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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heavan superiority ?!
Thread: Heavan superiority ?! This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted September 17, 2006 10:56 PM

why does it have to be Klaus? why not Dougal ...?
Warlock's Luck + Empowered Implosion might just do the trick, if you're lucky !

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vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted October 25, 2006 05:07 PM

btw i have a theory why haven is so overpowered.

its because it has the most boring units (man,man,man,armored_bird,man,man,man_with_wings). soooooooooo nival came upon a great idea  why anyone would choose that faction: just make all other factions crap so the players will have no other choice.
____________
Two little Gnoll boys sitting in the sun;
One got frizzled up and then there was one.
One little Gnoll boy left all alone;
He went and hung himself and then there were none.

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted October 27, 2006 11:35 AM
Edited by hellwitch at 11:39, 27 Oct 2006.

Quote:
btw i have a theory why haven is so overpowered.

its because it has the most boring units (man,man,man,armored_bird,man,man,man_with_wings). soooooooooo nival came upon a great idea  why anyone would choose that faction: just make all other factions crap so the players will have no other choice.


SO you will be very happy with the new race: dwarf,dwarf,dwarf,dwarf on bear,dwarf,dwarf,very ugly walking "dragon"(it looks like a fire lizard or worm for me).
So possibly it will be the strongest race because of their boring units.
And that will be the end of Heaven superiority

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 27, 2006 12:10 PM
Edited by Doomforge at 12:12, 27 Oct 2006.

The end of haven superiority will kick in when nival will finally understand the imbalance of training and disable the peasant->archer possibility. I don't see any other solution. I can't imagine how the dwarf army, mostly walker-based, can deal with zounds of marksmen, dwarves or not.

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted October 27, 2006 12:58 PM

Quote:
The end of haven superiority will kick in when nival will finally understand the imbalance of training and disable the peasant->archer possibility. I don't see any other solution. I can't imagine how the dwarf army, mostly walker-based, can deal with zounds of marksmen, dwarves or not.


the peasant->archer possibility must be made more expensive thats all it needs(like x2 or 2.5 more gold for 1 archer)

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 27, 2006 01:46 PM

I seriously doubt if higher price would be enough to balance it. I guess no. Haven players would simply skip griffins to balance the economy.

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TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted October 27, 2006 01:57 PM
Edited by TowerLord at 13:58, 27 Oct 2006.

guys I've been playing other towns lately, and they all seem so cool... Sylvan with triple imbued ballista + rain of arrows, is really something! imbue lightning bolt or ice bolt and you'll do huge damage, and now the ballista has 1000HPs ! Also Dungeon with Empowered spells+warlock's luck rules! Academy seems to be very good for rushes, and creeping early , since all the heroes get a spell . Necro is always Necro ! dont know too much bout inferno, but that hero that starts with logistics has cheap teleport which really helps, i think hes really nice ... The only problem that I see is that in order to become powerfull with other towns like sylvan, dungeon etc., some skills (like warmachines for sylvan) are a must have and that means you need some luck in getting them. making those skills more accessible would probably mean those towns could compete with haven !

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted October 27, 2006 02:02 PM

Quote:
I seriously doubt if higher price would be enough to balance it. I guess no. Haven players would simply skip griffins to balance the economy.


OK another suggestion : trainning can cost resources: for 1 archer 1 wood like the academy racial skill this will make trainning weeker. And it will be more usefull for higher level training like inqistador-->paladin.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 27, 2006 02:05 PM

But() what if training peasants gave you less archers?It's no secret that peasants are stupid as dirt AND incompetent so:
Some get killed in the training.Should be more careful!!
Training dummies are too challenging for them so they get depressed.Usually results in them quitting.
Some fall under a moody general who hates them.Same results!
Some miss their mommy!
Some decide to take a long holiday!
Some finally come to the realisation that it's too difficult to learn any kind of craft and they commit suicide!

IT COULD WORK! It balances training and it has logical explanations.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 27, 2006 02:05 PM
Edited by Doomforge at 14:07, 27 Oct 2006.

Huge damage from imbued ballista? How come? sylvan heroes have pathetic spellpower and the warmachines skill is rare :X

Dungeon is fun, yes. And inferno rulez them all!

Hellwitch: That would make the haven racial skill useless. Too much for a nerf, I think

Elvin: lol that should affect all haven units. Say, paladins killing themselves by slipping on a soap when taking a shower. -1 paladin each week. How about that?

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TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted October 27, 2006 02:16 PM

Quote:
Huge damage from imbued ballista? How come? sylvan heroes have pathetic spellpower and the warmachines skill is rare :X

Dungeon is fun, yes. And inferno rulez them all!

Hellwitch: That would make the haven racial skill useless. Too much for a nerf, I think


if you get warmachines + triple ballista ... you 'll get 3 lightning bolts(or icebolts) or even some fireballs out of that ballista ! and you can easily get 200-250 dmg on an icebolt or a fireball ... 250 x 3 + the dmg of the ballista you'll do a very nice dmg . add to that the damage of the rain of arrows(if you selected your opponents right) and you'll be doing really big damage ! not to mention what could happen if you had chain lightning (i never saw it though ) ... 8-9 spell power isnt hard to get even for a sylvan hero , if you visit some stones , and you'll be putting all that knowledge to good use ! And the cool part is that you'll also have the stunning effects of the lightings, the -50% from fire etc.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 27, 2006 02:35 PM
Edited by Elvin at 14:38, 27 Oct 2006.

Quote:

if you get warmachines + triple ballista ... you 'll get 3 lightning bolts(or icebolts) or even some fireballs out of that ballista ! and you can easily get 200-250 dmg on an icebolt or a fireball ... 250 x 3 + the dmg of the ballista you'll do a very nice dmg . add to that the damage of the rain of arrows(if you selected your opponents right) and you'll be doing really big damage ! not to mention what could happen if you had chain lightning (i never saw it though ) ... 8-9 spell power isnt hard to get even for a sylvan hero , if you visit some stones , and you'll be putting all that knowledge to good use ! And the cool part is that you'll also have the stunning effects of the lightings, the -50% from fire etc.


I'd go for icebolt,better with little spellpower.If you also have freezing effect and use rain of arrows,triple ballista also having leadership-that's a crazy initiative benefit and even crazier combo I've seen imbued implosion and meteor shower from both hero and ballista but didn't already have triple ballista at the time It's kinda unfair for only 2% chance as even the ballista costs 4500.I mean it's good but do they have to make it THAT inaccessible?

About training it would still be fair if it converted the peasants' week growth into archers' week growth.Since most like training for the archers it's not good to completely remove that-just reduce the numbers.The 44 peasants should not give more than 24 archers,why give more than double growth to a unit that can negate enemy defence?
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Map also hosted on Moddb

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Shauku83
Shauku83


Promising
Famous Hero
posted October 27, 2006 03:34 PM

Yep I agree with Elvin. The amount of training could be capped to 24 a week.

Or...the cost could increase linearly when training the same unit. Wouldn't affect much in the beginning but would make training 500 Marksmen very expensive.

Or.. You would need Expert Counterstrike to train with the cheap cost that you have now. Training with Basic Counterstrike would cost 30% more , Advanced would be 15% more and Expert the current price.

Usually when Nival decides to nerf somethin they nerf it too much, like Vlad +1 spellpower/5 levels to Raise Dead Spell AND Raise Dead costs 9 mana AND Raise Dead lowers HP by 20%. Those three combinead and Vlad is terrible (except for early haunted mines)

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TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted October 27, 2006 03:46 PM
Edited by TowerLord at 15:48, 27 Oct 2006.

I disagree about capping the training to 24 ! What if you have more towns(havens) ?! Dungeon is already very strong as it is right now, if Sylvan gets war machines it becomes really strong too, so just increase the chance that they get warmachines, make att/defense artifacts stronger for academy (like double their effect), the magic reduction artifact aor the vitality are fine the way they are already, maybe decrease the cost a little... necro is fine as it is right now... inferno , maybe a little boost in growth for the dogs (or in health)!

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Shauku83
Shauku83


Promising
Famous Hero
posted October 27, 2006 04:29 PM

Capping would be 24/town/week of course.

So you are saying that making Warmachines a must have skill for Sylvan would balance it out? I dislike the idea (as I don't like Dungeon being so tied to destructive)

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 27, 2006 05:17 PM

Capping? Lol. Nival plz DISABLE this sh*t!

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Shauku83
Shauku83


Promising
Famous Hero
posted October 27, 2006 05:23 PM
Edited by Shauku83 at 17:24, 27 Oct 2006.

Well I don't want to cripple Haven's racial completely like you do Doomforge


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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 27, 2006 05:27 PM

Well, it would still be possible to train peasants directly to footmen, footmen to preists and so on. It should be even cheaper to balance things out. I'm pretty certain it would be a great balance change - your stacks would be bigger without the supreme idiocy of making things like 500-600 marksmen with just two towns in week 6 available.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 27, 2006 05:30 PM

Quote:

So you are saying that making Warmachines a must have skill for Sylvan would balance it out? I dislike the idea (as I don't like Dungeon being so tied to destructive)


Heck that has been its main strength since H1.Why not?After all now warlocks can go might too since they have adequate attack.
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Map also hosted on Moddb

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Shauku83
Shauku83


Promising
Famous Hero
posted October 27, 2006 06:13 PM

I said too much tied as in too many subskills point out to destructive. Their second spell school is Summoning, yet the only unique ability u find there is Exorcism - double damage to destructive spells.

You wanna go for Might Hero? How about Attack, Leadeship, Luck?
From attack you want Retribution, it works well with Leadership. It requires the ability Empowered Spells... Under Luck, what fun could you find ...Lucky destructive spells.

So if you are not going for Destructive, you are handicapped as Warlocks. I like experimenting with Heroes, but frankly none of those stands a change against Empowered + Lucky spells.

Yes Warlocks are powerful, but I like variation. I like Lethos for that reason, but he will never make a very good Dungeon Hero.





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