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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Poll - Should Spells Be Affected By Defense?
Thread: Poll - Should Spells Be Affected By Defense? This thread is 2 pages long: 1 2 · «PREV
Shauku83
Shauku83


Promising
Famous Hero
posted January 16, 2007 03:48 AM

My point of view...

Academy creatures have the lowest initiative of all factions, which gives them somewhat a disadvantage over others. Initiative affects all and everything. No use in damage without a change to hit anyone (Minotaur syndrome), more changes for morale, more changes for luck, no retaliations if hitting the same target again before it acts, determines the beginning of the battles....so it is everywhere.

Rakshasas are great as they do damage quite well, thanks to 25 Attack and above average damage... With no-retaliation as a great bonus...but they are lacking in speed and low initiative early, which makes all the difference. Well dash seems like an answer to their problem, but that is only fooling oneself. It gives you an initiative of 16 for 3 turns, BUT you must use one turn everytime for it to be active. That means out of 3 turns Rakshasa will act only 2 times...that gives them an effective initiative around 10. But the thing that destroys most of his usefulness is the starting initiative of 8. It takes ages for them to get their first turn: if they start with Dash they get their first turn at the same time as would a creature with initiative of 5! That means creatures like Paladins have acted 2-4 times, depending on morale. If they charge the Rakshasas, there will hardly be anyone left once they finally do get the turn.

I am ranting But all Academy creatures have (serious) flaws, they are not overpowered. Gargoyles are above average for their level, that is true. And they damn right better be as Wizards rely on them heavily when creeping.

Flaws can be overcome, the developers gave mini-artifacts for that. The racial skills gives all the factions something they need to compensate for lacking on some other area. Avenger is supposed to cover the High Defense elves lack in offence capabilities... But they made the Luck skill overpowered allready, so the elves can do fine without their racial. Academy can not, their creatures lack before mini-arties. Their best hope is to forget about the creatures and go for lots of magic. That is the way Academy is designed...and sometimes it annoys me alot. Mainly because the creatures are fun to play with, especially the beatiful Rakshasa Rajas.

But the point the point...what was it..ah! Academy creatures are not overpowered. Is this off topic or what

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Ra2
Ra2


Adventuring Hero
The good doctor
posted January 16, 2007 07:54 AM

yes Shauku I agree. the academy army can't win without extensive use of magic. after playing academy for some time I realized that the army you get is not decisive for the outcome of the battle while the hero development/skills/spells ARE.

because you get a lot of spellpoints with the wizard, you need to use motw to overcome the lack of spellpower. without motw your spells just don't do enough.

and I also realized that the passing of time is to academy's dissadvantage. attacking early negates some very powerfull advantages of other races, like training / necromancy / avenger. while the wizard can get magic fast enough with some very intense week 1-2 play and getting as much experience as possible, the enemy MUST concentrate on the army and that's weak in the first weeks.

so I see MMR not as an uber tactic to make academy overpowered, just a way to put some of the academy's advantages to better use.
____________

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted January 16, 2007 01:53 PM

Quote:
Academy creatures have the lowest initiative of all factions, which gives them somewhat a disadvantage over others. Initiative affects all and everything. No use in damage without a change to hit anyone (Minotaur syndrome), more changes for morale, more changes for luck, no retaliations if hitting the same target again before it acts, determines the beginning of the battles....so it is everywhere.


Have you ever used Dash?
c'mon, it's not that low, most of the units (except golems and Rakshasha Ranis) have from 10 onwards.

Haven has that fast Griffin, but also three slow units (Conscript, Marksmen and Squire)


The most overpowered unit of Academy is IMHO the Steel Golem. Compare it's stats with the other tier 3 units that are cheap as the steel golem and you'll see. Not to mention tons of Abilities (75% Magic-proof, unlimited retal., immune to slow, etc)

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theluCas
theluCas


Adventuring Hero
thiNk
posted January 17, 2007 10:45 PM

No and no and no. thx

It looks like now, that academy creatures owns all, omg.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 18, 2007 09:21 AM
Edited by Doomforge at 09:22, 18 Jan 2007.

Quote:
Academy creatures have the lowest initiative of all factions, which gives them somewhat a disadvantage over others.


Raksashas with dash, Djinns, Titans with initiative arties, gremlins, mage with initiative arties.. wooah, no creature below 10.


Quote:
Rakshasas are great as they do damage quite well, thanks to 25 Attack and above average damage... With no-retaliation as a great bonus...but they are lacking in speed and low initiative early, which makes all the difference. Well dash seems like an answer to their problem, but that is only fooling oneself. It gives you an initiative of 16 for 3 turns, BUT you must use one turn everytime for it to be active. That means out of 3 turns Rakshasa will act only 2 times...that gives them an effective initiative around 10. But the thing that destroys most of his usefulness is the starting initiative of 8. It takes ages for them to get their first turn: if they start with Dash they get their first turn at the same time as would a creature with initiative of 5! That means creatures like Paladins have acted 2-4 times, depending on morale. If they charge the Rakshasas, there will hardly be anyone left once they finally do get the turn.


Speed artie is a must. And, why to charge? With titans and archmages you can wait with your heavy melee for the enemy, so Djinns may get a free cast at titans and raksashas use dash. With powerful magic, you can hold on a bit, blasting the enemy with range and MOTWed spells. It's in the enemy's interest to come after you, and that's when you can have fun with djinns and raksashas, since they will be ready. Oh yes, initiative arties for raksashas may give them so much desired +1 initiative, and mass haste can bump them to 12, making them super-fast acting with dash (init 24). Sure, they are a bit slow at start, but as I said: no need to rush.

Quote:
Mainly because the creatures are fun to play with, especially the beatiful Rakshasa Rajas.


Hell yeah! Another LOVELY unit. Titans are beautiful too! And, maybe I'm weird, but the new Djinns seem very pretty to me


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Shauku83
Shauku83


Promising
Famous Hero
posted January 18, 2007 10:18 AM

Quote:
Quote:
Academy creatures have the lowest initiative of all factions, which gives them somewhat a disadvantage over others.


Raksashas with dash, Djinns, Titans with initiative arties, gremlins, mage with initiative arties.. wooah, no creature below 10.


Hey, what about Golems Golems *glunk glunk* Both your melee fighters are blessed with the initiative of a lifetime 7 & 8. Every combat the shooters get slaughtered while these two protectors are calmly waiting for their time to come. When Golems get their turn, the enemy is already on the otherside of the battlefield so you will only have the priviledge to move them closer. Morale? Not for these guys, they like it in slow motion. They have no feelings, why would they care for their creators screaming in agony... But there is the heavy tank Rakshasa who is getting its turn almost the same time as the *glonk glonk*, but do they rush to the rescue? Noo, they happily start waving their swords in the air. Meanwhile, the slaughter continues... The brave flying tombstones are smiting the evildoers, and occasionally they manage to kill an imp or two. But that is of course only after several deadly hits with their stomach-plate...


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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 18, 2007 12:37 PM

If you want golems to fight, you may take that march of golems&artificial glory thingies.. I don;t use golems anyway.

And, raksashas, Titans and Djinns all do around 200 damage per week, which is quite amazing. They can't be really flawless ;p

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