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Posts from Фракции "Might & Magic Heroes VI"

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What is your favorite Faction?
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In reply to Победитель
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Hmm. In duels, the "not very good ability" actually works quite well. Already at level three.
Yes, it's a decent ability, no worse than the one Nagas have.
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I voted for Stronghold. There are some "drawbacks" that I don't consider drawbacks. 1. No healers. Combined with the "regeneration" ability, healers aren't really needed. There are also harpies/furies to eliminate neutrals without losses; you can simply run away with them, and healers aren't useful in battles against enemy heroes either – Stronghold's troops simply deal more damage than the enemy can restore. 2. Weak tactical options – like only being able to attack. I disagree. Orcs have 3 ranged units; a mage who deals damage to all enemy units; and furies that can attack and retreat from a distance. Panther warriors can also be used to destroy the enemy without engaging in combat. They have an initiative of 55 and the Beast Attack ability, which allows them to attack multiple targets without a counterattack. So, you can wait, then attack with Beast Attack, and retreat on the next turn. Only crushers are left without any action. Thus, Stronghold has good opportunities to force the enemy army to advance, and then you can easily destroy units one by one. So, I don't see any drawbacks in this faction compared to others.
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The Sanctuaries made a great impression. An interesting faction, good heroes, an engaging campaign, and the possibility of unconventional solutions. The Orcs are also remarkably well-done. I find the Humans rather boring. Inferno is monotonous. But I voted for Necropolis. Although, for me, they share the top spot with Sanctuary and the Stronghold.
In reply to Hasbulat
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1. Yeah... Inferno. Yeah... It's sad, incomprehensible, and generally doesn't fit. They rely on luck:smile32:. The elite units carry the faction; it turned out to be fun. The developers did the right thing by not changing it too much ("Enough is enough!").
2. Orcs are standard; Warrior – came, saw, caught up, and killed. Orc Mage (what the heck???) – came, saw, looked around, thought, thought... thought... attacked, and died. I'm glad they clearly added Dreamcatchers. They look good. "+"
3. Humans (Russians) – sadness, melancholy. They made the monastery some kind of pacifist place (they're missing zombie farms)... I was very disappointed. It was my "FAVORITE" faction. I'm waiting to see if they'll rework it, because it's some kind of nonsense; damage is 0, the horses have become meat for stew, it's completely unclear what they made of the griffins, the crossbowmen will take down the horses themselves, Vestals and Radiance (who are they? Why? Where's the Inquisition?) - no comment. The angels are so-so, heavily armored. The result is that they can win through attrition due to the abundance of resources and Retribution.
4. Necromancers. An interesting approach to the racial ability (but it needs to be toned down a bit). I like that the Necromancer Warrior can now be called that with pride, the mage is also not bad. The zombies are amazing, the ghosts are also "+", the liches could have been made more elaborate. Great "+"
5. Sanctuary. This is new, interesting, elegant, beautiful. Beautiful in battle, both as a mage and as a warrior. A perfect, subtle combination of units, a wonderful racial ability. Kirin – deals a lot of damage + fog + initiative + spirit (in my opinion, the strongest unit), Toads – mobility + damage 5+, Yukki – She, Mizu-kami is simply lovely. Complete map control in battle "+"

Sanctuary is my choice:smile54:
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Well, here are my thoughts...

1) The Alliance of Light – it’s hard to say for now, as I haven’t played them much (except for a couple of missions from the campaigns). What I’ve noticed is that the crossbowmen are a double-edged sword that you can easily end up stabbing yourself with. The dog-like creatures, I agree, are not very successful. They are quite weak – probably borrowed from Kings Bounty. The healers are strange. On the one hand, they can only heal twice. On the other hand, their attack stuns, but they are clearly not designed for melee combat, as they get beaten up badly. However, the light-emitting creatures seem interesting to me.

2) The Necropolis faction is good. There’s just one problem. They are TOO good. They simply dominate. And that’s not a good thing. There are too many archers, an abundance of resurrections, and all the monsters are excellent. However, I didn’t like the vampires. Now that they are no longer protected from enemy counterattacks, sending them to the front lines has become dangerous.

3) Inferno has hardly changed since the 5th installment. It has only gotten worse. The infantry is rather weak, and the dependence of racial abilities on luck is complete nonsense. I could understand it if demons had inherently and racially higher luck than other factions. But since this is not the case, all that remains is to facepalm. The dog-like creatures – why were they even created? They take the most damage and don’t represent anything. Also, the retaliatory attack was unnecessarily removed.

4) The Barbarians seem like a decent faction, but I don’t like them. You can call me a racist, xD.

5) Sanctuary, the first faction I played. They are very cool. But see point 2, because they are overpowered.

In general, I’m torn between the Necropolis and the Cove factions. Although both are quite overpowered.
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Sanctuary, the first faction I fought against. They're really cool. But see point 2, because they're overpowered.
What's so overpowered about Sanctuary? O_o On par with Barbarians, it's a pretty normal race, meaning it's not weak, but not overpowered either.
Sobchaki, I agree, they're not very good. They're quite weak - probably borrowed from King's Bounty.
What are these "Sobchaki"?... Dogs? Or what?


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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Obviously, it wasn't about puppies, but about "sobchaki," which is slang for horses.
 

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What's so unfair about the Sanctuary? O_o It's one of the most balanced factions, meaning it's not weak, but not overpowered either.
I think they went a bit overboard with their archers and freezing abilities. Oh well, let's just say it's my opinion. ))
So, what, a horse on a horse?!
Well, why not? A person on a horse. Isn't that logical? =)
So, what's going on... They gave luck to the Demons, and now the Elves are supposed to just sit there and do nothing?
They're already doing that. They weren't included in the game xD
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It seems the Orcs overdid it with their wall-crushing skill. I almost fell out of my chair when my harpies dealt 6 points of damage to the castle gates in a single turn. And all thanks to the appropriate special building, brazenly built in a quantity of five pieces.
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So, who is stronger after all, humans or Necromancers? I’ve listed everyone, just in case someone has proven that another faction is stronger.
In reply to Sailor
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My answer isn't listed. The most skilled player is the strongest.
In reply to Sailor
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With good tactics in the game, any faction can become the strongest.
In reply to Liiion
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Liiion
With good tactics, any faction can become the strongest in the game.
... and strategies.
In reply to Supric
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Supric
...and strategy.
And also, with a good strategy, I just forgot to mention it. :)
In reply to Sailor
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Man, what a terrible topic title. On many forums, they just delete topics like this.
Всякого, кто "знает как мне будет лучше", я записываю в блокнотик в список "расстрелять в первую очередь".

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