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Btw, for the best (most worthy to go for) conversion I nominate: Sprite -> Spectre and Berserker -> Vampire Lord. And for the worst, I give you Deep Hydra -> Spectre, Nightmare -> Spectre and Master Hunter -> Skeleton Archer. What do you say?
I'm talking about the drastic diminution of the necropolis' shooting power, and the changes in the composition of the army that this new necromancy entails.Jolly Joker wrote:What are you talking about?Adicto wrote:And now that necropolis is no more based on a legion of skeleton archers, is there any change in the undead's stats? because now its firepower is no more feared (Death Cloud makes crap damage), and the roles of some creatures have changed, so the faction seems more imbalanced and diffuse than ever.
Corelanis wrote:Your english is fine. I just dont see the problem youre getting more units just for killing things. Necropolis is designed around lots and lots of weaker troops. If it doesnt work well roll back I guess. Im installing the patch now so if I find it totally sucks ill tell you.
Raise different undead troops is fine and fun, I liked it since HoMM 4, but I'm concerned about the necro units being too much tweaked to fit in the old necropolis concept. I mean: The whole undead army was there to ensure the skeletons' integrity and buy time for your spellcaster hero, but now that has changed, at least in big part.theGryphon wrote:Well, Adicto, rather than legions of skelly archers, we will have zounds of zombies and spectres, throngs of vampires, hordes of liches and lots of wraiths and necro dragons raised. Plus, we will still have skellies in the order of thousands. What else do you want? Think about it and you'll come to see that this change is obviously in the favor of the Necro faction both in strength and fun in gameplay.
First, take the manual STATs page and compare. The only creatures which are clearly under the rest factions' ones are lvl 7, and their low damage compensate with numbers +1 with a town special structure. Furthermore, okay, 0 possibilities from taking benefits about moral, yes, BUT 0 possibilities from taking bad effects from it, too, and you did mention nothing about their immunities (mind) or the fact of the Animate Dead efficiency (you don't loose any troop after combat) and having it right from the stat. What are you complaining about? I think you're completely wrong.Adicto wrote:All necro creatures are slow (low speed & low/moderate initiative, together with 0 possibilities of benefitting from moral)
Really? I think their good SPower says the opposite.and necromancers are spellcaster heroes whose attack is usually something like 0.
You have had no time to test that, please, don't say blasphemies. Even if that were true, there's no trouble on protecting them using Bone Dragons or Wraiths. If the enemy blocks them before that, that stack will be dead. It's usual that each faction can reach the 2x2 enemy ranks with no more than 2 stacks. If we count that 2 stacks will be at the whole Range of a mass of skeletons and their buddies, it's not a bad thing at all.Now necromancers are forced to play offensively with a defensive army because they have less shooting power than almost every race (I mean if lichs are 2x2 even now)... and this cannot be good.
It will be going to be so.Maybe I'm talking to much and there are some changes like more speed or other unexpected things, but I'm still worried.
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