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Posts from Haven faction discussion.

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PvP? PvE? And if you split the Vestals, there's a lower chance of "Pacification."
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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Klivren
I apologize, but for now, Inferno has absolutely no chance against Haven, but Necromancers sometimes manage to get back on their feet ;)

I hope that Haven and Necropolis will be significantly nerfed in patch 1.2. At the very least, if they reduced the Guardian Angel's power by a factor of 2 and removed or nerfed at least half of the abilities and made the Blind ability work correctly (so that it actually blinds and deals decent damage, but doesn't leave everyone alive and well), it would be more playable. As it is now...
In reply to StarSpawn
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I agree that the "Blinding" ability should work properly for the "Shining Ones" faction, and that the "Dispel" ability should not work automatically, but rather as an activated ability with a cooldown for other factions.
In reply to StarSpawn
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In duels, balance is not a factor, but it is quite possible to play against the Alliance, focusing on development. However, two stacks of "Light" creatures might be a bit too much. It's not certain that they will be significantly nerfed.
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
In reply to Klivren
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Klivren
There's no balance in duels, but it's quite possible to play against the Alliance, just 2 stacks of Luminaries is too much :) It's not a given that they'll be nerfed too much.

Well, if not too much, they'll start balancing again, because it's already an overpowered unit. It's enough to prohibit the defensive playstyle and remove the option with two stacks of the Alliance, and problems will begin.

Today, I was testing Inferno, and a winning strategy can only arise if the Heretic gets extremely lucky, because there's no point in taking a Mage... as a result, every turn we focus on maximizing the "Open Gate" spell, which allows us to summon more units than we have, but this "trick" only works with morale; if it triggers 4 times and luck triggers 5-6 times per turn, then the Alliance will start losing due to healing, even with just 2 stacks of Luminaries, and it will start losing even more because all healing spells will have to be used... of course, if the luck modifier also worked in this scenario, it would be hilarious to watch the Alliance lose, but alas, we have what we have. In another similar battle, a complete loss if luck and morale don't trigger at the start... in short, I figured that the chances of Inferno winning against the Alliance are 1 in 20.
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Cutting... I think that for Haven, it's necessary to have griffons and blinding rays as key units, and in duels, replace the set with two stacks of rays with two stacks of Knights or Griffons, for example :). So, I don't see any overpowered units, except for the overall game strategy.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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Still, I don't see any overpowered units, except for the game's tactics itself.
A huge number of healers, a "bulletproof vest" that also heals well at its highest level (although it's already very strong without that). Beams that have high speed and initiative, are subject to morale, cheaply remove buffs from enemies and debuffs from allies, and blind. They should reduce their dispel to only one stack from one allied unit at a time and make the blinding effect not deal damage.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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StarSpawn
then the chances of Inferno winning against Haven are 1 to 20.
Perhaps you meant this if you remove one stack of Shimmers? If you play defensively and with two stacks of Shimmers, the chance is far from 1 to 20, no matter how much luck is involved, as the damage from luck is so insignificant that it is practically useless, and the summoned units disappear with the death of the main units. And the Heretic has a very low magic defense, which will allow the Shimmers + Elemental of Light to destroy one stack per turn. And an Angel under the Aura of Retribution will also significantly reduce the enemy ranks.
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
In reply to Klivren
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Klivren
Perhaps you meant this if you remove one stack of Radiants? If you play defensively and with two stacks of Radiants, the chance is far from 1 in 20, no matter how much luck you have. As long as the damage from luck is so insignificant that it is practically useless, and the summoned units disappear with the death of the main ones. And the Heretic has a very low magic defense, which will allow Radiants + an Air Elemental to destroy one stack per turn. And an Angel under the Aura of Retribution will greatly reduce the enemy ranks. :)

Specifically, with 2 stacks of Radiants. But, unfortunately, the tactic of playing as the Alliance is complete noobism, and as long as this is the case, I won't consider any player a pro in a duel for this faction, and the same goes for the Necropolis.
I don't see the point in casting the Aura of Retribution on Angels, as the damage on them will not be high.
If you really play without Radiants at all, the chances of the Alliance fall so much that it automatically makes this faction unplayable, because you have to break through defensive formations, and there will be no units that deal incredibly high damage, while also removing magic, and they can't even retaliate for it. In essence, Radiants are a bugged unit that should have half of its abilities cut, or simply remove half of them, or better yet, replace them with some kind of ranged unit, then it would be normal.
The fact is, playing a duel against Inferno is pointless, due to the non-working luck, and the racial skill points are still small and directly depend on luck, which puts Inferno in unequal conditions compared to the racial skill points of the other factions.

I wouldn't be so happy in the place of people who are dominating with the Alliance, because it always happens the other way around, when you play against an overpowered faction, you only hone your skills. I was convinced of this in many games, where at some point they make a patch in which the overpowered faction becomes an ordinary weakling, and the eternally weak one gains about 30% of the power that the previous leader had, and as a result, it simply makes the current weakling look ridiculous. :) Just remember WoW, where there were mage overpowered factions, when they were nerfed, they were just a laughingstock in PvP, this lasted for about 2.5-3 years, after which the mages were buffed again and now they are mercilessly taking revenge on the enemy. :rolleyes:

For the Alliance, it is enough to remove 1 stack of Radiants (and better to reduce their number by 50% or add a retaliatory attack) and remove the Guardians' ability to reduce damage by 25%, then I would see how even against a clever Inferno it would play, when the damage dealt would be impossible to cover with healing magic. But this is all theory, in practice it is not very good yet.
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The Guardians shouldn't have their ability removed. This is perfectly in line with the faction's theme.

By the way, the Alliance's horses could use a buff.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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No, the horses are fine.
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They only seem orderly because all the work is done by the spells. But if the focus shifts, all the downsides of the Knights will become very apparent. They should remove the retaliatory strike ability and increase their hit points instead.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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I agree. Horses are weak for their tier. We don't even notice them against the backdrop of more powerful units.
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Just give the Knights the ability to attack first in any situation, whether it's a counterattack or against a counterattack ability, and that would be great. The horses are a decent unit, okay in all respects, but their attack range doesn't seem to work very well, and the damage is very low.
By the way, there's a lot of complaining about the "Shades of Darkness" faction on many forums, I suspect they will be heavily nerfed, and if that's not enough, they will complain so much that they might end up buffing all the other factions instead. :)
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StarSpawn, you undoubtedly consider yourself a "pro" player for all factions (perhaps even in all games?), so let's start eliminating some other stacks in other factions. I've won duels by remaining with just one Seraph, and I don't worry too much about the death of a stack of Radiants as long as the Seraph and Guardians are alive. Only the most inexperienced players start to fear them (the Radiants) and try to destroy them, neglecting the Guardians. Regarding honing your skills, I gained my small tactical experience playing as Haven in previous installments of the series, where players always had various powerful roles, and I'm not very afraid of them being "nerfed" or of losing. ;)
P.S.: Demons are killed by the Aura of Vengeance in one counterattack, especially if you're lucky with morale. :)
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:

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