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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Am i the only one seeing this problem?
Thread: Am i the only one seeing this problem? This thread is 2 pages long: 1 2 · «PREV
God2
God2


Adventuring Hero
Your benevolent deity
posted September 06, 2006 10:13 PM

Jousting bonuses should increase less per tile traveled. This would make the special useful most of the time, yet not immensely powerful at long ranges.
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RaZmuShaDoW
RaZmuShaDoW


Known Hero
The Sync Bug Hunter
posted September 07, 2006 10:05 AM

Quote:
Maybe he blocked them with a fury first and they waited or had an initiative boosting artifact.If not that is a fine example of how the forces of chaos and luck can turn around even the best strategies
Yep I had an artifact that gave me some more initiative. But that is for sure part of the plan becouse the most inportant part of the Dungeon army is to attack first. Forses of Chaos and Luck are also welcome
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xtrak
xtrak

Tavern Dweller
posted September 07, 2006 11:36 PM

Yes, you are right.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 08, 2006 05:36 PM
Edited by VokialBG at 17:39, 08 Sep 2006.

OK I think that they (paladins) are too strong. This MOD can decide the "paladin" question

Weak Paladin MOD - 3KB

With it the Paladins are very weak , copy this file in data folder and start the game...

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zatoichi
zatoichi


Adventuring Hero
posted September 26, 2006 08:58 PM

Quote:
Fixing paladins pales in comparison to fixing academy.


What do you find so unbalanced with academy?

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Demortae
Demortae


Adventuring Hero
posted September 26, 2006 09:19 PM

Good question, if you ask me, in version 1.3 the only thing unbalanced is haven's training.  Everything else seems to be around where it should be (ok, a couple resource cost tweaks among various dwellings).
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zatoichi
zatoichi


Adventuring Hero
posted September 26, 2006 09:35 PM
Edited by zatoichi at 21:41, 26 Sep 2006.

I didn't play Haven much, but I can see how training can be overpowering, but...
Who are these Haven training abusers and where in the hell do they find the money to buy all their creatures, AND to train those undisciplined peasants into awe deserving crossbowmen?

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Demortae
Demortae


Adventuring Hero
posted September 26, 2006 11:30 PM

Quote:
I didn't play Haven much, but I can see how training can be overpowering, but...
Who are these Haven training abusers and where in the hell do they find the money to buy all their creatures, AND to train those undisciplined peasants into awe deserving crossbowmen?


Starting cash, treasure chests, town, marketplace, all the same places as you, the difference is that they aren't concerned with building their town all the way up and recruiting everything.  All they really need is peasant huts, marksmen dwelling, squire dwelling, training grounds (and its upgrade), and some skills, then they can just go with whatever is cheapest until they have a capital/castle. They also can clear the map with losses only from high initiative units by week 2.

Most use Dougal, though the the peasant/conscript girl is a great option as well for more income from peasants and estates, a better chance at getting neutral peasants to join, and a large starting army.  The map difficulty setting has a great effect on marksmen rushers as it limits starting gold and can cause him/her to have slower start, but limits you as well, though I certainly would prefer playing on hard rather than normal against one.  

The tactic is not undefeatable, but the Haven player has a huge advantage.  Any other player has a short list of skills he "must" have to counter it, and even then it is unlikely that he will come out on top.

Suggestions to balance the skill (which is ideally an exceptional racial ability that makes sense for the faction to have) are many, though I personally favor a method that ensures that high resource maps are possible without cutting anything off the Haven town to balance the faction.  Personally, I would make a weekly limit on the number of units trainable, depending on skill level and/or week number.
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zatoichi
zatoichi


Adventuring Hero
posted September 26, 2006 11:57 PM

Only now do I see it clearly. The key is in EARLY training of conscripts - rush strategy.

Like your suggestions to balance the skill.
The idea that the only thing between the Haven and a total domination is the money is ludicrous.

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bjorn190
bjorn190


Responsible
Supreme Hero
Jebus maker
posted September 27, 2006 01:09 AM

This is easily balanced by making 2nd and possibly 3rd towns of the same faction available. Then all factions can buy as many troops as money allows.

The only good thing about training is when 2 conditions are present:

1. Too much gold to buy all creatures from 1 town.
2. No more towns to build dwellings in.

If 1 or 2 are not met, then havens training is nothing special, unless possibly you play with dougal and the marksmen really make a difference at the expense of not buying some other troop like angels or somthing.

Money limits haven. If everyone can use their money, its no prob

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Ambidext
Ambidext


Adventuring Hero
Wandering knight
posted September 27, 2006 08:23 AM

Quote:
Quote:
C'mon !5 paladins killing 11 dragons?


check the postdate maybe? They nerfed klaus in 1.2, but in May it was perfectly possible to do 1500 damage with Klaus' 5 cavaliers.


That's still 300 damage per Cavalier. This is F***ING imbalanced! Come on they're tier 6 creatures, not Azure Dragons!! =/

Maybe I should quit Sylvan for awhile and abuse Klaus until the next patch. xD

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Demortae
Demortae


Adventuring Hero
posted September 27, 2006 09:33 AM
Edited by Demortae at 09:34, 27 Sep 2006.

Quote:
This is easily balanced by making 2nd and possibly 3rd towns of the same faction available. Then all factions can buy as many troops as money allows.

The only good thing about training is when 2 conditions are present:

1. Too much gold to buy all creatures from 1 town.
2. No more towns to build dwellings in.

If 1 or 2 are not met, then havens training is nothing special, unless possibly you play with dougal and the marksmen really make a difference at the expense of not buying some other troop like angels or somthing.

Money limits haven. If everyone can use their money, its no prob


That's true to an extent, but Haven doesn't need tier 7 or tier 5 really, which saves alot of money (x3 if they have 3 towns).  The also get access to peasants, which over the course of a game long enough for 2 or 3 town factions gives Haven much more money to invest in troops (especially with ellaine).

Giving them access to too much money gives them access to training an excess number of paladins, which wipe the floor with most everything.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted September 27, 2006 10:23 AM

One important thing being overlooked here is that Haven is the only faction which enables the player to really focus on one or two specific Tier creatures. Want more Archers? Train up some peasants. Need more Paladins? Lower Tiers can be used to swell the ranks.

As it is, most people use tactics that do not fully use the potential of the *entire* line-up of the faction they play. They focus on a few of the creatures available, and use the rest as a side-dish, or as cannon fodder.

Haven allows the player to train these side-dish/cannon fodder troops into troops that fall in line with the used tactics, thereby reinforcing the thrust of their main attack strategy.

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RaZmuShaDoW
RaZmuShaDoW


Known Hero
The Sync Bug Hunter
posted September 27, 2006 10:32 AM

I agree with that point. It's like upgrading almost useless Zobies into something better and more usable. Instead of not using them at all.

I realy wish I could upgrade Assasins into Furries because Furries are essencial to Dungeon hero and Assasins are almost usseles after week 2.

Training can make this game from strategy game to some economy game Get more money and win!

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 27, 2006 10:47 AM
Edited by Doomforge at 10:47, 27 Sep 2006.

Quote:
This is easily balanced by making 2nd and possibly 3rd towns of the same faction available. Then all factions can buy as many troops as money allows.

The only good thing about training is when 2 conditions are present:

1. Too much gold to buy all creatures from 1 town.
2. No more towns to build dwellings in.

If 1 or 2 are not met, then havens training is nothing special, unless possibly you play with dougal and the marksmen really make a difference at the expense of not buying some other troop like angels or somthing.

Money limits haven. If everyone can use their money, its no prob


entirely wrong. If two sides start with two castles, the advantage of haven will be even bigger. Because they will train even more peasants into archers. If you have two castles (even if one is captured later, say - second week), you end with 600+ marksmen in 6th week. Now tell me how the heck can I counter that. Besides, you need tons of resource for ONE town, and for two.. omg. Not mentioning the gold, while haven needs only gold, and maybe some crystal if they want to go for paladins, but it shouldn't be a problem to get a bit. Haven is totally overpowered on maps with extra castles to capture, and if you desire a bit more balanced game vs haven, the best maps are those like peninsula: no extra castles, no overwhelming gold ammounts.  

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 27, 2006 11:48 AM

Quote:

Maybe I should quit Sylvan for awhile and abuse Klaus until the next patch. xD


Don't get your hopes up he was nerfed again in 1.3
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diablo-jr
diablo-jr


Adventuring Hero
posted September 27, 2006 01:16 PM

from what I could find on the jousting bonus in the new ver 1.3 patch.
this comes from the developers of the patch (The cavalry commander specialization now gives jousting bonus not for each walked tile but for the final result dramatically decreasing the full damage.)so from that statement they have nerfed the pallidans hard so now you can walk all the tiles you want and it isn't going to have a big impact on the damage that you do.so by the sounds of it there back to being just like they were in the other heroes games real fast and they hit hard in large numbers.at least thats the way I read that.but I could be wrong wouldn't be the first time.
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good hunting

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kandhoshlo
kandhoshlo

Tavern Dweller
posted June 04, 2012 03:50 PM

If those charges are correct, the problem is not so much with the Paladins themselves, but rather with this Hero Klaus. The Paladins are powerfull, but not overly so, and are quite vulnerable to magic (Dark and/or Destructive).
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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted June 04, 2012 08:41 PM

Brought back a 6 years old topic thread?

Of course, the Paladins were really overpowered in MMH5:Vanilla(v.1.0).

The patches were not even released and applied, yet. 4 patches starting at 1.4.0.

First Expansion(and, the only one) of Hammers of Fate v.2.0 + patch to v.2.1 brought even more fixes and game balances via quick tweaks during the development of such expansion. That expansion was such a great add-on to the game, that you could skip all the patching of the Vanilla one straight to that completely new version of game + the one and only patch it ever needed.

Once again, that game has been completed to version 2.1 as of Fall of 2006-up to Spring of 2007. MMH5:Tribes of the East v.3.0 was released as a completely redone game for Vista platform of Windows as of Fall of 2007(5 years ago). Patched to v.3.1 by Winter of 2008. The game, still, works like a charm on Windows 7 x64 + SP1 as of this day(June 2012).

So, yes, the Paladins were the healers and ressucitators of level ones to three or, they had the humongous attack ability of Joust over any enemy stacks all the way on the other side of the battlefield(except inside the defensive walls of a siege situation). As of right now, I doubt very much so, that, Green-Emerald Dragons would not have the advantage to attack first and, incenirate the Paladins, first, before the Paladins could, ever, make a single move. In the case of the other evil(undead) dragons, it could very well happen that the Paladins had the one, critical attack upon them by having greater initiative and speed to do just that: Piercing the scale armor of the dragons in one devastating blow all the way in to their oversized hearts.


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