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1) The buildings for the Dwarves are simply ridiculously cheap.
In which version? And is that all? ;) elrocodelcasto;99089
2) The Dwarves have a normal starting position (archers are available on level 2, the infantry doesn't die easily on its own, and the supply wagon compensates for the small number of arrows).
The infantry doesn't die easily on its own for everyone, and the archers are far from the best, and the supply wagon can be destroyed ;) elrocodelcasto;99089
3) When playing on large maps, the Dwarves have a clear advantage over everyone (except the undead).
What advantage? ;) elrocodelcasto;99089
I agree about the rush; it's the only thing that can work. But usually, a normal rush doesn't work, so you have to grind (or slowly increase the number of skeletons by reincarnating them with a magical kick in the rear=)).
Well, you won't be able to create skeletons anymore, but it doesn't matter, as Alan has already described the "non-rush" tactic against the Dwarves :smile42: elrocodelcasto;99089
P.S.: Dungeon rules, especially Sinithar, but it's very difficult to control the troops; only the Hydras are durable, the rest die like flies (it's a pity), and Deleb turns demons into a combat-ready army.
About the Dungeon – I already wrote the pros and cons!!! ;) And about Deleb... he doesn't need an army; he provides an incredibly fast and easy start for the Demons!!!
P.S. What bothers you about the combat effectiveness of the demon army (even with a mediocre hero) :smile07:
Alan
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2 elro 1. Cheap?? It requires a lot of crystals and gems, plus many other resources. There are two guilds, priests... 2. Is the start normal? Yes, the infantry survives, but can't kill anyone. Two charges for the archers is not even funny, and there's no need to talk about the cart, as only one hero starts with it. Building and buying it on the first turn is expensive (especially since it's not always possible to build a forge on the first day). And if the guild doesn't give you a +100% movement energy rune, then clearing mines with archers and mages will result in dozens of units lost, and God forbid there's such a guard on crystal/gem mines. 3. When playing on large maps, and in any long game. Haven will completely dominate with mass light magic and hordes of cavalry. 4. Yes, 40% is not insignificant, especially with large armies. But all races have very strong racial abilities (in a long game, the Academic will have so many mini-arts that you'll be amazed...).
P.S. Let's say, Veishan, Irena, or Ayren are, in my opinion, stronger than Sinistar. And with the right skill, no one dies in the League. Well, unless you encounter nasty neutrals (improved fairies on wood/ore, casters on mines), but then usually the Minotaurs take the hit. And everything else is cleared out by furies/magic without losses. "And Deleb, who turns demons into a combat-ready army." With this phrase, you admitted the ineffectiveness of Imps without Deleb.
P.S.S. 2 Alex-R, it's a long story. The main thing is to deal with tough neutrals at the beginning of the game (for example, archers/fairies on ore/wood is a disaster. It's good if there's a Necromancer in the tavern or a Warlock with Assassins). You have to catch "Hellfire" and Imps and defeat them in pairs. Also, gating, as the only option, makes early battles very long and tedious, and it's very difficult to avoid losses, because the archers are far away, and you have to rely on sulfur in some kind of cluster. If the game is fast, the Imps are not ready for the finale on weeks 4-7 (precisely because of their slower development), later, yes (especially if there's a dwelling for Imps and you don't lose them much). But here, there are simply not enough of them, and gating is useless in the finale. You need to attack, not stand and summon; the main army is simply destroyed, and they don't even pay attention to the summoned units. The light magic option is very unreliable; you have to find the skill, and then find the spells. Although, Grok or Marbas (against magic) are very strong with light magic.
P.S.S.S. In general, I'll wrap it up... otherwise, I could write a lot more...
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
2 3. When playing on large maps, and in any prolonged game, Haven will dominate with mass light magic and hordes of cavalry.
Exactly. Isn't that an imbalance? Of course, the rock-paper-scissors mechanic, taking into account the map size, is cool, but it's still not as good as it could be. And when I said that the dark elves are weak, I meant that in the final battle, the coolest thing is to use combinations of hydras and girls with glowing swords, along with riders on dinosaurs and their lizard-bite, but the problem is that the last pair can't withstand a hit and dies at the speed of an electron emitted from a synchafazatron emitter, and that's their main problem. But I really like them.:smile05: And the same goes for the dwarves. They are just too durable. And with the Tower, it's difficult to take their city on a large map, even with Haven's cavalry, and the battle will be in a well-developed city, which is an undeniable fact. Without the Tower, I agree, they are a normal faction, but with the Tower, they are terrible cheaters, and it's hard to argue with that.
Игрок
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Dwarves are strong, but the balance is definitely good.
There are usually no problems with money, but there are problems with resources – crystals and gems are not abundant. There is also a constant shortage of wood and ore, and sulfur needs to be found somewhere to get dragons.
And the beginning isn't that difficult; I'm playing as Dwarves, and there aren't many problems. People also say that it's easy to start with Ingvar if you immediately upgrade the Mountain Guards.
And the energy rune isn't that rare, especially if you have several castles, but you can also manage without it.
And in general, the rune is a very good thing.
And the creatures have very good abilities, and the skills in the development wheel are among the best.
But even if you take into account all the positive qualities of the dwarves, they don't stand out much among other races.
Added 9 minutes later
elrocodelcasto;99130
And about the Dwarves. They are just too resilient. And with the Tower, it's difficult to take their city on a large map, even for Heaven's Chapaev, and the battle will take place in a well-developed city – this is an undeniable fact. Without the Tower, I agree, they are a normal race; with the Tower, they are terrible cheaters, and it's hard to argue with that.
In my opinion, it's not that difficult for mages to defeat dwarves, even with a VERY large Tower. A large Phoenix more than compensates for all the small dwarves. And with the Sign of the Magician and summoning a swarm of ash trees, you can generally exclude their turn, along with another unit (except for dragons).
But dwarves also have decent magical defense, and, as I said before, rushing is the only thing they should be wary of.
Игрок
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magical protection from the phoenix doesn't help, and you can also summon seventy elementals, create phantoms, and destroy the entire fortified castle with two earthquakes... No, you can fight the Dwarves!
SandroXXL
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About the Dwarves. In general, their castle seemed to me to be the most expensive; you need to spend a lot of resources on it. Low-level units die like flies; the strength of the Dwarves lies in their high-level units, and this requires a lot of resources, so a quick start is not possible. And their archers are also mediocre. In general, to achieve a good army, they need to be upgraded as much as possible first. Then they will become a threat to everything.
Просто еще один
elrocodelcasto
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Dude, I'm not talking about defensive towers and walls, but about the tower that gives you half of your army in the form of level 1 gnomes. And they are, arguably, the most durable and armor-piercing level 1 units. And starting with a Dwarf as the main hero or with a Dwarf as an additional hero (you can also make him the main hero) is a viable option.
Added 1 minute ago
And on a large map, the gnomes will be able to develop normally.
Damn, I'm not talking about defensive towers and walls, but about the tower that gives you half of your army as level 1 dwarves. And they are, practically, the most durable and armor-piercing level 1 units.
Let me explain for those who don't get it. You summon a phoenix, place it near the Castle gates, and not a single dwarf will pass through!!! Meanwhile, you shoot down the main army, since you have 3 stacks of shooters. Or do you think that 2000 dwarves will take out a phoenix in one hit? Even five might not be enough! The dwarves, of course, can hope for Armageddon or a lucky Magic Oversight rune. But mages also have creatures immune to magic, the Magic Mirror, and you can set up same-magic protection in the mini-artifacts… So… where is the obvious advantage here?
elrocodelcasto
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Distraction – and your magic slows down its development; readiness – and with one strike, the phoenix deals 2 damage for free. And if the gnome is lucky with exorcism, your phoenix won't live long.
Distraction – and your magic slows down its development; readiness – and with one hit from a Phoenix, it gets two free attacks. And if the Dwarf is lucky with exorcism, your Phoenix won't live long.
I'm about to start laughing... A Dwarf with a build focused on sorcery, defense, chaos, and summoning... That's something else. But I don't care about such a Dwarf, whether he's in a Castle or in the field. He won't be able to do anything. And exorcism is cool, of course, but in the hands of a Warlock with arcane and sorcery luck, while the Dwarf will get tired of poking at the Phoenix. And about the Tower. So what if they're summoned? Pure defense can't do anything on its own. Accordingly, the longer the game lasts, the less useful it becomes. No matter how it seems to be the opposite. Simply, if a Dwarf in a long game fortifies himself in a Castle for the final battle, it means he's already weaker in terms of power, and that's a disaster, and no Tower will help here. And even more so, they are not cheaters with a Tower; this has been repeatedly proven online by many players.
And when I said about the weakness of the dark elves, I meant that in the final battle, the coolest thing is to use combinations of Hydras and girls with glowing swords, along with dinosaur riders and their lizard-bite. The problem is that the latter pair can't take a hit and dies at the speed of an electron emitted from a synchrophasotron emitter, and that's their main problem.
In the final battle, the coolest thing is the hero and his magic; all these lizards and, even more so, furies are just to distract the enemy for one attack. The basis is Hydras, Minotaurs, and Assassins, due to their incredible resilience, and at the head of it all is the HERO. And if the main problem for you is the weakness of the army, then the problem is solved by deleting the krivie_ryki.sys file.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
elrocodelcasto
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It’s just frustrating that the dwarves got such a powerful item, while other factions don’t have anything like it. And the longer you wait, the weaker chaos magic and summoning become.
Added after 16 minutes
Although, you might be right, there is some balance in Heroes, after all. (Although it’s not perfect, it’s more of an average: everything depends too much on the luck of spell, ability, and rune drops.)
[/U]Although you might be right, there is some balance in Heroes, however small. (Although it's not the most ideal, rather average: everything depends too much on the luck of drawing spells, abilities, and runes=))
Quite the opposite!!! This kind of balance is not average, but complex (multi-layered):) It is so changeable that even a clear advantage can turn into "0" and vice versa, and with sufficient skill, weakness can turn into superiority!
Snowball
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There's no balance :) There isn't :) Neutrals dominate everyone in the first week! :)