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It's very simple. Let's take an elf with True Luck and a Necromancer with Shout of Horror. How will luck help the elf if he skips turns? The only thing that can save him in this situation is that the elf's luck cannot be reduced. Nevertheless, the elf with True Luck somehow loses to a gnome with proper skills, and the same Necromancer wins. In my opinion, initiative in battle is much more important than luck.
In any case, maybe I didn't express myself correctly when I said that "it's much better," because all super abilities are balanced, but the fact that so few people voted suggests that Shout of Horror simply hasn't been fully appreciated.
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
Yes, because you're unlikely to use more than half a dozen spells anyway. At best, ten, and that's on Tuesdays. But it's great to know all the spells for free! To be able to spend a turn on an Expert Trap or Expert Unholy Word! To get a second nuke in the Chaos school that you won't use because you already have the first one. This is much better than dealing or receiving twice as much damage, or than instantly doubling your army, or than messing with the morale of the enemy army.
Morni, but at least you don't have to learn magic skills at all: if space is limited, it frees up a lot of it, which is nice.
It's very simple. Take an elf with True Luck and a necromancer with Shout of Horror. How will luck help the elf if he skips turns?
You can't skip more than half of the turns, and the elf will deal twice as much damage. + Shout of Horror is an active ability; you still have to cast it, while luck is passive. Wing will simply prevent you from casting it.
In any case, maybe I didn't express myself correctly when I said that it's "much better," because all the super abilities are balanced, but the fact that so few people voted suggests that they just haven't figured out Shout of Horror yet.
Shout of Horror is a very good ability, but it's less versatile.
You can't skip more than half of the turns, and the damage will be twice as high for the elf. Plus, the scream of terror is an active ability, you still need to cast it, while luck is a passive ability. Wing will simply prevent you from casting it.
Well, Wing is a completely different story. As for luck, I usually always take luck for Necropolis. You see, it's mainly about initiative. But as I said, everything is balanced; I was just surprised that so few people voted for it.
The scream of terror is a very good ability, but it's less versatile.
It's quite versatile; you can use it against any race except the undead.
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
I choose True Luck, even though I don't really like the light elves; I prefer the Haven faction. But still, True Luck is the most effective skill among those available:smile49:. The Necromancer's Shriek of Horror doesn't have a permanent effect in battle; if, however, the opponent's Necromancer always skipped a turn and just stood there, that would be something else:D. You could call it True Shriek of Horror, but that's just a dream. Approximately 50% chance to skip a turn... mda:smile48:, that's not enough. True Luck in battle has a 100% effect; that's why the elves are so strong, they're just parasites:p.
1) This is a campaign; you can experiment and do things that would never be possible in multiplayer.
2) Nicholas is defeated wonderfully with wisdom, and fortunately, in the elven cities on the third level, "Create Phantom" appears with enviable consistency.
I never take magic skills for Rangers; they are almost useless for them (for example, Chaos magic). I only choose:
1. Attack
2. Defense
3. Luck (mandatory)
4. Logistics
This will be more than enough:smile20:
And is light magic also useless? Magic is useless in multiplayer, but in the campaign, where heroes can be leveled up to 30+ levels, it is quite useful: towards the end, the hero becomes more important than his army.
Light magic is something completely different; it hardly depends on witchcraft, but rather on its level of development. For example, Stone Skin 1. Basics of Light gives 3 units of defense. 2. Strong Light Magic gives 6 units. 3. Skilled Light Magic gives 12 units of defense, which is quite good, while witchcraft only increases the duration of this spell in battle to 10 turns. But Resurrection and Holy Word are a different matter; they require more witchcraft, and the Ranger always lacks it because he is not a mage.
It's great when you focus on magic, and the best approach is to take Light Magic and Dark Magic. This is very effective: you cast a general slow spell on your enemies and a general speed spell on your own units. In total, the initiative of your enemies will be reduced by 60%, and if you buy an artifact ring in the shop that increases initiative by 20%, your enemies will only have 20% initiative, so you can start taking them out from turn 3:smile44:. The same applies to other spells.
Yes, that's undeniable, and Faideen also has incredibly high defense, exceeding 40, or attack, but it depends on what each player chooses. Personally, I always choose defense.
It seems there isn't a dedicated thread on this topic, at least not explicitly, so I decided to create one.
Let me introduce myself: "I'm a rather mediocre player, although I can defeat my friends. I became curious about why these powerful abilities are even needed, even though my acquaintances insist they are great."
Now, the main question of the thread: "How necessary are they?"
My reasoning:
1) Orcs. The special ability grants 500 points of rage at the beginning of the battle. As far as I know, it's already possible to accumulate rage quickly in serious battles, but what's the point in easy battles?
2) Demons. Okay. The special ability allows for lightning-fast summoning, but the gates already open quickly, plus you can take "fast gate opening" from the "logistics" branch.
3) Humans. Scouting becomes twice as powerful, but what's the use?
4) Necromancer. A quite decent special attack, but there are analogs: "haste (general)" and "slow (general)."
5) Elves. They already have a high chance of success in almost every attack for archers. Is it really worth the effort?
6) Dwarves. I can think about this one more.
7) Dark Elves. Chain damage is doubled, but by the time you upgrade this, you'll already be almost overpowered (sorry for the word).
8) Mage. Why does a mage need so many spells? I don't see the point, because you won't be able to use that many in one battle anyway. You can, of course, diversify each battle with different spells, but how much benefit does that really provide?
Postscript: "And valuable skill points are sometimes spent on unnecessary/marginally useful talents."
I'm interested in reading other people's opinions on this.
Actually, there are already topics for discussing СА:
/topic/3897//topic/1238/
But there they choose the best one, and you want to criticize them… In general, I agree with many points, but isn't it nice just to have СА at all? In Campaigns, for example, they greatly expand the possibilities for development ;).
Regarding the mage skill – try developing it in Zehir’s “Lords of War” campaign, playing as a Hero. Then you will see how necessary it is to have many different spells :).
But here they choose the best one, and you want to criticize them...
This is the topic of the poll, but you can say anything you want about them in the thread ;)
Orcs. The special ability gives 500 points of rage at the beginning of the battle. As far as I know, they can already gain it quickly in serious battles, but why is it needed in easy battles?
Orcs are not the fastest faction (at least without their rage, they are inferior to many). So, these 500 points will be great for speeding up some units and for taking the hit if the opponent goes first. Because, in my opinion, absorbing damage is the best bonus that rage gives.
Demons. Good. The special ability allows you to summon lightning fast, but the gates already open quickly, plus you can take "fast gate opening" from the "logistics" branch.
Fast gate opening also affects the position of the summoning unit. But in any case, it's not the best ability, I agree.
3) Humans. Surveillance becomes twice as powerful, but what's the point?
That's why no one votes for it ;)
4) Necromancer. A quite decent special attack, but there is an analogue: "acceleration (general)" and "slowdown (general)".
These are not contradictory analogues; you can use them all together or at least two of them (considering that light and dark magic are somewhat strange).
5) Wood Elves. They already have almost every attack successful for archers. Is it really worth worrying about?
In principle, I agree, if you take constant luck and a horseshoe, the probability of success will be 50%, which also confuses me... But if the CA raised it from zero to one hundred...
6) Dwarves. We can think about it more.
But dwarves don't need to take the ability to reduce luck for CA. It's unfair :(
7) Dark Elves. Damage from chains is doubled, but by the time you upgrade it, you'll already be almost an "imba" (sorry for that word).
Well, yes, and I don't think chains are the most important thing for a Warlock. Unless there are many Dark Elf cities on the map.
8) Magician. Why does a magician need so many spells? I don't see the point, because you won't use so many in one battle anyway. You can, of course, diversify each battle with different spells, but how much benefit is there in that?
I don't think it's very necessary in multiplayer, though. But in campaigns at high levels, it's just great, because you can save an entire slot for something else, not related to magic ;)