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

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#196
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Thanks to the help of a kind person, I was able to create decent models for the Dark Knight, and improve the quality of the icons. I am also working on rebalancing the Death Knights.

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In reply to Heroist
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#197
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I played with them a bit (though against the AI), and I noticed that the Messengers, starting very early, always cross the entire map at once. Could their speed be reduced by 1-2 units?
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#198
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Unless it's for version 1. I was thinking about that too.

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#199
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and one more point about champions: if there's a weakening in the guild, the Necromancer will definitely upgrade the Curse Lord, and then the first upgrade will definitely not be needed – it has slightly more damage, but the second one has much more defense and HP, and also has a weakening attack – the choice is too obvious.
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#200
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weakening strike - general debuff (or something like that)
curse attack - general weakening
Both spells exist and can be actively used by the hero.

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#202
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His damage is slightly higher, but the second one has much more defense and HP, and also has a weakening attack – the choice is obvious.
Yeah, and they forgot to mention the presence ability, which statistically halves the attacks on a unit.
Разработчик Heroes 5.5 WarGame Edition.
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In reply to SRD
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#203
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Weakness reduces attack by a fixed amount; repeated application of the attack reduction effect does not stack, and it lasts for a limited number of turns equal to the hero's spell power. A weakening strike reduces the target's defense and attack by 2 each time it hits, and the effects of the strikes stack – i.e., hitting the same target three times reduces both parameters (defense and attack) by 6, and this effect lasts until the end of the battle.
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#204
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a weakening strike that, with each hit, causes the target to lose 2 defense and 2 attack, and the effects of the strikes accumulate.
The ability is purely symbolic. It could be increased to 4-5.
Разработчик Heroes 5.5 WarGame Edition.
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#206
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I think Nargott immediately understood what we were talking about. ;)

I just ran a test with Messengers and Banshees – the choice isn't obvious at all. 1 Messenger with a speed of 8, initiative 9, 27 defense, and 150 health took down 7 Cyclops in five stacks. ;)
With the Banshee and its tanking ability, I only managed to take down four.

The Banshee's ability is directly related to their number, but at the same time, the damage from it is constant in the sense that it's predictable. At lower levels, the Banshee is inferior to the Messenger, but it's still suitable for tanking, and most maps are played at that stage. At this stage (5-10 essence, level 7), the choice isn't so simple.

It's a different story in the fifth month of the game. The Banshee's ability is still strong, but the Messenger's "touch" ability is no longer helpful. Then, its 27 defense plays a certain role – a 50% chance doesn't just scare the attacker, but a 50% chance means simply staying alive. ;)
But it rarely comes to that.

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#207
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The choice for dealing with deaths isn't obvious (I mentioned this earlier, around page 2), but for the Knights, the purple one is clearly better – I was talking about them, and the choice is clear, even though they are equal individually – one might be weaker, but it significantly reduces damage through weakening, but the Necromancer likely has something similar, and it's also a general ability, so the one with the weakening strike is much better overall.

Added 1 minute ago
HP and defense are higher.
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#208
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I just tried the duel mode – Ossir turned out to be weak. Now I’ll try to win against the Necromancer using him. The Knights aren’t overpowered at all – they fight well, but they die. But the Banshees… mmm, that turned out to be fun. I got to the center of the battle, and luckily, I used the speed spell – I’m going for a second turn, using the spell again. The feeling is similar to Armageddon. Dryads, Master Archers, and Elven Archers, even the mighty Ents, trembled at the terrible, deadly cry. Unicorns panicked and reared up, then fell dead. Fairies convulsed and followed their example. Archers screamed in horror, trying to escape from the unknown cry that tormented the soul and destroyed eardrums, a chilling cold that penetrated the heart and left only one desire – to die. Only one Druid and a couple of wise Ents remained on the battlefield, surrounded by a silent army of undead. With a single sweep of the scythe, the Trees of War, cut down to the root, fall onto the elf-blood-soaked ground. The Druid sadly looks around and meets the misty gaze of Ossir – the hero quickly looks away. Never before have the Necromancers won so confidently. It seems that Irolan has no chance anymore… I’ll see if I can defeat the Necromancer with Ossir – I’ll write about it.

Added 8 minutes later
So, I easily defeated the Necromancer with Ossir – the AI is weak. By the time the Banshees reached me, there was only a pile of ashes left of them. The Unicorns confidently defeated the Knights, only the Fairies died – I made a mistake. In general, we didn’t do anything overpowered – on the contrary, we gave the Necromancers a chance to compete with the other races

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#209
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Finally, Deidra will be a comparable opponent to the others in duels.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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In reply to Heroist
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#210
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Heroist
It's a different story in the fifth month of the game. The Banshee's ability is still strong, but the Herald's "touch" is no longer effective. At that point, his defense of 27 starts to play a role – a 50% chance doesn't just scare off the attacker, but a 50% chance means he simply survives. ;) But it rarely gets to that point.
That's intense. For me, even reaching the third month feels like something out of a fairy tale.
Разработчик Heroes 5.5 WarGame Edition.
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