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Posts from NHF – new heroes for Heroes V 3.1.Auto-translated
Mahur is very strong at extremely high levels. Imagine that every day you get a Wyvern or a Cyclops, and they are already likely upgraded.
This will be at level 31 and 37 respectively, which is almost unattainable in normal games. Maybe, then, add some kind of cry at the beginning or a talisman? Also, Olhar seemed a bit weak compared to Wulfsten of the dwarves. Maybe give him a +1 defense bonus at the start?
Added 11 minutes later By the way, is it possible to come up with something to add King Tolgar to the mod, maybe weaken him somehow so that he is balanced.
I imagined Markela with the skull of Markela :D I just played with Zehir; the starting stats are good, with units that later hatch into elementals. Probably the best damage dealer in my favorite faction. Even better than Hafiz.
I just played Zehir, and the starting stats are good, with units that can later hatch into elementals. He's probably the best damage dealer in my favorite faction. Even better than Hafiz.
Yes, we debated for a long time whether double damage for a magical race was too much. Maybe I'll limit him to only being able to summon one elemental later on.
Yes, we thought for a long time that double BDP (Battle Power and Defense) for a magical race would be too much.
Maybe I'll limit him to one elemental later on.Then, give him a larger bonus to spellcasting on elementals and fairies. And his advantage against melee units really makes a difference; it's not as effective against ranged units.
Then, give him a greater bonus to spellcasting against elementals and fairies. And his advantage against melee units really matters; it's not as effective against ranged units.
This is obvious. The defense of 1 against ranged units is also useful. Double damage!
I played as Veres, and during the turn, I received 3 Death Knights, lost 2 of them, and had to replace one with unupgraded vampires I raised, as they were clearly more useful. Maybe, with an increase in level, he could raise a few more Death Knights? Because relying on a week of mounted units doesn't seem very reliable.
I played as Veres, and during the game, I received 3 Death Knights, of which I lost 2, and had to replace one with unupgraded vampires, as they were clearly more useful. Maybe, with a level increase, he could raise a few more knights? Because relying on a week of horses somehow doesn't seem very good.
Yes, the situation is quite interesting; they have an overpowered passive ability, and if there are many of them, it will be overpowered. But if there are few of them, it won't be very effective either. Maybe create a new unit with the model of a Death Knight and make it roughly as strong as a level 6 unit, and slightly increase its growth rate, say, +1 for every 10 levels. It's just that a player won't let Death Knights attack in such small numbers, but the Companion can be defeated with anything, so I would like to slightly strengthen its special ability. But this is just my opinion; I'm judging based on one game and theoretical ideas, which aren't very good. I played as Halphas; he's a good hero, everything works, the attack when a Demon Lord ally is about to die is applied, and I had a +9 attack bonus (from 3 Demon Lords).
Added after 2 hours 22 minutes I played as Moander; he's an interesting hero, it's a pity that he doesn't transform faction-wide buildings into undead buildings. And he's not very good against bots; they quickly develop cities. He will be good on maps with an advanced generator, where there are 16 or 24 Castles.
Added after 7 minutes Although, such maps are for masochists :D
Added after 57 minutes I played a little as Sandro; I don't understand, does he take 25% of the creatures and turn them into mummies from all Sorceress units, or only from one (if there are several)?
I played a bit with Sandro, and I don't understand: does he take 25% of creatures and turn them into mummies from all warlock units, or only from one (if there are several)?
Orbag has the special ability of Agraila displayed in his creature stats; additionally, their stats show "Divine Power," which, as I understand it, reduces damage variance. However, perhaps we should rename this and change the icon, as orcs cannot cast spells. I suggest naming it after the hero's special ability, "Powerful Strike," and we can use an icon from the game World of Warcraft, which has more icons than any other game.
Added after 4 hours and 44 minutes
By the way, Godric died in the storyline; perhaps we should rename him and rewrite his biography if someone wants to write it?
Most of the standard ones are also weak. It doesn't matter.
Added after 37 minutes
It's not very good against the Orcish Horde, yes. But that's how it is. If there are many special units for the Orcs, this one will be replaced.
Taris doesn't always display the correct number of creatures she kills with her attack. By the way, it would be interesting to know what her formula is, as it's not written in the xls file. I played as Goshak, and essentially doubling the growth of Assassins already at level 20 is quite powerful, compared to Kigan, who also doubles the growth at this level, but doesn't enhance his Goblins in any way.