There shouldn't be any problems with this either. Place the Furies in a corner, with Stalkers next to them, and a line of Minotaurs or Stalkers in front, depending on the opponent's initiative. The hero will fire a couple of times, and the Furies and Stalkers will take down the approaching stacks. You can deal with the retaliation with the same units.
Or, in a worst-case scenario, you can deploy only Minotaurs. While the hero is firing, they can withstand a few hits, and in the final stage, they are almost useless anyway.
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Exactly, and when the skills are also bad, it's even worse. By the way, does Frost Nova one-shot catapults?
Yes, with this talent, any unit with a cold spell will be very effective.
Yes, with this talent, any unit with a cold spell will be very effective.
Yesterday, I played with a friend in a strategy game; he played as Deleb, and I played as Nur. Right from the start, he got the "Secret Defensive Cloak" (an item that provides resistance to water and ice) - as a result, the "Deadly Cold" spell dealt 1005 damage (to the ballista's health) instead of 1100. This was one of the factors that led to our defeat.
So, fellow Warlocks, keep in mind that items that provide resistance to ice don't prevent a unit from being destroyed by a spell (maybe this is common knowledge, but it was a revelation for me, and it might be useful to someone).
Yesterday, I was playing with a friend in a strategy game; he was playing as Deleb, and I was playing as Nur. Right from the start, he got the "Secret Defensive Cloak" artifact (an item that provides resistance to water and ice) – as a result, "Deadly Cold" dealt 1005 damage (to the ballista's health) instead of 1100. This was one of the factors that led to our defeat in the final battle.
So, fellow warlocks, keep this in mind: artifacts that provide resistance to ice don't allow you to destroy a machine in one cast (maybe this is common knowledge, but it was a revelation for me, and it might be useful to someone).
I think this is how it works. In general, the perk itself deals additional damage in the form of + the health of one creature, but artifacts reduce the total damage. If the damage reduction doesn't negate the excess damage, the perk destroys one creature or machine, but if it does, it doesn't destroy anything, but it still deals more damage.
For example, a ballista has 1100 health with expert machines, and let's say "Ice Bolt" deals 500 damage. With the perk, it adds another 1100, resulting in 1600 damage. The enemy has a cloak that reduces ice damage by 25%. As a result, instead of 1600, it will deal 1200 damage. This is enough to destroy the ballista. But if the damage from "Ice Bolt" is 200, with the perk, it will be 1300 damage, but with the damage reduction from the cloak, it will be 975 damage. As a result, it's not enough to destroy the ballista, and it will survive with 125 health. That's the story.
Judging by your post, "Deadly Cold" should have dealt 1340 damage (240 + 1100 from the perk), but with the -25% reduction, it dealt 1005 damage, and that's why the ballista survived.
But it's clear that the Shadow League has less chance of ending up in this situation, as they penetrate magic defense, even if only partially.
Overall, it's a rather interesting mechanic.