Invisibility overpowered + Starwars start!
- Jolly Joker
- Round Table Hero
- Posts: 3316
- Joined: 06 Jan 2006
You always forget that there is no creeping without spell points.
IF you've played the odd HoMM 5 game, you'll have noticed, that the level 1 stacks are FEW on 9 out of 10 maps. You could say they are non-existant except in front of your Sawmill and Ore Pit and maybe guarding a Tattered Flag or an Idol or so. Instead you'll find at least things like a horde of Demons, Marksmen, and so on.
There is no way that you beat those with a green hero and a handful of Stalkers - too many HPs to kill.
And even IF you luck out and beat one of them, losing your handful except a few, then what?
IF you've played the odd HoMM 5 game, you'll have noticed, that the level 1 stacks are FEW on 9 out of 10 maps. You could say they are non-existant except in front of your Sawmill and Ore Pit and maybe guarding a Tattered Flag or an Idol or so. Instead you'll find at least things like a horde of Demons, Marksmen, and so on.
There is no way that you beat those with a green hero and a handful of Stalkers - too many HPs to kill.
And even IF you luck out and beat one of them, losing your handful except a few, then what?
ZZZzzzz....
- ThunderTitan
- Perpetual Poster
- Posts: 23271
- Joined: 06 Jan 2006
- Location: Now/here
- Contact:
Oh, so it is limited... then it's not that much of a problem.albeP wrote:Invisibility can only be cast once per battle per unit stack and lasts 3 turns. Although you can split the stalkers into many small stacks and activate invisibility one stack at a time while running away from creatures, obviously not effective with archers though.
Plus, Dungeon is weak in the beginning because Warlocks get knowledge very hard... and their first few creatures aren't very hardy.
Of course Nival need to have some play testing about it to make sure it's not too much of an advantage if they haven't.
Disclaimer: May contain sarcasm!
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
- Gaidal Cain
- Round Table Hero
- Posts: 6972
- Joined: 26 Nov 2005
- Location: Solna
Well, perhaps the marksmen - with luck with initiative. Stalkers are better at shooters, or when you have something fast that you want to hit with damage spells before they reach you (and those firehounds still took out half the Stalkers). The big trouble with stalkers is perhaps rather that they offer a larger difference than most other alternatives.Jolly Joker wrote:Instead you'll find at least things like a horde of Demons, Marksmen, and so on.
There is no way that you beat those with a green hero and a handful of Stalkers - too many HPs to kill.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
- Grumpy Old Wizard
- Round Table Knight
- Posts: 2205
- Joined: 06 Jan 2006
- Location: Tower Grump
Oh no, I am not forgetting that spell caster heroes need mana to cast spells. Spell casters are my favorite. I am after all a wizard. And no IFs needed. I have played all the old HOMM5 maps oh so very many times and am quite familiar with the different factions not only for my playing of the maps of others but from my many hours of playtesting and balancing my own maps and probably playtesting about 6 or so maps for other folks.Jolly Joker wrote:You always forget that there is no creeping without spell points.
IF you've played the odd HoMM 5 game, you'll have noticed, that the level 1 stacks are FEW on 9 out of 10 maps. You could say they are non-existant except in front of your Sawmill and Ore Pit and maybe guarding a Tattered Flag or an Idol or so. Instead you'll find at least things like a horde of Demons, Marksmen, and so on.
There is no way that you beat those with a green hero and a handful of Stalkers - too many HPs to kill.
And even IF you luck out and beat one of them, losing your handful except a few, then what?
However, as I said, I believe that a level 1 creature that can turn invisible gives the warlock a significant advantage. If Nival could care less about balancing the game furthur and just wants "neat stuff" in the game whether or not it is balanced that is fine and dandy. But it is still an imbalance that should be addressed.
GOW
Frodo: "I wish the ring had never come to me. I wish none of this had happened."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."
- Jolly Joker
- Round Table Hero
- Posts: 3316
- Joined: 06 Jan 2006
It was decided to get the Chinese version out first.okrane wrote:Anyone here knows when the patch 3.1 will be released? JJ?
you said a while ago it will come out just after the game... and there have been 2 months and nothing came up... Just wandering what kind of changes will it bring...
ZZZzzzz....
- Jolly Joker
- Round Table Hero
- Posts: 3316
- Joined: 06 Jan 2006
For he Stalker - in creeping - the only relevant stat is the initiative: the special means that the Stalker is simply as good as the hero manages to be in 3 rounds. And that's exactly what the Stalker is: a unit that will allow the hero to do damage according to his or her MAGICAL (or personal)ability without having to fear losses.
Basically this is only a unit that makes use of the hero's magical attributes and abilities while all other units profit from the heroes MIGHT attributes.
Therefore it is an interesting unit.
Basically this is only a unit that makes use of the hero's magical attributes and abilities while all other units profit from the heroes MIGHT attributes.
Therefore it is an interesting unit.
ZZZzzzz....
(This is nearly the same reply I did to your same comment in the official forums, but its for other people who haven't seen it. )Jolly Joker wrote:For he Stalker - in creeping - the only relevant stat is the initiative: the special means that the Stalker is simply as good as the hero manages to be in 3 rounds. And that's exactly what the Stalker is: a unit that will allow the hero to do damage according to his or her MAGICAL (or personal)ability without having to fear losses.
Basically this is only a unit that makes use of the hero's magical attributes and abilities while all other units profit from the heroes MIGHT attributes.
Therefore it is an interesting unit.
Thats absolutely correct Jolly Joker, I couldn't have phrased it better myself. However in 3 turns you can deal A LOT of damage with spells without taking any damage yourself. As you can see in the replay the magma dragons were nearly all dead by the time they reached the stalkers. Titans (from Infiltrator) would have been even easier as they don't even move, if you don't think you can kill them all before your 3 turns are up you can split the stalkers into 8 stacks, allowing many more turns as they just stand there taking damage.
Stalkers vs Magma Dragons Replay...
http://www.speedyshare.com/345160245.html
- PhoenixReborn
- Round Table Hero
- Posts: 2014
- Joined: 24 May 2006
- Location: US
What I'm missing here is what stalker invisibility is overpowered compared to.
Does it actually allow a warlock to move faster than necromancer with motn and raise dead? And as GOW has pointed out before can raise high level creatures?
What about a wizard whose mark was greatly expanded with 3.0 to include things like fire trap and area of effect spells, when the wizard could already creep very fast?
Even the ranger got a boost with instantaneous imbue arrow...
so for me it isn't enough to say "the warlock is overpowered due to invisibility", I need a little more explanation.
Does it actually allow a warlock to move faster than necromancer with motn and raise dead? And as GOW has pointed out before can raise high level creatures?
What about a wizard whose mark was greatly expanded with 3.0 to include things like fire trap and area of effect spells, when the wizard could already creep very fast?
Even the ranger got a boost with instantaneous imbue arrow...
so for me it isn't enough to say "the warlock is overpowered due to invisibility", I need a little more explanation.
- Grumpy Old Wizard
- Round Table Knight
- Posts: 2205
- Joined: 06 Jan 2006
- Location: Tower Grump
I made several posts expaining some of the reasons why the stalkers are overpowered includingPhoenixReborn wrote:What I'm missing here is what stalker invisibility is overpowered compared to.
Does it actually allow a warlock to move faster than necromancer with motn and raise dead? And as GOW has pointed out before can raise high level creatures?
What about a wizard whose mark was greatly expanded with 3.0 to include things like fire trap and area of effect spells, when the wizard could already creep very fast?
Even the ranger got a boost with instantaneous imbue arrow...
so for me it isn't enough to say "the warlock is overpowered due to invisibility", I need a little more explanation.
It means their invisibility special has given the dungeon much more power than other level 1 creatures give their factions which causes a large imbalance in the game.
GOW
Frodo: "I wish the ring had never come to me. I wish none of this had happened."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."
That's not an explanation.Grumpy Old Wizard wrote: I made several posts expaining some of the reasons why the stalkers are overpowered including
It means their invisibility special has given the dungeon much more power than other level 1 creatures give their factions which causes a large imbalance in the game.
I was reading trough post, and I agree JJ in this invisibility thing. It's indeed a great unit for creeping, but only with Warlock's destructive magic. Something similar can be done, with battle griffins.
"Rage against the system, the system, what kills the human spirit."
- ThunderTitan
- Perpetual Poster
- Posts: 23271
- Joined: 06 Jan 2006
- Location: Now/here
- Contact:
frankly i think that all factions should have something that makes early creeping easier, i prefer fighting against another player then the map myself.
Disclaimer: May contain sarcasm!
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
Infinite mana? Howso?tb5841 wrote:Even in spite of stalkers, I still find creeping easier with necropolis (no real losses when creeping) and academy (infinite mana + MOTW).
The mana feels infinite by the time your hero has reached mid-level or so, but I can't think of any sort of infinite mana with regard to the topic at hand (early week creeping).
I always use Nur with Academy, and find it very hard to run out of spell points, but with a random hero I guess this wouldn't be true.Infinite mana? Howso?
The mana feels infinite by the time your hero has reached mid-level or so, but I can't think of any sort of infinite mana with regard to the topic at hand (early week creeping).
Agreed.frankly i think that all factions should have something that makes early creeping easier, i prefer fighting against another player then the map myself.
- Grumpy Old Wizard
- Round Table Knight
- Posts: 2205
- Joined: 06 Jan 2006
- Location: Tower Grump
Academy will have to sacrifice some troops for distractions in almost every single early battle. Typically gargoyles. Their low level troops do little damage and the wizard will need the delay from single stack sacrifices to win early battles.tb5841 wrote:Even in spite of stalkers, I still find creeping easier with necropolis (no real losses when creeping) and academy (infinite mana + MOTW).
And of course there can be a problem with early spell selection for the academy. The warlock faceds no such problem as his expertise is destruction and his guild provides those spells, all of which will be useful to him. Not all summoning spells are very useful in creeping (or otherwise) and light magic will certainly not help the wizard early (and is never very good for him.)
Academy does not have infinite mana. Necro does (and higher spell power), with mark of necromancer (plus free troops.) Rune Mage does with tap runes(and can cast rune magic whenever any of his troops can move.) It is true that Nur regenerates mana in combat, but she is the only academy heroe to do so.
Warlocks with stalkers can pretty much creep without any loses at all and take on troops that others can't early or that others will have to take large losses to tackle. Stalkers have nice initiative (12) that is higher than master hunters or arcane archers. Stalkers are overpowered in both creeping and hit and run tactics. Some stalkers can also be given to a secondary heroe for even faster creeping.
GOW
Frodo: "I wish the ring had never come to me. I wish none of this had happened."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."
Who is online
Users browsing this forum: No registered users and 4 guests