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Heroes Community > Library of Enlightenment > Thread: Playtest confirms: Armorer specialty IS a game-breaking imbalance issue!
Thread: Playtest confirms: Armorer specialty IS a game-breaking imbalance issue!
rechet
rechet


Hired Hero
posted June 14, 2004 10:12 AM

Playtest confirms: Armorer specialty IS a game-breaking imbalance issue!

I did a test run for the Armorer specialty hero (Mephala in this case) in the ’mother of all challenges’ map called The Lord of War. I don’t think I need to re-introduce the story of Leondegrance for anyone here, as the quality of that map speaks for itself.

I’ve played this map through half a dozen times, and almost always I have used Leondegrance as my main hero. He has a pretty good set of skills, but lacks a decent method of protecting his units during those numerous, hair-raisingly tough battles. Only method of surviving them is to (ab)use the blind-resurrect combo, but his about thousand spell points (from Mana Vortex) aren’t enough to bring back 600+ Ancient Behemoths or 1500+ Thunderbirds in one go, so bringing sacrificial stacks of level 1’s is a necessary evil in most cases.

I know that recruiting defeated enemy heroes and using them as main is usually easier, but it kind of defeats the point of building up your own hero to epic proportions.

So, I edited the map and added Mephala to my roster. (Hardly cheating, as it just removed the hassle of having to restart a million times until she appears in the Tavern.) I made sure to pick Earth Magic, Air Magic and Wisdom to back up on the vital magics, and tried to boost Defense as much as I could. I figured since Ancients pretty much ignore target’s defense, I might as well make sure the enemy can’t take them down before they get to do their trick.

What a difference it made! Being attacked by a legion of Archdevils (backed up by a hero with stats in the upper 60’s) no longer cut my superstack into half, it barely dented it. Or those 9000+ Minotaur Kings chopping down at least two superstacks, that was a worry long gone and forgotten. Since that battle is on cursed ground, I was usually forced to do that battle last, as I never had an army to speak of after it. This time I ’only’ lost 800 Thunderbirds and 20 Ancients - out of 1900 and 770, respectively.

Conclusion: Having the incoming damage cut down to 20% or even less with Armorer specialty hero using the Shield spell liberally is nothing short of a game-breaking imbalance in long to ultra-long games where heroes are expected to reach extreme levels, at least in the upper 20’s. I don’t think any other specialty poses such a threat, although the Logistics special can be strategically decisive in many cases, and Necromancy special makes the (already) game-killing Necromancy even worse.

____________
--
Jukka Mikkonen a.k.a Sir Rechet

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csarmi
csarmi


Supreme Hero
gets back
posted June 15, 2004 06:34 PM

such a loser

besides, armorer specialty is really too strong

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Frick
Frick


Known Hero
and eternal n00b.
posted June 15, 2004 07:58 PM

Why loser?
Too strong... I can admit that. Such as the necro-ability. But it's fun anyway.

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Conan_dw
Conan_dw


Hired Hero
posted June 24, 2004 01:49 PM
Edited By: Conan_dw on 24 Jun 2004

try to play this map with a necro as main, you will see, you will have no use for any speciality.... lots lots lots of millions ofskells.....dawn of the dead....

useless, but funny, to play lord of war this way :-)
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 24, 2004 09:02 PM

You would need much lesser spellpoints, when u use the "archangel-clone-resurrect-frostring-clone" trick..

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