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Posts from Haven faction discussion.

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14 years ago
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Moderated: OFF-TOPIC in the message

I started playing the first mission for the Humans, so I came to this thread. I have a suggestion: split it into 2 threads. Move the first messages to an archive, and start a separate thread from message 424 for discussing this Castle, because reading the first 43 pages about what units will be in the Castle, and whether the angels will be male or female, after the game is released, is a waste of time. And I have a question.
From moderator: if we're going to do that, then do it for all threads. But I don't really see the point - it takes a long time to select messages, and no one has done anything like that for previous games in the series. It's a different matter if there are more complaints.
Klivren

Crossbowmen.
Do crossbowmen have low damage? If you compare them to Spiders and Undead Liches, maybe, but thanks to the -50% physical protection on the enemy when they fire, and the arrows that hit "through" enemies, they have become the new Elven Hunters crossed with Academy Mages. When creating your hero, you can choose an ability that allows crossbowmen not to hit friendly units.
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What is this ability?
And from here as well.
Klivren

P.S.: If someone has written something similar, I apologize, I confess I haven't read 44+ pages of the thread.

I think this supports my first suggestion. And it would be good to do this for all Castles.
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14 years ago
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Has anyone encountered an issue where the "Dive" ability of Imperial Griffons doesn't work (they target an enemy, perform the dive, but don't deal damage)?
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14 years ago
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This is a common bug; everyone is complaining about it.
In reply to Zybr
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14 years ago
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Zybr
A wild bunch of healers, a "bulletproof vest" that, at its highest level, also heals quite well (although it's already very strong without that). Luminaries, possessing high speed and initiative, susceptible to morale, cheaply removing buffs from enemies and debuffs from allies, and blinding.
They should reduce their dispel to only one stack from one allied unit at a time and make the blinding effect not deal damage.

In my opinion, everything is fine – light is not overpowered. Inferno will tear them to shreds. And it's also very difficult against the "water warriors" – Luminaries deal magic damage, and you can gain a million magic resistance from the Kirin's aura. There can also be problems with the Orcish Warrior – it all depends on the tactics and skill. If they fixed the bugs, everything would be great.

P.S. What do you think – is dispelling petrification cast on your own creature with Luminaries a bug or a feature?

P.S.S. Guardian Angel is complete

Moderated: VULGAR LANGUAGE in the message

crap
up to level 4 – it's not very useful.
In reply to Антоха
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14 years ago
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Antoha
In my opinion, everything is fine – Light isn't overpowered. Inferno will tear them to shreds. And it's very difficult to fight against "water warriors" – their auras deal magic damage, and you can gain a million magic resistance from the Kirin's aura. There can also be problems with the Orcish Warrior, but it all depends on the tactics and skill. If they fixed the bugs, everything would be great.
Here's an example of something overpowered:
Antoha
dispelling petrification with auras, which you cast on your own creature.
Auras are indeed overpowered.
Antoha
Guardian Angel is useless up to level 4.

Moderated: INAPPROPRIATE LANGUAGE in the message

crap
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Do you use "Healing," "Restoration," "Drain," or "Necromancy I-IV," or is it "useless" for you too? :rolleyes:?
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14 years ago
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By the way, regarding Inferno, I apologize. I encountered a mage-Inferno tactic that wins against Haven with a probability of 1/2 or 1/4. But it is useless against Necropolis.
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14 years ago
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I completed the campaign for Haven, and even though the bug with the upgraded griffins has been fixed, I still think the unupgraded ones are more useful. Also, I never upgrade the archers; in my opinion, the damage they inflict on my own stacks outweighs the benefit of potentially damaging several enemy stacks.
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14 years ago
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Griffons still deal weak damage from the air, even after the fix.
14 years ago
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I played the "Broken Alliance" battle :) on "difficult" level against 5 "strong" AI opponents with Haven. My heroes were the mages Eilin and Rosalia. You can find the mage development guide in the "Hero-Mage Development" section for Haven. It turned out to be not too difficult. But this was my first time playing this level with Haven, so, unlike playing with Necropolis, there were some minor losses in troops. But Haven has decent potential. Firstly, I managed to make a lot of mistakes and shortcomings (see "Hero-Mage Development"), and secondly, I didn't have time to replay some moments (replaying which would have resulted in a much better and faster outcome). I often forgot to use the racial ability. I didn't even buy Sun Riders and Guardians at all, and only bought a few for the second hero at the very end to strengthen him. I easily upgraded all the buildings in all the cities and easily rebuilt them. This time, however, I sometimes ran out of mana at the start. I built the Tear of Ashera at the very end of the game. I finally developed the first level of blood magic, "Holy Blades"; it turns out there's an upward arrow that appears, you just need to click it, and I didn't know that before :). I only gained 350 blood points, while the opponent, a Golden from the Bastion, who was 5 levels lower, gained 2300 blood points. How is that possible? I haven't learned all the abilities of Haven's troops yet, so there's potential to reach Necropolis's level; I need to compare them further. There were several battles; the opponent often fled. In the end, I fought against a Golden from the Bastion, Yugen, level 23, and defeated him, although there were some minor losses; the experience gained in one battle was 110,487. The game lasted 4 months and 3 weeks. If you compare Haven with Necropolis, Haven has a large set of medical supplies and medicines:), there are so many that it's hard to choose what to use; it has a very large medical and defensive set. That's why I jokingly called Haven "Defensive Medicine." And Necropolis is about attack, simplicity, and efficiency, and overall military harmony, so I jokingly called Necropolis "Attacking Resuscitation." ;)
In reply to Chingis
14 years ago
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Chingis, how did you build the Ashi's Tear? By the way, I recently noticed a peculiarity with the Sun Riders: when they attack an enemy unit from the rear, they deal more damage.
In reply to a.k
14 years ago
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a.k.
Chingis, and how did you build the Tear of Ashera? By the way, I recently noticed a peculiarity with the Solar Riders: when they attack an enemy unit from the rear, the damage is higher.
I collected 5 or 6 fragments of the Lunar Disk (I don't remember exactly), went to my level 4 city, and built the Boundless Grace of Elrath. True, I didn't have time to take advantage of these benefits, the game ended :) I haven't had time to use the cavalry yet, it's really funny ;) But I will definitely try them out.
In reply to Chingis
14 years ago
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Chingis
I collected 5 or 6 fragments of the Lunar Disc (I don't remember exactly), went to my level 4 town, and built the Elrathian Grace. True, I didn't have time to take advantage of these benefits, the game ended :) I didn't have time to use the cavalry yet, it's just funny ;) But I will definitely try them out.
Yeah, it's a very useful feature towards the end of the game... If my memory serves me right, there was a similar feature called the Grail in either the third or fourth game, but you had to dig it up in a specific location on the map.
14 years ago
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Adding to the results of the battle for Haven. The city-building order was different than before, when playing as Necropolis (for Necropolis, I cleared out the neutrals with my first hero). For Haven, I had to first build the Hall of Heroes, buy a second hero, take their army, and then clear everything around. After that, I built archers and novices, and only then focused on the economy (before, the economy was a slightly higher priority). Haven has one advantage over Necropolis: the ability to develop Leadership, although I didn't develop it myself, the computer did it for me. In fact, I remember that archers and novices often moved twice per turn throughout the game. I just read a fan-made guide. I didn't use half of the army skills of Haven (guards, crusaders, the skills of radiance and novices to slow down the enemy by 1 turn, the griffon's pounce, and I didn't always use the racial skill correctly), so Haven has a lot of potential.
In reply to Chingis
14 years ago
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Chingis

I just read a fan-made guide. I wasn't using half of the Light Alliance army's abilities (guards, crusaders, the abilities of the Luminaries and Novices to slow down the enemy by 1 turn, the griffons' dive attack, and I wasn't always using the racial ability correctly), so the Light Alliance has a lot of potential.
I haven't read any fan-made guides; based on my own observations: enhanced Luminaries at the beginning of the battle can reach an enemy standing directly opposite in one turn, but the damage is much less than if they were standing next to each other. I haven't noticed the Luminaries slowing down the opponent by 1 turn. In all battles, the computer opponent has never used the enhanced griffons' dive attack ability. I use this ability everywhere, leaving the griffons for the last turn and diving on the most clustered units, which is especially helpful when storming castles, when the computer practically groups its units together. I can hit three or four units at once. Besides healing, I sometimes use the Novices' ability against the enemy (it works on undead, orcs, and probably others).
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13 years ago
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Do you think the developers will add a third branch of upgrades for units in the sixth installment of Heroes, just like they did in the fifth?

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