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Posts from Discussion about the Sanctuary faction.

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14 years ago
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Hey, I have a question. If you're leveling up a Knight, should you focus on defense or attack? It seems like their defense increases anyway, so maybe it makes sense to boost their attack. Or would that not be as effective?
14 years ago
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I'm playing as a Hero. In the 4th mission, on week 3, I encountered a demon with armies of 200-300 units each. This made me question my build, as spells dealing 1-2k damage become useless. A more viable branch is definitely the Tears skill tree, as it provides both summoning, healing, and damage reflection! I noticed that the AI focuses on only one unit, and with a 1k power healing spell, enemy units will kill themselves against your "tank," and the racial ability also provides damage reflection.

How do you develop your Warrior/Mage?
14 years ago
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It’s a pity that this faction in the release differs somewhat from its original concept. I remember that even in the Internal Private Closed Beta, you could play as Sanctuary in the form it was originally intended. What’s most disappointing is that Coral/Pearl Maidens became ranged units. The so-called “projectile” doesn’t suit them; it doesn’t look right. Snow Maidens are no longer as valuable and irreplaceable. The game has become much easier, and it’s no longer as interesting (I like to get out of difficult situations and develop tactics for a specific race). Overall, it was better before.
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14 years ago
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Actually, I like it this way; before, capturing cities and fortresses with the Naga was a real pain. Besides, we shouldn't forget that, at the moment, the Naga aren't the most overpowered faction ;) Although, it would be nice to bring down the "all-powerful" Necropolis a peg.
Has anyone been actively using the ability to run across water in multiplayer? That could become a really unfair tactic, especially on maps like "Broken Alliance," for example.
14 years ago
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Does anyone actively use the ability to run on water in the game?
Oh yes, that's exactly what I need. Of course, I actively use it. ;)
Still, what beautiful sketches were prepared for Sanctuary, here's an example (taken from here):

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14 years ago
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Oh, how annoying can an extra ranged unit be? For example, in the alpha version, the Sanctuary mission seemed impossible to me due to the lack of ranged units. But the Lightning spell was very well suited for the Coral Priestesses.

And storming cities is still quite difficult for the Sanctuary – why didn't they make the Kirin units flying?
14 years ago
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Has anyone killed the Broodmother without her firing even once?

Added after 1 hour 33 minutes
I did. I took a Tactician and just used a lot of meat shields. And that's it :)
14 years ago
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I completed the campaign. This faction is very strong. Against monsters, only 3 units were enough: Kappa (overpowered, needs to be nerfed) and 2 archers + summoning water elementals. Any enemy (monster) can be defeated with this army. The main thing is to summon the elementals right next to the enemy so that they attack them, and then reinforce them with reinforcements. In general, my other units only fought on the final castles. I played on normal difficulty.
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14 years ago
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By the way, the Kappa units have already been adjusted – the jump mechanic has been changed. Now, I completely don't understand why Kappa units often can't perform their jump (all distance conditions are met).
14 years ago
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I now completely don't understand why kappas often can't make their jump (all distance conditions are met).
Either it's another bug, or the principle of obstacles has changed – now kappas can't jump over them. They also can't jump over warriors.
14 years ago
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Yes, warriors and obstacles can’t be overcome. But if they don’t get hit by the water attack that surrounds them, it remains an overpowered ability. I was removing 5 stacks with the jump ability.
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14 years ago
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Well, the jump range isn't that extreme, and besides, it seemed to me that it's meant to allow the Kappa to start melee combat faster (they only have 4 speed :(). Thanks for the comment about the Warriors and obstacles, I'll keep that in mind :).
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14 years ago
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So, now they just attack everyone around them. It would have been better to leave them with the enhanced attack on a single stack, like the Inferno faction in Heroes of Might and Magic V, so that it wouldn't be overpowered.
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14 years ago
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Yes, they attack all around. But only one cell in each direction and deal half the damage of an attack on the target unit ;). So, hitting five units is incredibly difficult. Therefore, I don't know what makes them overpowered. They're just a decent melee unit. The Vanizame move one cell further, have huge melee damage, and reduce the movement range of the attacked enemy by three cells. The River Spirits are the ones I haven't quite figured out yet. By the way, it seems that Kirins have also been nerfed: at least, the unupgraded ones no longer add action points to friendly units with "Misty Shroud" :(. Or was it only the upgraded ones that did that?
14 years ago
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Kirins add to allies and subtract from opponents. And check its imbalance when the accumulated buffs exceed 300. Cap has decent initiative, so we wait for them, and at the end of the turn, we jump, and a new turn begins again with them, and we move away.

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