Yes, the training ability.Variol wrote:I assume the above is referring to the "upgrade" ability of the Haven town, or heroes?
What's "arma"??
"arma" is shortened from armageddon, lvl 5 destructive spell.
Reading your posts sound so much like what our friend Primus always tells me on this subject. I mean that in a very good way; meaning; you "Battle-Masters" have cussed and discussed this topic quite a bit and come to agreement through a lot of experience.zaio-baio wrote: ...unless you can put the skeleton transformer to a good use.
I thought Diplomacy is a waste in HV anyway.markkur wrote:... the skill of Diplomacy etc. for any Hero, becomes worthless and a total waste...
On ubi/toh maps yes, on rmg maps its another story. Diplomacy + crown of leadeship is very very abusive. For instance leaving a few hordes of paladins for week 7-8, when you already have that big paladin stack + all your army with you. You also need +luck/morale/initiative artefacts, diplomacy and the crown. I recently had a few games where i ended up with about + 15 archangels, + 50-60 paladins,50-60 griffins and about 100-150 crossbows via diplomacy week 7-8 on 1 castle maps. After that i mentored out the diplomacy perk and went for empathy.parcaleste wrote:I thought Diplomacy is a waste in HV anyway.
markkur wrote:Have you played them yet?TheMeInTeam wrote: Orcs I need to play more to make an honest eval.
For stronghold:PlanesWalker wrote:2 Questions
Is the Stronghold good late game?
Why so much hate for the Inferno town? I found their gating ability to be very effective in fights.
More skills is better, but the game balance is tightly connected to the 6 skill slots limit. For instance the elves need to skip an important might skill in order to get leadership-> swiftness aura. If they have 8 skill slots then their 1st turn charge will be unstoppable.markkur wrote: Btw, I use the "J" Mod from Quantomas because it allows 8 skills. For me, only 6 was always a bad idea. Because of this Its not really apples to apples for me to comment about balance, Playing stronghold I can have an anti-magic (or two) and not rob me of something good for the faction.
Yeah, that's why I mentioned my using "J" because those 2 extra slots really have an impact. Did you play the A.I. before you retired?zaio-baio wrote: More skills is better, but the game balance is tightly connected to the 6 skill slots limit.
I guess every HoMM game needs Tournaments...to flush out all the "enlightened-workarounds-"<LOL>zaio-baio wrote: Enlightenment - mentor out - Shatter light
So you get 1 shatter and mentor out enlightenment go get the other
The stats from enlightenment will be kept, orcs are the only faction that doesnt lose the + stats from enlightenment when its removed via memory mentor. Ofc ppl may ban you if you do it .
Yes, it was pretty good.markkur wrote: Did you play the A.I. before you retired?
I always prefered to get 1 shatter only ( mostly dark) and mentor out enlightenment in favour of luck. Anyways, its safer with 2 shatters.markkur wrote: I guess every HoMM game needs Tournaments...to flush out all the "enlightened-workarounds-"<LOL>
I like the skill, but it badly needed a cap. Expert luck provides +30% dmg on average - same as +6 attack. A lvl 30 knight will get +15 free stats - most likely 4 att 7 def 2 sp and 2 knowledge - If we assume that 1 att is as good as 1 def, then exp enlightenment is about 2-3x better then the exp luck skill. So enlightenment is balanced with heroes around lvl 20, overpowered if lvl 25+, and underpowered if lvl 15 or less. Anyways, those free stats pale in comparison to the mentoring perk.markkur wrote: Btw, speaking of Enlightenment; Do you think the game would have been better-off without this supposed skill? (more like magically visiting all bonus sites on the map)After playing for a while now, I find it's a must-have late-game, because if I don't have it, my stats are deflated compared to enemies that do. Idk, I don't think any "skill" should be that impacting. Your thoughts?
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