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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Zombies improvements
Thread: Zombies improvements This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted October 03, 2006 01:00 PM
Edited by VokialBG at 13:01, 03 Oct 2006.

Quote:
How about making the Skeletons drop their bows and give the zombies an aura?


Ok in H1 any creature killed by Ghosts joins the Ghosts. How about in H5   any creature killed by Zombie joins the Zombies?

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diablo-jr
diablo-jr


Adventuring Hero
posted October 03, 2006 01:05 PM

The only thing I can see with the zombies is that there movement sucks.All you realy need to do is increase the amount of squares the zombies can move.And then you would have more than just a city defender b/c in large number there nasty monsters to kill and they can put a hurt on a lot of creatures.but they just take to long to get there.but hay they make one hell of a good city defence.
____________
good hunting

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted October 03, 2006 01:26 PM

I don't see what is the problem with the zombies. I think that they are quite good this time(in Homm5) for a basicly known week unit. They are very cheep and come in good numbers. I like to play with them on the diagonal of the skeleton archers stack as a meat shield and they do their job well.

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted October 03, 2006 01:29 PM

Quote:
Quote:
How about making the Skeletons drop their bows and give the zombies an aura?


Ok in H1 any creature killed by Ghosts joins the Ghosts. How about in H5   any creature killed by Zombie joins the Zombies?


and because the zombie don't need bones, after the batle the necro will get skeleton as well.

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hobowu
hobowu


Known Hero
posted October 03, 2006 01:30 PM

skeles should drop their bows... make nec more balanced. Zombies should be given more initiative... moving more often gets them onto the battlefield! Otherwise, zombies aren't bad creatures, good hp, good defence.
____________

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head_hunter
head_hunter

Tavern Dweller
death itself has come for you
posted October 03, 2006 05:23 PM

that would suck, if the skellyes drop there bows:they rock all you need to do is decresse there attack and then they would be less sick!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 03, 2006 10:04 PM

Quote:
The only thing I can see with the zombies is that there movement sucks.All you realy need to do is increase the amount of squares the zombies can move.And then you would have more than just a city defender b/c in large number there nasty monsters to kill and they can put a hurt on a lot of creatures.but they just take to long to get there.but hay they make one hell of a good city defence.


I have made myself a small Mod for my Necropolis.

1. Decrease Skeleton damage from 1-2 to 1-1, and decrease initiative from 10 to 9.
2. Increase Zombie Initiative from 7 to 8 and Speed from 4 to 5.
3. Decrease Ghost HP from 19 to 16 and increase speed from 5 to 6.
4. Increase Spectral Dragon speed from 7 to 8 and HP from 160 to 180. Also decrease Mercury cost from 2 to 1.

Have so far played most of the campaign with this mod, and think it makes it much more fun to play Necro. The Skelies are still very nice, but less important because their damage is severely recuced and they are a bit slower. Zombies is a handy unit in early game, because they will actually get to act every once in a while and will dish out fair damage. Ghosts are a powerhouse, they deal immense damage, and 16 HP makes them fairly sturdy (I actually think 19 HP was way overpowered, but I might nerf damage to 3-6 to make them more ballanced). Also, with a bit more HP and a better Movement, Spectral Dragons come in very handy. Overall, this makes for a Necropolis which draws on more of their units than just the skelies.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 04, 2006 09:20 AM

and then, haven comes and kills your modded necropolis in three turns

I don't see the point of nerfing necro. Skeleton archers, contrary to training, are counterable. Zombies do less damage than peasants, don't tell me an extra point of initiative (still way below average) and extra point of speed will change anything. Ghosts are fine as they are now, 19 hp is perfect, while their damage is rather miserable (less then marksmen, anyway) - they were BUFFED in 1.3 for a good reason: they sucked. The problems with spectrals lies not in their performance, but in their costs (and the costs of dwelling/upgrade) making them impossible to get.

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dfortae
dfortae


Known Hero
posted October 06, 2006 09:27 PM

I still stand by my original post/idea about the aura for a zombie.  Again, we want zombies to be meatshields.  We want them to attract attacks.  We also want them to be somewhat useful while they are doing that.

Adding a simple aura to zombies would balance things out for Necro.  No other changes needed.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 07, 2006 04:47 PM

Quote:
Adding a simple aura to zombies would balance things out for Necro.  No other changes needed.


Well I don't agree. The Skeletons are too powerfull and will have to be nerfed. Otherwise, I find Necropolis to be overpowered.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 07, 2006 04:59 PM

Quote:
Well I don't agree. The Skeletons are too powerfull


*Points at marksmen*

Quote:
Otherwise, I find Necropolis to be overpowered.


*points at haven and laughs*


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 07, 2006 06:51 PM

I didn't say Marksmen aren't nuts (cause they are).

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diablo-jr
diablo-jr


Adventuring Hero
posted October 07, 2006 09:56 PM

first lets nerf the haven settings before we worry about nerfing the necro.personely the other factions need a boost to just catch up to the haven army.
____________
good hunting

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Andmcmuffin2
Andmcmuffin2


Hired Hero
In need of Undead Avatar
posted October 17, 2006 03:45 AM

Well, if it weren't for skele archers, necro would need a HUGE boost. The real problem is that haven has a pretty much invincivle combo: four stacks of paladins, and three stacks of archangels. have the paladins lay hands to heal archangels to full, then rez paladins to give them the ability again. NERF HAVEN BOOST NECRO!
____________
The wraith is reserved?!?! NOOOO I'M NOT GOING TO BE PINK AND UNDEAD!

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TemjinGold
TemjinGold


Known Hero
posted October 17, 2006 06:07 AM

Trust me, that ain't anything close to the "real power" of Haven...

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Juzorius
Juzorius

Tavern Dweller
posted October 17, 2006 12:53 PM

Dungeon is even more annoying than haven.
All creatures have insane durability and are insanely destructive.
My 24 lvl hero with huge Dungeon army totally owned 23 lvl even bigger Academy army. We tried again and I started by killing some of my own creatures with meteor showers. Oh noes, my black dragons kill 900 MGs and 250 steel golems by breathing once.
I owned everyone so hard that I got blamed for cheating?

Boost everything so they can kill at least one creature stack when fighting Dungeon.

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diplomacy4you
diplomacy4you

Tavern Dweller
posted December 18, 2006 07:10 AM

one thing that you have to remember is that even if you have 3k skeleton arches, the enemy hero can just use puppet master and then you're basically dead.
____________

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Shauku83
Shauku83


Promising
Famous Hero
posted December 18, 2006 07:59 AM

Quote:
one thing that you have to remember is that even if you have 3k skeleton arches, the enemy hero can just use puppet master and then you're basically dead.


One thing you should remember is that Puppet Master doesn't work on the Skeletons

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siinn
siinn


Adventuring Hero
posted December 18, 2006 04:57 PM


owned

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted December 18, 2006 08:49 PM
Edited by TheDeath at 20:50, 18 Dec 2006.

If they let zombies rot as they are now, they should also nerf Kaspar and improve Vladimir back. What the hell? Raise dead & Ressurection are "quite" good on neutrals, and ressurection without mana is even better. Point is that other skills are useful too -- for example Luck can really own neutrals without losses and ressurections, however it has a "chance" to trigger, ressurection does not.. @Nival: if you don't improve zombies, nerf the ressurection stuff, especially for necro 'cause it also has Raise dead (by nerf I don't mean the stupid "20% reduction hit points of stack" thing, but rather less hit points healed or something more original and will still keep the fun to use it)


About the thing that armies should rely only on high tier creatures at the end: that's what annoys me, and that's what I like about necro -- I like skellies, and vampires, etc... I love Wraiths, but I sometimes simply don't want to recruit them -- and this game makes skellies useless at the end without necromancy skill (like all the other factions). Point is, this game forces me to make dragons 'cause growth for low tier is too LOW.. and "what if a find skellies cooler than damn dragons??".. that's what annoys me. You guys just love high tier creatures, that's why you don't like necro with his low tier creatures.. I usually like low tier creatures (I'm the berserked guy about growth, it isn't fair, I want vampires and find them cooler than dragons, and I wanna have them equal in cost so they're the same powerful, but NO I have to recruit dragons 'cause i have no growth for vamps to equal their costs.. it's not fair!). just another of my rants
____________
The above post is subject to SIRIOUSness.
No jokes were harmed during the making of this signature.

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