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Heroes Community > Heroes 5 - Temple of Ashan > Thread: What are the worst skills in game and how u would change them?
Thread: What are the worst skills in game and how u would change them? This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Jabarkas
Jabarkas


Adventuring Hero
posted October 29, 2007 10:43 AM

Quote:
As for earthquake, if you play a town that gets a 2% chance at warmachines, it can be very useful.


Hmm... well, the spell has its uses... but the skill/perk Tremor is located in the War Machine-pie, so it is a bit weak in that way. When you can get Tremor, then you can already get Catapult and Brimstone Rain.

Regarding the original topic, then I think another player here summed it up the best with Magic perks = weak, Might perks = strong.


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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 29, 2007 11:56 AM

far from it, both sides have weak and strong perks alike.

Some examples for each side:
weak might:

- Leadership-Recruitment: Only works if the hero is in the town at the end of the week, making it barely useful for a main hero. And the effect isn't very noticable for high growth factions like necropolis or stronghold, especially when you got the castle.
- Leadership-Estates: sounds useful, but again not a skill you'd want on your main hero since it doesn't provide any direct combat advantage.
- Luck-Tear of Asha Vision: no comment needed

strong magic:

- all basic Light and Dark perks.
- Destructive: Cold Death: War Machine, Phoenix killer aswell as a solid damage boost against high tier targets.

____________
In ur base killing ur doods... and raising them as undeads.

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Minion
Minion


Legendary Hero
posted October 29, 2007 07:49 PM

(retrieved from the closed topic)
Does anyone know if Master of Fire affects Soulfires Fireball? Because then it would be at least somewhat useful at occasions.

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okrane
okrane


Famous Hero
posted October 29, 2007 08:38 PM

nope... the damage is just like a fireball... nothing more related to that...

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 30, 2007 05:52 PM

Quote:
its like all these stupid posts that dont mean anything with idiots talking about how they wish the game was, and dont say well nival will be checking to look at suggestions ( who cares cause most of them are biased and suck anyway


What a negative post Grow, I'm surprised.

We fans pushed for a dark energy meter and a boost for curse of the netherworld/word of light among other things and guess what is in TotE?

Furthermore, Arcane Intuition finally works the way it should.

Even if the official game doesn't make any changes some things can still be modded.

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okrane
okrane


Famous Hero
posted October 30, 2007 05:55 PM

Quote:
all the skills are fine the way they are, nothing to change...
and stop crying over necromancer and leadership, other factions got their less valuable skills/abilities for the path of ultimate too, lol its like all these stupid posts that dont mean anything with idiots talking about how they wish the game was, and dont say well nival will be checking to look at suggestions ( who cares cause most of them are biased and suck anyway ), just like recruitment if ur not in the castle ( thats really stupid ) how ppl were saying earlier in this thread, everything is fine the way it is.
wipe your tears, pat your hineys, and stfu.


Let me guess... next you're gonna start calling everyone a noob, right?
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grow
grow


Adventuring Hero
posted October 30, 2007 07:59 PM

@okrane
did i say anything about anyone being a noob? didnt think so
and secondly, i can admit, im more noob at playing heroes 5 than a lot of members on heroes community im sure, but that wasnt the point of my post.  anyway.....

maybe i was a little vague in just saying "most" are biased/stupid ideas, but yeah some things get changed for better.  CON i'll agree has become more useful with damage boost( its actually rather good now lol) like phoenix was saying.  But theres been plenty of former posts about ppls "skew" ideas for changes, and it not worth posting about lol, few members actually sit down and come up with good realistic changes and also keeping the balance in mind( cheers for those who do ).  
( p.s - i might of been little pist off with something irl when i was making my stop to HC lol , leading to post )  
____________
nothing is predictable
grow me

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knight-champ
knight-champ


Hired Hero
master of knights
posted December 13, 2007 12:49 AM

id worst skill is last stand,that ability gives your last died creature 1hp(mostly dead in one strike),even if the heroe wins,then how is he gonna fight for the next battle anyways.
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knight-master

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grow
grow


Adventuring Hero
posted December 13, 2007 12:56 AM
Edited by grow at 00:57, 13 Dec 2007.

well that 1 creature would be full health in the next battle, its not the most usefull skill imo, but also not the worst

1 good thing with it is if your blocking for a shooter and the blocker dies, itll last for 1 more hit

anyway.....................
____________
nothing is predictable
grow me

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted December 13, 2007 01:07 AM

Here's an idea:

Scholar: Add an effect that allows spells known by the hero to be put in the mage guild of the town it visits. Talking about spells not yet listed in the mage guild, of course.

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mlai
mlai


Adventuring Hero
posted December 13, 2007 02:17 AM

Wouldn't Last Stand be an insanely effective skill if you know Armageddon?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 13, 2007 02:20 AM

It is. What I'd fear the most if a warlock with last stand, at least a wizard or runemage has mediocre spellpower to hurt you much in one cast.
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Map also hosted on Moddb

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted December 13, 2007 03:04 AM

Definately dead mans curse.
that has to be the abosolute worst skill ever.
Arcane intuition has its uses.
but generally the main battle will result in no army for the loser.
____________
Protection From Everything.
dota

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neinspiratul
neinspiratul


Hired Hero
posted December 15, 2007 10:36 PM

Last stand is great for hit and runs. Also for archer based creeping and if u want to resurrect ur units and fear ur faster(greater initiative) enemy stepping over ur army's body and not letting u do so. It can be countered by ignite thought(by destructive oriented factions).
Corrupted soil is great for playing against hit and run dungeon. Cold death against demons and summoners.
Necros don't have so much mana so dark renewal against elf would be a good idea(if elf plays defensive and simply shoots all ur stacks from afar protected by unicorns - u need to confuse-frenzy them somehow later if they resist and not losing mana is great for a spellpower-defense oriented faction).
Recruitment is great for any secundary hero. For a main it could be good for dungeon early as the increase is much better then on other races.
Estates only for secundary heroes(maybe for a rusher on low resurce maps but I'm not betting on it).
Navigation is useless on most maps. Never used it.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 16, 2007 07:58 AM
Edited by Mytical at 08:01, 16 Dec 2007.

Somebody told me how the last stand can be a true terror.  Using 2 vampires you can take down quite a few Arch Angels.  In a corner, so only one could get to them at a time of course.  Since last stand means they have 1 hp left, with no retal they can hit the angels and absorb back their health.  Then the angels hit them, they are left with 1 hp, rinse and repeat.  Basically they were unkilliable, even though it took forever for them to defeat the Arch Angels.  When 2 low teir creatures can destroy a bunch of 7th tier creatures...you know something is a bit kooky.  I will never underestimate last stand again.

The spell vampirism would enable just about any creatures to do the same.  Why risk loosing creatures when you can put a stack of 2 creatures, vamp them up and just beat them senseless.  Don't think it would work on any creature with harm touch or vorporal sword though..not sure.
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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted December 16, 2007 08:05 AM

Well mana problems for one thing. And the fact that it wouldnt work on creatures that could get 2 turns for your one occasionally. And that you have to have more split then the enemy which means you need some guesswork (unless its vampires which automatically have it)
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 16, 2007 09:26 AM

Quote:
Somebody told me how the last stand can be a true terror.  Using 2 vampires you can take down quite a few Arch Angels.  In a corner, so only one could get to them at a time of course.  Since last stand means they have 1 hp left, with no retal they can hit the angels and absorb back their health.  Then the angels hit them, they are left with 1 hp, rinse and repeat.  Basically they were unkilliable, even though it took forever for them to defeat the Arch Angels.  When 2 low teir creatures can destroy a bunch of 7th tier creatures...you know something is a bit kooky.  I will never underestimate last stand again.

The spell vampirism would enable just about any creatures to do the same.  Why risk loosing creatures when you can put a stack of 2 creatures, vamp them up and just beat them senseless.  Don't think it would work on any creature with harm touch or vorporal sword though..not sure.


I don't think this would work because Last Stand only works the first time a stack is killed.

Last Stand can be very potent, however. For instance, if you want to creep level 7's, it's an amazing ability, because you can have a stack of Hunters and protect them by small stacks of 2 Sprites, which will each have to be knocked down twice, which essentially gives you A LOT of time.
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What will happen now?

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 16, 2007 09:31 AM
Edited by Mytical at 09:38, 16 Dec 2007.

From what I understand that is why you need 2 of them, not just one.  Maybe I misunderstood and that is 2 stacks of vamps in a corner?  (1 each).  Then raise dead would be needed (thus they would have to be killed again.  Hmm have to ask them what exactly they meant.

So it would be strike, take the one stack down to 1 hp, that stack retals, regens, and has to be hit one more time to die.  The other stack moves next to that stack from back in the corner (still the other enemy stacks are blocked) and gets a free hit.  Even if the AA gets to go before the hero, that stack survives and he can ressurrect the fallen stack.  Then the aa would have to either kill the other stack or take the first down to 1 hp (again would have to test this to make sure it works after being returned from death).  Then he can just alternate the two, keeping them alive indeffinately?  MoTN would probably be a must tho.  I probably just misunderstood them however.
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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted December 16, 2007 02:50 PM

Quote:
It is. What I'd fear the most if a warlock with last stand,


I'm preparing the torture chamber.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 16, 2007 03:45 PM

Behold you disbelievers!

There you go, horde of archangels won by just 2 vampire lords. At some time I got bored and cast a few frenzy spells but you can easily see that I could have won with my hero's attacks only.

You can now bow before my magnificence and pay me tribute


Just kidding, the trick is a courtesy of Edwin young Seems that last stand works every time there are 2 units in a stack. That is especially cruel of necropolis that can keep raising its creatures and not fear they'll die in one hit.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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