Banedon wrote:
Early game, against neutrals. No Black Dragons nor Meteor Shower. Grim Raiders you may have; you'll still take casualties if you're unlucky (and there're a lot more creatures that can kill a Blood Fury than there are that can kill a Paladin. Getting TA in the early-game is unfeasible. And Hydras aren't the 'last indestructable bastion' either. Like with Blood Furies, they're not dangerous enough to be targetted at once.
You having hydras but no MS,or at least a fireball or ring of ice happens rarelly.Actually,never.And again,dont drag luck in here,it goes both ways.If you are dismissing it from one place,dont put it back in on the other.Also,if the ranged creatures are dangerous and you know youll have losses,you can always deploy only minotaurs and spell the enemy to death.
Banedon wrote:
If Paladins had hit-and-return (a tremendous buff) then you're right the Griffins and Angels will die first, albeit not 'long before' the Paladins. That's because the creatures that want to hit the Paladins can no longer hit them. This isn't the case with Blood Furies. Here there aren't any units that want to him them in the first place, unless they're a secondary target (eg. Meteor Shower hitting your Grim Raiders and Blood Furies at the same time).
Thats because furries are level 2 and have low defense.You could waste a turn of your level 7 to kill them,but that would be an overkill.However,those units that you would use against them dont have the reach.
Banedon wrote:
Right. But you don't charge the Emeral Dragons. Ideally you want to charge the Emerald Dragons and block the Master Hunters at the same time, but that's not going to happen. If you do charge the Emerald Dragons without somehow weakening the Master Hunters first you'll probably lose them all and kill maybe 2-4 of the Emerald Dragons (assuming not overly-large armies).
You will never block the hunters by charging the emeralds.You can choose either to charge the emeralds,unicorns or sprites/dancers.And of course,the first action would be dive bomb,wait with paladins,buff them and hurt the hunters if you can,charge with paladins,then the griffins arive.When they arive,it is possible that they land somewhere blocking treants or dancers.Possible,but very unlikelly.
Banedon wrote:
Emerald Dragons are going to wait.
Depends on the position on the bar.And if not the treants,griffins can block the dancers.
Banedon wrote:
Dungeon doesn't have poweful Ranged units. AoE spells and breath attacks yes. But what is your point here?
My point is that you wont use furries as blockers.Furthermore,you will never block any unit with dungeon.With dungeon,if you cant kill enemies ranged units and have to block them,that means that you lost.
Banedon wrote:
IF 'the entire enemy army targets the Blood Furies' THEN 'all the Blood Furies will die before they move three times'. This statement is clearly TRUE.
Again,using your logic,this doesnt happen,so the rest simply isnt even worth considering.Either change that logic,or I wont even consider your examples as valuable.
Banedon wrote:
Try performing the same calculations with 500 Marksmen or 1000 Skeleton Archers.
Comparing 500 marksmen and 1000 skeletons to 50 furries?Oh yes,that works.
Btw,I did say that both marksmen and skel archers are killers,but only due to their ridiculous numbers.
Banedon wrote:
Before we start, let me ask you one thing. How did your Warlock focusing on creatures end up with a 330-damage Meteor Shower?
With 10 spellpower youll have 220 damage MS.Empower that,and its 330.Thats what a level 15 warlock will aproximatelly have.Add warlocks luck here,and it become 660.
Banedon wrote:
Sprites cast Cleansing; Ranger casts Magical Immunity or perhaps Mass Deflect Missiles (hardly necessary though). Sylvan hardly, if ever, charges.
Sprites may fail the clensing,or may get killed very early.Furthermore,if your hero plays just before the hunters,you wont be able to clense them when they get frenzied.But that depends on luck,and I wont consider that situation.
Banedon wrote:
Well let's not think of Druids, Hunters or Mages. How about Marksmen? How do you propose to beat them without losing a single Blood Fury?
You will attack a ranged stack only if you are forced to(meaning they guard your initial mines),no matter who you play.And no matter who you play,you will loose a lot,meaning its bad luck.Its extremelly bad luck.And like I said,I wont consider any more purelly luck based situations.
Banedon wrote:
'Wipe them out before they react' is an oversimplification. It's not going to be always possible. Examples: Blood Furies face Hydras / Plague Zombies / Horned Overseers in a battle. Cerberi. Sprites.
There would have to be many,many slow walkers(even hydras)if you cant wipe them out before they reach you.Remember that you have at least 4 turns with furries and 2 with your heroe before they can rach you.Cerberi are a bit tougher,but deploying only hydras leads to flawless victory.Sprites can be won flawlessly only with hydras.
Banedon wrote:
You did. I just haven't acknowledged them. It won't resolve things anyway, since this entire debate started because you were averse to classifying Blood Furies as 'finesse'.
And I still dont consider them finesse.In low numbers,yes.In high numbers,no.
Banedon wrote:
Give me good arguments why this kind of Warlock would do better than a Wizard, why anyone would want to use this Warlock and why this Warlock is so common that it merits classifying Blood Furies as 'killer'.
Wizards have to use lots of high level spells and marks of wizards,thus they require lots of wells.Warlocks have as well,if they are focused on their spells(sorcery,destruction,warlocks luck,empowered spells).But,if focused on creatures,they use only low level destruction spells combined with their masteries,and those are cheap.
Banedon wrote:
I tell you it never happens. The Grim Raiders I tested not only had a hero backing them up, they were also at full charge. 10-20 damage, not 21. And don't forget, Haven can always undeploy the Paladins and use the Marksmen's Precise Shot to take them all out.
Even if 20 is the top damage,it still means that 5 raiders can kill a paladin.Like I said,if you are unlucky,you can even loose paladins to neutrals.
Banedon wrote:
So what if you lose Paladins if you're unlucky as well (I still say it never happens)? The chances of you losing Blood Furies to neutrals are far, far higher. You can choose not to use them, but if you do, you also lose a lot of firepower and wind up taking more damage.
No,because you wont be deploying furries when there is a risk of loosing them,just like you wont deploy paladins.
Banedon wrote:
I'll let the first sentence pass. But I'm going to argue against the rest. Somewhere along the line the Warlock will have to rely on his Empowered Implosion or Empowered Meteor Shower. Saying 'remove the strongest stack your enemy has for only 8 mana' is something that even a Knight can do, and besides it certainly does not appear to be the best thing you can do. So what if you freeze the Master Hunters? The rest of the Sylvan army is still highly dangerous and they are going to outslug the Dungeon force in toe-to-toe combat (backed by the Ranger, who's consciously backing up his force while the Warlock is busy freezing the Master Hunters). You freeze the Paladins? OK, Knight casts Mass Haste, Mass Righteous Might and Mass Endurance, then the rest of the army wipes out Dungeon. There will be times when freezing a unit is good, but more often than not you're going to have to cast your highly destructive spells.
First,if youre army can wipe the dungeon without hunters,then hunters arent your most dangerous stack,and I wont be focusing on them,simple as that.Second,if your army is such that you can destroy my army no matter what spells I cast,that means I played extremelly poorly,thus no matter what I do,Ill loose.Third,while you cast mass haste,mass righteous might and mass endurance I will be able to cast three spells as well.Considering youll mostly wait(maybe skirmish with paladins),Ill focus my spells on your marksmen and inquisitors.Removing them(not killing them,only making them not dangerous)with three spells is easy for a warlock.
Banedon wrote:
Really?
The description says 'hero receives +1 to his primary stats'. I'd always figured that meant +1 to all stats
Alright, he receives 10 points. For a Warlock that would still mean significant boosts to his Spell Power.
Roughly 4 to spell power.Yes,it is nice to have,but not essential.
Banedon wrote:
I read the Wall of Intrigue as the building that adds +1 Knowledge permanently outside the town (I'm not that familiar with building names). Alright, so it can be built in the Warlock town - but he won't have any time to build it. All towns must build dwellings, Castle and Capitol while the Warlock must also build the Mage Guild. Building the Hall of Intrigue early would delay all this, especially since in the early-game what building you build can have a huge impact on the rest of the game.
Excuse me,but what is wizard doing?Building dwellings?Warlocks have as much hard time as the rest.
Gaidal Cain wrote:
WIth Warlock's luck or Empovered spells along with Expert Destructive, that's Spell Power 10, which does seem a bit high unless there are some boosters on the map.
For a level 15-20 warlock,not really.
Banedon wrote:
They're good Ranged creatures, but they're not powerful - all of the other level 6 units except Ancient Treants wield more destructive power. They deal good damage for a Ranged unit but poor damage for a level 6 unit. They have no choice but to use their Ranged attacks because the rest of the Dungeon army is even more incompetent at Ranged attacks.
They can kill a large chunk of Master Hunters, but that's trading a level 6 stack's action for a level 3's.
No,you will be trading your shadow witches for enemies master hunters,one of the most dangerous creatures in the game.Id call that a very good trade.
Banedon wrote:
It's not that high; a level 15 Warlock with said skills should have Spell Power 10. The difference is however that this is a Warlock focused on creatures - so no Destructive Magic (at least at Expert level), Empowered Spells or Warlock's Luck.
Did you even read the build I wrote?Expert destruction and warlocks luck are in there.Focusing on creaturs doesnt mean the same for a warlock as it does for a night.
Banedon wrote:
Nah, the Hydras / Zombies and Demons won't all die before crossing the field, but the Blood Furies will exploit their superior intiative and speed to run rings around them, eventually leading to an outright victory. This is a tactic everyone using Blood Furies knows / will know. The Blood Furies move. They maneuver. So it has been said, so it is done.
Read the above.It would have to be a very big number of those units for you not to be able to kill them before they cross the field.And to spice it up a bit,against such a big numbers,youd loose a few of your hunters if you fought them,and probably even paladins.
Banedon wrote:
Second week on Heroic is a bit too early in my opinion; Dungeon has resource problems to cope with. Third week probably. But by then the early-game problem with spell points would be gone while the final-battle problem with spell points would not be helped by a simple +1 Knowledge. Intelligence's a great skill to go for with Dungeon, in my opinion.
Great-yes.Essential-no.
Banedon wrote:
1. Prove that no matter where the Imperial Griffins may land after their Battle Dive, if the opponent is smart they will not be able to block anything from hitting the Paladins.
2. Prove that the presence of the Imperial Griffins does not change the Paladin's situation.
3. Prove that Paladins are alone in the enemy army.
-> Here we use the assumption that Paladins are so dangerous that they are automatically the target of any army.
4. Hence the Paladins die just as fast (in truth, faster) than Blood Furies.
5. Hence explaining DaemianLucifer's original observation that Paladins die just as fast as Blood Furies and refuting his argument that it is unfair to classify Paladins as killers and Blood Furies as finesse because of this shared trait.
Interesting,but 1 and 2 are in contradiction to each other.You were the one that said griffins will be there by paladins side,not me.I forgot when the change occured.But nevertheless,here goes:
1.Griffins land in the very corner,thus blocking either your treants or your dancers.Even if for a turn,it shows that its just a matter of luck.
2.Why do I have to prove that?It does change the situation,of course.All the creatures on the BF interact in a way.But what it doesnt change is the fact that everyone will still be attacking the paladins.In fact,even you said that,multiple times.So if you share my oppinion,why do I have to prove it to you?
3.Comes straight out of 2,so no need to prove it.The paladins are the only ones being attacked by the enemy,thus they are alone.
4.Again,doesnt need proving,its a fact.When 7 stacks target a single stack,the single stack dies.When no stacks target a single stack,that stack lives.
5.Comes straight out of 4(well duh).
Banedon wrote:
It's all very convulated, but it all links back to the original question. I personally feel DaemianLucifer lost sight of most of the original origins of these points however and is now arguing for the sake of arguing though.
Nope,I didnt.It branched into a few other questions though,but I still stand by my initial observation that if you classify one of the above as killers,so you have to the other.Both can be both.