tears.
So, as a result of 25 duels, my tournament table looks like this:
2nd place: Sanctuary, Haven - 4 wins
1st place: Necropolis, Stronghold, Inferno - 5 wins
:):):)
------------------------------------------------------------------------
By the way, Lord_de_sat, I want to reassure you about something. Humans defeated the undead only because I took a weaker undead squad, not the one with two squads of Ghosts, but the one with Ghosts and Skeletons. The Orcs also fought a weaker army, but they would still have won. And if anyone is interested in what armies the duel heroes have, I will gladly answer ;).
After playing the Beta for a while, I decided to share my thoughts:
It's a shame that there are practically no free resources on the maps, and I haven't noticed anything like mills or gardens (which makes the second hero almost unnecessary in such a setup). I really miss the old, rare resources!
I don't like the fact that almost all units have high speed and reach the end of the map in just two turns.
The attack magic is very "weak" (I played as a mage); the damage from Fireball was almost the same as a regular attack, so what's the point of taking it! In general, I don't really like the spell system!
Gold mines now only bring in 500 gold – that's ridiculous, although I didn't have any particular problems with gold, but only because it was difficult to build the Castle (I mainly lacked crystals)!
It's not indicated what the growth rate is in the Castle!
You can't use the same magic every turn! Considering that there is almost no magic at the beginning, and even what you manage to learn, you have to use it every other turn!
It's a pity that they didn't bring back a good feature from the 5th part: when you hold down Ctrl (or Alt, I don't remember), you could use Fury to attack, and it wouldn't move back.
Overall, my impressions are mixed: for example, I really like the graphics, but many simplifications, shortcomings, and new features spoil the gaming experience. To be honest, I'm playing without much enthusiasm(((
There are plenty of resources available. Campfires and skeletons have become very important – besides gold, they can also bring in crystals.
Now, most battles are close-quarters combat. But archers always have time to shoot, and even fast enemies can be kept at bay for up to 3 turns!
Yes, magic has been weakened. Now, "buffs" and third-level spells are very effective. First-level magic is weak, but some spells have decent after-effects.
Cities now generate up to 4500 gold, and forts generate an additional 500 – mines generating 1000 would be unbalanced.
Yes, the lack of growth indicators is a drawback.
Not just sometimes. Some spells have a 2-turn cooldown, while others have a 3-turn cooldown. If a spell is only used once, it's quite disappointing.
I'm not sure about that. Archers can switch to melee combat (this is very useful for cyclops, for example) by pressing "Alt" (previously "Shift").
I have mixed feelings too. The graphics are great, but many things are annoying. After a decent main menu was added, the most annoying thing is the "copy-paste" units (stream spirits - water elementals, radiance - air elementals, blinding radiance - light elementals). And the lack of a city window is also a drawback. I also didn't like the excessively high percentage defense of all units, which makes all units deal weak damage. But the game is addictive. It's now more interesting to plan the hero's development, and you can spend a long time exploring skills! The reputation and dynasty ideas are very interesting (see the new topic). All units have interesting active/passive abilities.
Regarding magic, I didn't like the fact that each faction has 5 types. It would have been better to give a maximum of 3 types to each faction; otherwise, spells with the same effect are pointless! It would be better to give each faction Primal magic and two other magic types that suit them thematically.
To unlock blood or tear spells after level 15, you basically have to defeat almost everything on the map (you could say, clear the entire map). Usually, a hero at level 10 or 11 is enough to defeat all enemies and reveal the entire map, so the point of reaching level 15 becomes less relevant.
Единственным извращением является отсутствие секса, а остальное - вопрос выбора и пристрастий. (З.Фрейд)
The Blood/Tears reputation is usually built up by level 10-11. And yes, I agree that it's difficult to develop before level 15, but that's when you start getting really powerful skills.
In general, there are two pivotal moments in a hero's development: level 5 and level 15. When I played a hotseat game with Demons against Orcs, I didn't want to waste points on unnecessary skills between levels 8 and 15, so I waited until level 15, distributed all the points, and played the final battle :).
In general, there are two turning points in a hero's development: level 5 and level 15. When I played a hotseat game with Demons against Orcs, between levels 8 and 15, I didn't want to waste points on unnecessary skills, so I waited until level 15, distributed everything, and finished the game :).
What kind of map is this, small and with only two factions? If so, how did you manage to reach level 15? I played on a small map, and I only reached level 5 and defeated the opponent!
Now that the game is almost fully revealed, with nearly everything shown and tested, I can confidently share my opinion (with emphasis on the word my).
Graphics: Quite good, soft, I would even say. The detailed depiction of the warriors is pleasing, as is the return to normal proportions. Finally, a good artist has been found, because in the fourth part, they gradually started to "mess around" with the proportions, and in the fifth, they happily picked up on this trend, ruining a good portion of the units. All that remains is to introduce normal city windows into the game; the current ones are tolerable, of course, but still...
Although, no. There's one more "but." The appearance of the angels (or whatever they're called now) is still irritating. It's terrible.
Sound: The music is mostly enjoyable, although some melodies, to be honest, don't quite fit. Overall, the game is successful in terms of musical design, but it still can't surpass the fourth installment.
However, it's worth noting that the voice acting of the units on the battlefield was normal (even excellent) before installing version 1.3 (although some units didn't have any voice acting at all). After that... it's a disaster. Horrendous. They would have been better off leaving just the sounds of attacks and other special effects, but without the voices...
And yes... I almost forgot. The dialogues in the campaigns. This pronunciation, this accent... It's awful. Those who have played will understand who I'm talking about.
The Gameplay itself, the core of the game. The reputation system is interesting, as are the hero skills and unit abilities. The new city. It's truly new, not like the Dark Elves from the previous installment, which the developers described as a completely new faction... So, I really like Sanctuary – it's interesting, beautiful, and stylish. Nevertheless, playing it personally isn't interesting to me. It doesn't captivate. It lacks atmosphere. It's somehow boring, tedious, and not at all exciting. The only exception is the campaign for Sanctuary; that's where there's really both interest and the atmosphere of the faction. Everything else ends here.
Conclusion: The game itself is a 4/5. Considering that this is "Heroes," the maximum is four with a huge minus. Although, maybe three with a plus. However, the fact that the game was made without John allows for a less critical attitude. Therefore, 4 with an infinite number of minuses. I'm waiting for the seventh installment; the sixth is taking an example from the fifth and passing me by, although not as quickly. I involuntarily wonder: is it even worth waiting for the next installments if John won't be working on them? Probably not.