Jolly Joker wrote:In the games I play, when I can afford the Wood to upgrade to Master Hunters and/or the money to upgrade to Druid Elders the neutrals are cleared anyway.
How come you forgot what you wrote?You said that neutrals arent the problem,but special sites are.I assumed that by this you meant cashes and the like.Those can be cleared with nothing more than master hunters and druid elders.Neutrals,on the other hand,can be cleared with just basic druids and hunters.Most even with just one weeks population.Thats as weak as using a single sprite to outrun a bunch of slow walkers.
Jolly Joker wrote:
And stating that you have to split to produce better results seems a bit absurd. It's generally a good tactic to make use of your seven army slots, for example in trying to build higher level dwellings so that you can fill the slots.
No,it takes good tactics to fight a big fight against AIs primary hero and against a human.Against the rest,it takes no brain at all,you just have to click the book,select lightning,select the target,repeat 6 times,shoot with hunters,then repeat again.
Shauku wrote:GC your argument is not really valid. There still are only those 7 slots. Split a stack - loose a slot.
Thats only if you bring all 7 tiers,which you dont do untill the very end.
Shauku wrote:
And I still don't understand what is the problem with shooting with the Druids when there are 100 of them? Is it somehow not cool enough?
How can you say that?I mean you?The person that said:
Shauku wrote:Yeah, but I agree with JJ in this case
if the spell damage is not different from the normal attack why have one?
If you are arguing a point,then at least be consistent.
Jolly Joker wrote:
So what? The result is the same. You split a stack and you deal more damage. Guarding Gremlins with Gargoyles is child's play. Placing single vulnerable Druids on the map is not, at least not in the cases where it matters.
No the results arent the same.Heres a (hypotetical) example why:
You have to fight a bunch of neutral furries.Lets say 10 stacks.Your enemy has to as well.You have 6 druids,he has the equivalent strenght of gremlins(sorry,hate to calculate now),and three gargoyles.
First case:You dont split your druids.You manage to kill a few furries,but they kill of one of your druids.The next one too,and the next one.The next one kills two of your druids.You have to return for reinforcments or youll loose the next fight.Your opponent goes and kills the first stack,but looses a garg.The next one kills a garg too.The next stack kills a few gremlins.The next one as well.He has to return for reinforcments.The result is a tie between the two of you.
Second case:You split druids in 6 stacks of one.You kill the first stack flawlessly.The second one two.The third one,the fourth one,fifth,sixth,seventh,eight and ninth.Your opponent again goes just to four,and returns.Result,you won.
Conclusion:If you want to win,you must split the casters,and splitting casters is much more powerfull than splitting meat shield.You still think that splitting casters is same as splitting meat shield?Oh,and dont you dare to say that such a small difference doesnt mean anything,because it is you who said that HV focuses on much smaller battles than earlier sequels,thus every creature counts.
theGryphon wrote:Not that I support a single druid making tons of damage, I agree with JJ that there's no way you can stop stack splitting. It's in many cases the weakly dominant strategy, if not dominant. Even if we had smaller tiles and even they got rid of retal stealing, there will be many cases splitting the stacks is a better strategy. And, yes it's a strategy, and yes like it or not it's a part of this game as long as we have "stacks", which is the essence of the series.
Splitting stacks to cover more ground is a strategy.It can even be used in a real world(you cover your flanks with small regiments so that enemy cannot flank/rear the middle army while it does the cruical punch).Splitting casters for extra free damage is pure brainless micromanagment.
theGryphon wrote:
For the non-linear damage issue, I don't consider it a problem. It's a feature design issue and Ubi/Nival picked this way. Maybe it's not the best way to go, but it's not a no-no. It's definitely not the worst design decision that they made
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I think it works fine. Early in the game, druids are more lightning-casters, later they are more shooters. But against incorporeals or when forced to melee, they know what to do. They are one of the most versatile units ever.
It works fine you say?Read my example and then tell me if it really works fine.
theGryphon wrote:
For balance issues like 2 druids vs. 2 priests, well, I believe a quality mapmaker would be aware of the situation and take care of it.
Yes,why should the developers bother with balance when fans can do it better anyway?
Jolly Joker wrote:
Well, I don't think it's silly in itself, which is the point of argument here. There is no law set in stone that it has to be so. Why shouldn't splitting off of DAMAGE casters be advantageous when splitting off of BUFF/DEBUFF casters is? Even if a single unit would cast a buff only for a very short time it would be enough if it could cast a buff/debuff on the next acting unit.
I don't think that just because something is so with certain units it has to be so for all units.
You split a single buff creature,you loose its damage for one turn,so you have to decide if it would actually benefit you.You split the casters and you get a free extra damage.How can this be non-beneficial to you?