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Posts from "Necropolis" - changes to creatures of levels 6-7. Auto-translated

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In reply to Heroist
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#136
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Awesome :smile54: Great :smile49: Respect to the author :smile03:
Everything is cool, but I still think:
1. If the death rate is three per week, then their health should be 150-170, damage up to ~50, and the attack and defense parameters also need to be adjusted (Banshee has high defense, it should be reduced by 15, and the Herald's attack can be slightly reduced by 5).
2. Mournful Wail has become incredibly powerful, and given that there are three of them per week, it's incredibly powerful, but it has become more useful. If everything remains as it is, no one will take the Herald, and everyone will take Banshees. I suggest replacing 10*(10-BD)*count*distance with 7*(10-BD)*count*distance (considering that there are three of them per week, it still remains strong).
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#137
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Regarding the ability, I'll think about it. Regarding the stats, is this version 1.0.1 of the mod? Everything is reduced significantly there. It's better to leave everything as is for the Messengers, otherwise they really won't be recruited.

Added 2 minutes ago
Thank you for the feedback. But this isn't just my achievement; at least four people helped me, and they provided great assistance.

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In reply to Heroist
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#138
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Well, three per week is too much – they need less health and damage, down to around 50, and 45 defense for the banshee, if I’m not mistaken, is too high.
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#139
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I still need to build three more per week – I was just playing against Iris, and it didn't help; griffins took them all down in one hit. I'm talking about the Messengers. So, Banshees are good now, at least they can withstand one hit. And Messengers are for blitz attacks, quick assaults.

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In reply to Heroist
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#140
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Banshees already have 200 health and huge defense – Messengers are only slightly stronger in attack, but considering their lower defense and health, no one will take them. They are much weaker.
I think Messengers are a done deal, Banshees need their defense and health adjusted, and their wail should be reduced a bit – let it be 180, like the Messenger's health, and reduce the defense by at least 5-10. And the wail deals an unreasonably high amount of damage (and there are THREE of them).
In reply to SRD
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#141
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SRD
1. If the death rate is three per week, their health should be 150-170, damage up to ~50, and the attack and defense parameters also need to be adjusted. (The Banshee has high defense; it should be reduced by 15, and the Herald's attack can be slightly reduced by 5).
I believe that if a Faction has a building that provides a bonus at a certain level, it should be a top-tier bonus when the building is constructed, and not equal to other bonuses. Otherwise, it turns out that the building is a weak point of the Faction, not a strong one. Consider this: spending an extra day and a lot of resources on an extra building just to equalize the tier with other Factions. And even then, the building only increases the subsequent bonus, starting next week, but not the one that was built before it.
SRD
The "Mournful Wail" has become incredible, and given that there are three of them per week, it's incredibly incredible, but it has become more useful. If everything remains as it is, no one will take the Herald, and everyone will take the Banshee. I suggest replacing 10*(10-BD)*count*range with 7*(10-BD)*count*range (considering that there are three of them per week, it still remains very strong).
And how is it so incredible? A normal creature of level 7 would deal that much damage with a regular attack, considering the difference in attack and defense. And it does this while moving, not standing still, when this ability can only be used once every 15 years. Even the Burning Breath of the Red Dragons will be more effective, although there the damage bonus is only +50%.
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#142
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SRD
The banshee already has 200 health and high defense – the messengers are only slightly stronger in attack, but considering that their defense and health are lower, no one will take them. They are much weaker.
I think the Messenger is a finished concept, the banshee needs adjustments to its defense and health, and its wail should be reduced a bit – let it be 180, like the Messenger's health, and reduce the defense by at least 5-10. And the wail deals an unreasonably high amount of damage (and there are THREE of them).

But the banshee is different from the Messenger in that it is more durable (+ health and defense), but at the same time, it loses attack and damage. I don't see the point in making the two alternate upgrades equal – the Messenger feels great in the thick of battle, dealing huge damage with quick attacks and frightening nearby enemies, while the Banshee is strong in defense, and when an enemy gets close, they will receive a spell in the face.

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#143
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Here's what's strange: with such an aggressive ability, the Banshee is designed as a tank. Its hit points and defense should be below average.
But Banshees differ from the Herald in that they are more durable (+ hit points and defense), but at the same time, they lose attack and damage. Their damage is lower, and their attack isn't particularly high. I don't see the point in making two alternate upgrades equal – the Herald performs well in the thick of battle, dealing massive damage with quick attacks and frightening nearby enemies, while Banshees are resilient in defense, and when an enemy gets close to them, they will receive a spell in the face.
Where can I view the stats without downloading the mod?
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#144
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I, personally, was just playing with Harbingers – they’re great for taking castles. The nearby paladins and angels run around in circles and skip their turns while the rest of the units leisurely deal with the others. However, Banshees either attack with a fear effect (but only on one unit) or use a purely damaging spell, but the damage doesn’t always help that much, even with such a spell.
But on defense, Harbingers, as I said, are useless – one hit from Iris Griffins = -a whole squad.

Added after 34 seconds
Oh, this top post arrived a bit late, darn it....

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In reply to Nargott
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#145
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Yeah, right :eek: they'll be attacked (or they'll attack themselves) every 15 turns, so they'll almost always be close to someone, and then the damage with morale at 0 (or even lower when fighting a Necromancer) will be 100 from just one Banshee, and that's to everyone around, without any retaliation, regardless of level (look at the Archangel, for example, his defense is clearly higher than the Banshee's attack, but she took him down like it was nothing...). Well, I do agree about the building role with Nargott, but maybe something could be reduced – either change 200 to 180, or reduce the defense a bit, because 45 is a bit too much.
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#146
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Regarding stats? Hmm, okay, I'll post it now.

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In reply to SRD
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#147
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and what is the difference between "Horrific Presence" and "Attack with Fear" - as far as I understand, it's only in the name.
In reply to Nargott
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#148
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Nargott
But the fact that a banshee is made tanky with such an aggressive ability is strange, to say the least. HP and defense should be below average.

Why is that? The banshee is not a dd in any way; the strength of the ability is designed precisely so that it does not depend on the unit's stats. Thus, one can charge into battle with them; nothing forbids it. Their damage comes from са.
And for Heralds, it's the opposite — own spell power is zero, therefore, they should have decent damage.

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In reply to SRD
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#149
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SRD
Yeah, right :eek: they'll be attacked (or they'll attack) every 15 turns anyway, so they'll almost always be close to someone, and then the damage with morale at 0 (or even lower when fighting a Necromancer) will be 100 from just one Banshee, and that's to everyone around, without any retaliation, regardless of level (look at the Archangel's defense, for example, it's clearly higher than the Banshee's attack - but it took them down like it was nothing...).
You're probably talking in theory, but I've been using an enhanced War Cry for over a year now, and it's twice as strong as what's described here. To have enemies nearby, you first have to approach them, and then take a beating beforehand - who would stand next to a Banshee and wait for it to scream? And if an enemy approaches the Banshee, it's not to pat it on the head; such attacks usually result in the Banshee being completely or partially eliminated BEFORE its next turn with the scream, and that's exactly why I was surprised that they made it a tank unit.
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#150
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Horrific Presence – frightens the unit standing next to it and attempting to move.
Fear Attack – frightens the unit being attacked with this ability.

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