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Posts from “Heroes of Might and Magic V: Tribes of the East”
Oh! Thank you! I don't know, it looks pretty good to me, so regarding the design... it's all about taste and color, as they say... P.S. Does anyone know what sabotage and vulnerability are (for Gargoyles)? P.P.S. You can say I'm talking nonsense, but I think it would have been possible to add heroes, like with Haven (Laslo, Andreas...), and also (complete nonsense), I think it would be cool to give each faction two hero classes, for example, for Elves: 1 Ranger, 2 Druid. For Necropolis: 1 Necromancer, 2 Vampire. And based on this, change their abilities and maybe even just the graphical representation.
Alan, game mechanics are certainly important, but design is also important. In Heroes 5, design is absent as a class.
What's with this habit of picking out one phrase and not reading the whole post? I said that I really like the design and there isn't a single failure. But even so, the game as a game is more important. Most people still play with the camera zoomed out, and the most important thing is that units on the map/battle can be distinguished. For me, for example, the djinn's hat is still visible and it doesn't bother me that it's held up by the ether of the torso (again, what are these stereotypes inspired by writers and directors without imagination; why should magical spirits have a head?).
Sabotage slows down any mechanical unit for one turn (golems, tent, catapult, ballista, cart, Castle towers), if the gremlins' health is greater than the target's health. The effect cannot be removed.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
The mages are well-designed, and their stats are decent. The new Titan isn't very strong, but it's still a ranged attacker. Gargoyles and golems are great:smile01:.
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!
Beautiful. And many of them have very good stats.
True, they’ve adorned the genie with all sorts of embellishments, but they didn’t make a head for it...
Yeah... the balance is going completely out the window... At first, I was happy that they improved the abilities of Inferno... Now, seeing the number of new abilities for Wizards, and not even knowing what they do, I just want to sigh deeply...
Mages are okay to play with; they're better than Necromancers. Gargoyles and golems are good, and the gremlins are cool with their glasses. Rakshasas aren't very good.
Added after 2 hours and 39 minutes
I'm asking again... Could someone please show me a large picture of the upgraded Light Elf dragon? Instead of it, an Ent is loading for me.
I checked out the alternate upgrades and creature abilities on a good website... it will be interesting to see them in action. As a Sylvan, I'm generally happy with my upgrades. The Dryads no longer cast spells, but their damage has been increased (from 2-2 to 2-3, which is good), and they can heal Ents (and vice versa; it works like Gremlins with Golems). The Dancers' damage has been increased from 3-5 to 4-6, and their attack and defense stats have been improved. Plus, the "Agility" ability gives them +2 to defense on their next turn for each tile they move. However, they now only attack one enemy, but that's okay. The new Hunters are a nightmare for archers and spellcasters. Their initiative has finally been increased by 1 (11 is better than 10), and their attack and defense stats have been increased by 1 (it's a small change, but it's nice). The damage range has been reduced and slightly increased (it was 5-8, now it's 8-9). They attack without penalty. The "Force Arrow" ability gives them 75% magic resistance against the enemy. The price for all this is high: Archers now attack only once per turn instead of twice... otherwise, it would be too powerful. Druids... with only 1 spell... "Stone Skin" increases the hero's magic power while they are alive. I still prefer to develop Light magic, as spellpower isn't that important there. As ranged attackers, they are the same as the High Druids... so, in my opinion, this alternate upgrade isn't very good. Unicorns... No magic resistance aura! But they automatically cast Light magic spells (no matter who casts what on these "horses," the same blessing is applied). Their attack and defense stats have been reduced by 2... their damage has been slightly increased... I prefer the old Unicorns. Ents. They have become good attacking tanks. They can no longer burrow, but they have "Forest Fury." When activated, this ability transfers half of their defense stats to attack (so, Attack 21, Defense 27 becomes Attack 34 or 35, and Defense 13-14). It also increases their initiative by 2 (7 and 9 is a big difference), but Ents can no longer entangle enemies during an attack. Overall, it's an interesting alternate upgrade, especially considering that they can also heal Dryads (like Gremlins with Golems). Rainbow Dragons:))) They don't have immunity to earth magic, but they have "Rainbow Breath," which, depending on luck, attacks from 1 to 5 tiles away (if I understand correctly). You just need to max out their luck and ask the enemies to line up. In conclusion: I like 5 of the alternate upgrades, and I'm not so keen on 2. That's all
Sabotage slows down any mechanical unit (golems, tents, catapults, ballistae, carts, castle towers) if the number of gremlins is greater than the target's hit points. The effect cannot be removed.
It's underwhelming... if this is instead of healing golems and other equipment, then I don't need such useless units...
Hmm, snow. It seems that elves don't pierce through the next cell behind the target; instead, they push the stack they shot at back one cell. At least, that's what it says in the Strategy Guide.
2. Slonysh. I bought it, and I'll sell it for the same price... All the information is from the Strategy Guide, and considering that the advertisement for this issue is on Nival's main website, it can be trusted. Although they might rework it, but at least it's some kind of official information. Sabotage instead of repair, naturally, but it doesn't say how many times it can be used.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.