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Heroes Community > Tournament of Honor > Thread: Hero Building Game:Tazar Level 14
Thread: Hero Building Game:Tazar Level 14 This thread is 2 pages long: 1 2 · «PREV
DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted October 13, 2004 03:25 PM

Something has to be wrong here. If all your tests were independent and you kept getting the same results then this would mean that levelling up for any hero would be a predictable pattern.
If that were the case then this game being 7 years old, surely somebody would have noticed this before now.
Having said, you got me curious and i am going to run some tests myself.

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Retaliation is for the foolish. Silence is wisdom

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted October 13, 2004 04:26 PM

I think somebody posted about this wisdom thing before. Basically I think it's a question of ballance, as this way might heroes don't get pointlessly low chances for learning higher level spells. And other skills are completely random.
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted October 13, 2004 06:59 PM
Edited By: Xarfax111 on 13 Oct 2004

Quote:
Skills: Exp Armorer, Exp Pathfinding, Exp Water Magic,Expert Logistics, Expert Tactics
Next, level 15.......choices areffense Earth-



Wisdom was offered here as opportunity to Advanced Logistic. Somehow the peeps were convinced that to leave out Wisdom is better then to take wisdom. Why will stay their secret:

If there were the question between Logistics and Wisdom of course i wouldve taken Logistics. But the difference between basic logistics and advanced logistics is even if u are speed optimized

          2 steps

on grass ground. That would be around 6 steps in total for the complete game, just to get that one skill earlier. Therefore the peeps risked all the advantages that wisdom provides, even more important on a random XL. Hell that was nothing but plain stupid.

The fixation of some skill for might heroes goes back to the developers. They thought noone would take a might over a strong magic hero and therefore fixed that they get at least one magic school (at 4 slot) and wisdom in the described places.

You might oversee that now 7 of 8 skills are already filled, only 2 opportunities left to get wisdom. U might oversee that u already had skilled 15 times, not 7 times. 2 opportunities left, chance to get wisdom in a real game = zero.

Additional to this it is more or less very rare to get all 8 skills on expert on a random map. Even on tough playermade templates with huge blocks u should more concentrate on getting the first 6 skills on expert soon. One of them is surely to get wisdom to expert early to open pandoras boxes (= real game situation).

Hopefully (im enjoying this little game) you will repeat your skilling game, with real skilling and then proof me that im wrong. But as this skilling is like u said "out of your brain", we might should not continue to discuss whose right or wrong.

My personal game experience is, besides the probabilies, that once the refused to take wisdom it will be hardly offered again.

At least Tazar didnt get Artilley...arrrgh..what a wasted skill that would be on this hero.

Xarfax1



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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted October 13, 2004 07:22 PM

Quote:

At least Tazar didnt get Artilley...arrrgh..what a wasted skill that would be on this hero.

Xarfax1





LOL...this time, i TOTALLY disagree with u here.
As i mentioned before, when u get into the endfight with Tazar, what does your attack skill look like?

5?
2?
6?

....no, surley not.....it will normaly be about 15-20  or even higher (arties a.s.o.   ...).

So what is bad about expert artillery on a hero with attack 15-20 when going into an endfight?

Please share your wisdom here..
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted October 13, 2004 11:01 PM
Edited By: Xarfax111 on 13 Oct 2004

Quote:
So what is bad about expert artillery on a hero with attack 15-20 when going into an endfight?

Please share your wisdom here..


...well, im not sharing "my wisdom" here, im sharing my opinion. If u totally disagree with me its totally ok for me.

In my opinion artillery, is a lost skill for a defense hero like Tazar. Of course there are other skills that are worse, but many that are more useful for him for sure. I dont think all agree with me, its more like a matter of taste.

So if u go with 15-20 attack and defense tazar in the endfight, its for sure due to some artifacts and buildings. The map must be rich with arts and stuff, so u can expect your opponent having the same highness of primary skills. So with artillery alone u might can kill your opponents tent..just maybe ..and that not enough to waste a skill for that alone.

Artillery is only a killer in combination with

a) an artillery specialist with archery
b) Orrin the archery specialist
c) a hero that already has archery and some archery arts
d) with archery skill plus golden bow.

I wouldnt take artillery just alone due to 15-20 attack. Sure a barbarian which goes high in attack early, can be a nice map cleaner. Although an experienced player will do the same even without artillery skill, so no need for it. Also u talked about the endfight.

Another disadvantage is that the complete skill can be eliminated very early in the endfight. Gurnisson for example was (is) very popular, due to his mapcleaning ability. But destroy his artillery with low level shooters in the endfight before the artillery comes into the action, and u will see all his glory fade away. He stays castrated on the battlefield, while u still have your speciality.

I must admit unexperienced players maybe missinng to kill the artillery of a specialist (Gurnisson, Pyrre, Christian, Arlach and Orrin (the other i dont count)).Then of course, the artillery will rise the hell onto battlefield . A nice double strike will clean out 2-3 upgraded Lvl7 creatures if in full-arrow reach.

Another exception is towerarmy plus artillery due to that facts of low speed and towndefending abilities.

But as i said, under normal circumstances artillery is not an important skill to have in the endfight. In case of an defense specialist i would prefer intelligenz or resistance for example, cause they will help to keep those creatures alive. It will be like hitting with a little hammer onto a big rock..they just wont die.

One day a good player caught me with pants down and shackled my tazzo just having 5 archangels with him (plus tent). He had a complete army, i had resurrection with inteligenz plus resistance (and the usual skills) and good old tazzo.. so guess what

Xarfax1
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Conan
Conan


Responsible
Supreme Hero
posted October 14, 2004 12:49 AM

what? how did the battle evolve?
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Your life as it has been is over. From this time forward, you will service.... us. - Star Trek TNG

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kwahraps
kwahraps


Adventuring Hero
posted October 15, 2004 04:51 PM

Xarfax,

I share your opinion.
I would say Artillery is a map-driven, situational skill.

On small and medium maps, I find it useful throughout the game.

But on large and X-large maps, as the armies increase in size, the usefullness of the Artillery damage decreases.  From mid-game on, a skill like Pathfinding (or any of the percentage skills like Offense, Armorer, etc.) will still have value, whereas Artillery tends to lose some power.  

In theory, the more hitpoints you are up against, the less efficient the artillery skill would be.  

Still, if you're choosing between Basic Artillery and Basic Eagle Eye . . . .
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