Unread postby Qurqirish Dragon » 15 May 2007, 15:07
I am now into the 4th map of the campaign (and I assume it is the last, since there is no carry-over listed in the scenario description)
I have found that my heroes are dominating the maps. I have Wearjak with his buffed-up combat and tatics (and basic summoning) for nowing down enemies, and another hero (I forget her name) with a complete nature magic, and a lot of combat.
Through the nature magic, I am summoning creatures into my force every day, and have found that the water elementals are key. Between fatigue for flying troops and quicksand for walkers, even one or two of them is enough to cripple most enemies, while the heroes (with grandmaster archery on one and master on the other) can quickly dispatch enemy ranged troops, or clobber the others at leisure. To speed up the battles, I have been taking centaurs, cyclops, and thunderbirds into battle as well, but the thunderbirds more often then not just defend. They are only useful in seige, and even then summonning a few wolves to take down the drawbridge is usually more morth it. Mass fortune in larger battles reduces my injuries to pathetic levels. The only thing that would make this easier would be if I could choose the creature summoned each day (to guarantee that I always get a water elemental; as long as I have one already I can do this by making certain there are no empty army slots, but if I don't have one, it may take several days before I get one.)
Comparing with the other elementals, I think water is by far the strongest. It is definitely the most versitile (fatigue, weakness, and quicksand, along with good spell points, makes even one of them great. Once they are in any quantity, ice bolt becomes good also!) Teh summoning spells are also great. The few that Wearjak has can be used for distractions, while my beastmaster calls up the waspworts for range or wolves in large quantity for drawbridge-smashing.
Since a similar situation (although with different hero types and abilities) happened in the last campaign, I can see that heroes are definitely overpowered, even without immortality potions or guardian angel spells. In single scenarios, where you are unlikely to buff them up so much or gain high levels this may not be the case, but for the campaigns it is too much. I'll see how the single scenarios work after the campaigns, but I feel that until I start with the fan-maps things will be too easy. I like having heroes on the battlefield, but these put to shame any commander that appears in WoG. I would guess that a good campaign should have very few sites or jewels that improve the attack and defence skills. Spell points are plentiful enough anyway that I don't think that is a problem.
As for summoning, I haven't used all the different magics yet (I haven't even had access to chaos or death magic yet), so I cannot say anything about its relative power. However, I do find I am using summoning spells a lot more than I have in any previous HoMM (and remember, as I have said repeatedly, that HoMM5 is considered previous for me!). The power of fortune also has me using that spell a lot (I NEVER used it in H3, except to see what the animation looked like) It is like a super-stoneskin spell. The mass version is spectacular.
Unless something really unexpected happens, I do not expect to comment again until I have started the next campaign (which will likely be today or tomorrow, so not too long a wait). I'll see whatever is third in order, but I may try out the chaos or death campaign even if they are not up next, just to try out them. You'll all have my decision in the next installment.