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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
#6932
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Chingis
I meant, which faction is better to play as against REAL people online?
Yeah, I already realized I'm slow :D

I haven't played yet, so I can't say anything. First, I'll complete the single-player campaign, then read the manuals, then the FAQs, and only then will I play against people :)

Added 2 minutes later
I_N
On the very first turn, I placed a poisonous cloud over his formation, it covered all units and lasts until the end of the battle, dealing 580 damage each turn.
That's interesting. I don't remember such powerful spells lasting until the end of the battle before...
#6933
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Chingis
I_N, thank you, very interesting! Describe a couple more battles?
I meant, which faction is better to play against LIVE people online?
By the way, what do you think of Sanctuary? In terms of comparison with other factions? I've been looking at it for a while, thinking of switching to it from Inferno. It's easy to play Inferno against the AI, but I think it might be difficult against a human.
I like Sanctuary purely visually, and the units there are strong, but not strong enough to wipe out everyone.

Added 1 minute ago
Supric

This is interesting. I don't remember such powerful spells being available until the end of the battle...
This spell has always been available. It's an earth magic spell for wizard heroes.
But the downside of the cloud is that it hangs over one place - a three by three grid.
In reply to Supric
#6934
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Supric
Drain Life – blood (and generally the only blood-based healing ability), while Reinforce – tears.

This is also important if you are developing towards blood magic.
I didn't notice any significant impact. I successfully used the vampire skill and also when leveling up towards tears...

By the way, in the Sanctuary campaign, I leveled up Irene (the mage) with Reinforce. It's quite good, even though she's not a warrior... And Drain Life doesn't seem to work at all against the undead.
#6935
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Yes, it can be used, but there's a catch: it drains tears instead of blood. And we want to level up with blood, and as quickly as possible! Also, it seems to me that the blue numbers (skill effects) depend on the level of the upgrade. I haven't checked yet, it's just an intuition... but I'll be VERY disappointed if it turns out not to be true. P.S.: I'm playing the first mission for Inferno, warrior-blood build. On hard difficulty. I haven't completely defeated any players yet, but I've already chosen the blood path (leveled it up to 300, even without a cheat with Lilim). At the same time, the tear level is 0 (zero) ;) This means that I haven't joined any neutral squads (you get 10 tears for that right away), so I had to kill them all.... that's how I'm playing, crying and killing, those succubi, doggies, madmen.... killing and crying :)))))))))))) It's not possible to fight without any losses, but the single madmen save the day. So the tactics for Inferno haven't changed much since the fifth game :)
In reply to I_N
#6936
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I_N
This was originally a spell. Earth magic for mage heroes.
In previous installments :)
But the downside of the cloud is that it hovers over one spot - three by three cells.
Well, it's meant to disrupt the initial tactical setup.

Added after 39 minutes
And regarding the Inferno ability and trump cards, it turns out it's not all that bad. Let's read the manual:

The total health of the summoned unit will be equal to X% of the total health of the army at the beginning of the battle.

That is, the size of the summoned army depends not on the number of units in the stack that we summon, but on the entire army at the beginning of the battle. So, at the end of a large battle, you can summon a decent stack to the desired location on the map!
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#6937
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Here are some options for balancing: make the Lilim ability usable once per battle instead of once every three turns, or introduce an alternative "mana" for battle cries. Or limit the number of cries, for example, to 10-20 per battle.
This only works for single-player. And there, you can come up with many

Moderated: INAPPROPRIATE LANGUAGE in the message

nerdy
things if you want.


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!



In reply to Zybr
#6938
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Zybr
This is only suitable for single-player. And if you want, you can come up with many annoying things for multiplayer. :)
Why not? What if some smart player in multiplayer decides that they absolutely need level 2 Blood/Tears? :)
#6940
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This only works against the AI. A human player wouldn't be so predictable, neither with summoned demons nor with elementals.
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#6942
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The total health of the summoned unit will be equal to X% of the total health of the army at the beginning of the battle.

In other words, the size of the summoned army depends not on the number of units in the stack that we summon, but on the entire army at the beginning of the battle. Therefore, at the end of a long battle, you can summon a decent stack to a desired location on the map!
However, at the start, this ability is almost useless. It's only good for blocking with gates or removing retaliation.


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!



In reply to Zybr
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#6944
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I wouldn't play with such a smart aleck again, because he'll waste a lot of time with this kind of tactic. Especially if there's no timer.
I think this is disrespectful to the opponent.


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!



In reply to Zybr
#6945
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Zybr
I wouldn't play with such a smart player again, because they would waste a lot of time with this kind of tactic. Especially if there's no timer.
I generally consider this disrespectful to the opponent.
The timer for the battle seems to pause.

But what about in Heroes 5, defeating a horde of zombies with a single nymph? :D :D :D
Or with Inferno and one dog? In general, battles for Inferno were long. Only longer battles were against PRO players (a person could spend 20 minutes on each turn in the 3rd week) :)
#6946
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Chingis
It won't happen, so it won't. I forgot, he's smart :). And you can defeat the AI even without any tricks.
And the gates, which you suggested using to block passages, I saw a STUPID AI, an Oblivion, approach, and I don't remember if it was with its left or right hand, but it destroyed the gates in one move :). Just stupid, instead of dancing around the gates for 3 turns, asking for permission, it just took them down in a second. :)
Well, an Oblivion is an Oblivion :) I'm not suggesting using gates to defend against flyers :))))))))
Although you can, if you summon them right next to your archers.



Added 5 minutes later
Zybr
But at the start, this ability is almost useless. Only blocking with gates and removing retaliation.
Well, in the 5th game, this was the main tactic for Inferno. Don't you think so? In the 6th game, the situation is even better, as they gave low-level archers.

By the way, necromancy also depends on the initial size of the army (the percentages are almost the same as for the gates), and at the beginning, it's almost useless as well.

And also, I really like the unique building-teleport. It's a great thing in a strategic sense. Although it's not overpowered, of course. And the worm is very interesting, does it really not attack its own units?
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#6947
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Well, in the 5th game, this was the main tactic for Inferno. Don't you think? In the 6th game, the situation is even better, as they added low-level archers.
In the 5th game, the "machines" are actively used for Inferno.
And also, I really liked the unique building-teleport. It's a great thing in a strategic sense. Although it's not overpowered, of course.
Before, there was just a town portal spell instead. Now they've introduced this simplification.
Oh yes, in the 3rd game, demons also had castle gates as a building.
And the worm also seemed interesting; does it really not attack its own units?
No. However, a hero can visit the building where it is "recruited" only once per game.
By the way, necromancy also depends on the initial size of the army (the percentages are almost the same as for the gates), and at the beginning, it's almost useless.
Summoning demons is more useful at the beginning of the battle, but necromancy is not needed at the beginning of the battle. Besides, the Necromancer also has ghosts. So there are no problems there.


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!



In reply to Zybr
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#6948
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But what about in the 5th game, defeating a horde of zombies with just one nymph? :D :D :D
Or with those same Inferno creatures and just one dog? In general, battles for Inferno were long in the 5th game. Only longer battles were against PRO players (a person could spend 20 minutes on each turn after 3 weeks) :)
In the 5th game, there is a timer in battle. So the time is more or less fixed.


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!



In reply to Zybr
#6949
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Zybr
In Heroes of Might and Magic V, there is a timer during battles. So, the time is more or less fixed.
But the battle doesn't end prematurely due to the timeout. Here, one battle is enough... just a very long one.

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