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Heroes Community > Library of Enlightenment > Thread: Orb of Inhibition/Recanters Cloack are cheap
Thread: Orb of Inhibition/Recanters Cloack are cheap
c0ldshadow
c0ldshadow


Known Hero
ig chr0meice91
posted February 04, 2005 08:31 PM

Orb of Inhibition/Recanters Cloack are cheap

personally i find these 2 artifacts ridiculously cheap...

this is because they entirely negate what a magic hero is all about. if there are going to be artifacts that negate magic heroes, there should be artifact that might MIGHT HERO attk/defense to ZERO. im sorry but these artifacts are just gay. or better yet dont have any such artifacts that entirely negate what a hero is about.

as you might guess i am a dungeon player and this is one of my few rants about the game.. dont have a problem with much else..
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Khayman
Khayman


Promising
Famous Hero
Underachiever
posted February 04, 2005 08:43 PM

Turnabout is Fair Play while trying to Balance the Power Scales

I understand your frustration, however...

In my meager experience, my enemies (or online opponents) rarely uncovered those artifacts.  Even if they did, some would choose not to use them for the sheer fact that they wanted to rely on some magic and spell-casting to assist them in battles.

In response to your observation about fairplay/turnabout for Might heroes, well...

All I can offer is that Might heroes and their armies are usually subject to the awesome powers of Magic heroes the other 95% of the time when they do not have Recanters Cloak or Orb of Inhibition.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted February 04, 2005 09:22 PM

All the more insentive to get those artifacts so your opponent cannot use them.
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zsa
zsa


Famous Hero
posted February 05, 2005 04:46 AM

shadow, from what I remember from your posts, you play almost exclusevly dungeon-malekith. This is a good time for you to try more heroes and better yet a different town.

If you play all the towns, you'll get a more broad perspective of the game and you'll most probably have more fun too ( maybe it's just me, but I couldn't be able to stand to play the same town more than 2 times in a row ).

Relics are a lot of times unbalancing. So yah orb of inhib is no more unfair than heavenly helm, or sword of judgmen or tome of *enter name* in a lot of circumstances.

Yeah, the cloak will give the might hero an advantage, but then again a pandora box with all the earth or air spells will be much more useful to a magic hero.

How will a stronghold army with a might hero fight vs your magic hero with armageddon and black dragons ?
That's right, he'll die.

The game has a lot of variety and because of that there are a lot of possible instances where you have very little chance of winning.

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted February 05, 2005 05:04 AM

WHaa AWHAAAAA.
This should help you to work on your skills, so you wont have to rely on magic so much.
Why dont you practice some hand to hand combat & Strategies
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guitarguy
guitarguy


Responsible
Supreme Hero
Rockoon.
posted February 05, 2005 11:21 AM

Assorted thoughts of mine

1. In combat, you are faced with threats from two fronts: first is the enemy troops and second is the enemy's magic. As long as your army doesn't get totally wiped out, you won't lose the battle. Players, on the other hand, can completely run out of spell points but can continue to lead the troops to victory. You can tell here that spellcasting has its occasional shortcomings. The player should use this as an advantage. If you can avoid getting toasted by the opponent's damaging Level 3/4/5 spells, you can focus mainly on destroying the opposing troops and not worry a whole lot about the magic part. Negating part or all of the magic part will hamper the enemy threats somewhat. If the Red Orb is present, then you can focus on just crushing the enemy army.

2. To back up my first point, a player's hero should be given adequate troops for self-defense, regardless of how powerful his/her magic is. You never know what the opponent has in store. This is nothing new, of course.

3. The cloak artifact is, of course, more useful on large maps with rich resources; when the enemy upgrades their mage guilds to high levels. Also useful if you lack comparable high-level spells and you want to balance things out.

4. If you know that an enemy player has a destructive spell like Armageddon up his sleeve, the magic-suppressing orb will be an undoubtedly big help if you have it. Similarly, you can leave the orb alone in your backpack if you think the enemy doesn't have such spells.

5. If you have a powerful magic hero, you'll do best to scout out and claim the cloak/orb artifacts before the enemy does. This means you can deny the enemy an essential means of shutting down your crushing spell capabilities. No more unpleasant surprises in combat when you reach for your Implosion or Chain Lightning spells...

***Lastly, I wonder if selling those artifacts means they won't show up again in that game. I'll have to test that one out, but feel free to offer your thoughts.

-guitarguy
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