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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Ridiculous abilities? Discussion of new TotE Unit Abilities.
Thread: Ridiculous abilities? Discussion of new TotE Unit Abilities. This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted June 10, 2007 09:37 PM

Quote:
Your army means nothing after a few dark spells which you can't do a thing against.

Which is in less than 50% of the cases

I mean:
- The Wizard has to get Dark Magic
- The Library must provide Puppet Master (25%) or Frenzy (25%)

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted June 10, 2007 09:42 PM
Edited by watcher83 at 22:55, 10 Jun 2007.

they won't be overpowered if:
- the sharpshooter has no range penalty and there is a chance for force arrow(just like for warding arrow) the lowering defense of the attacked stack has to go and in fact such an ability wasn't even mentioned when they were presented so I hope it's a mistake of the magazine;
- the succubus seducer can only seduce stacks with lower hitpoins than their own;
- the quasit only uses siphon at the beginning of the battle;
- nerf the ability for the hellmare;
- high druid doesn't give more than a plus 3 spellpower;
- agility doesn't count if the singers attack, it counts only when they move;
- nosferatu's ability has only a 15% chance of occuring;
- invisibility needs nerfing(two turns at the most);
- incinerate has a 40% chance of occuring;
- ......

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted June 10, 2007 09:43 PM
Edited by TheDeath at 21:46, 10 Jun 2007.

Quote:
Your army means nothing after a few dark spells which you can't do a thing against.
Because dark magic and light magic are overpowered...

By the way, why is everyone complaining about the Sharpshooter? No one complains about Grim Raiders with 100% defense ignore... Yes they are shooters and more overpowered than Master Hunters in most ways, but seriously so are all alternatives.. To simply put it, the Sharpshooter is on the same line as other alternatives. Which of course is imba

I can't seem to ignore this smiley, and am 100% honest when typing it

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted June 10, 2007 09:48 PM

If I understood right, the Sharpshooter's Force Arrow ignores 75% of defense. That is No Range Penalty + 75% ignore of defence + 11 Initiative =

If No Range Penalty was taken out then it is not the most overpowered creature, just in pair with the other imba alternatives

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 10, 2007 09:49 PM
Edited by Doomforge at 21:54, 10 Jun 2007.

if you have neither of them, then yes, they feel overpowered

ZombieLord, getting dark magic isn't that hard for a wizard.. with those mmrs or havez-creepings their leveluping speed is immense. Just a matter of time..
And about the spells, utopias provide them. That's why I dislike utopias They give too much goodies.

Sharpshooters are simply ridiculous, imagine the nightmare of facing them as neutrals for any might hero.. >_> And, ossir+lucky strike+avenger+no range penalty+0,25 def? I'd call that an instant kill. Even haven has to be afraid now, since with all the ATB randomness their precious paladins may just go down the drain within the first turn! Oh, and maybe a little help from wyngaal to do the job?

Ok, haven still has battle divers and squires with shield allies, and is, like always, in the best situation . But what about the rest?

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Minion
Minion


Legendary Hero
posted June 10, 2007 09:59 PM

Quote:



Against academy, your creatures mean very little, and so does your magic.



So nothing works against Academy?

Are you sure that your creatures with Luck + Attack mean very little, or have you just never tried them? (hey, I'm not being mean here, I just find that comment of yours quite weird - basically all you do means very little against Academy. Is it that overpowered??)

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted June 10, 2007 10:44 PM

Unfortunatly, watcher83, I believe most of the abilites aren't conditional, and are in fact a given, 100% of the time. Pit spawn's would've been great in H3 against necromancers. It's still incredibly good in H5, though.

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SS
SS


Known Hero
Strike first, Strike Hard
posted June 10, 2007 11:20 PM

Lets hop the the game will be balanced.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 11, 2007 01:23 AM

Well, since it's ridiculously hot, and there's no way I'm gonna get some sleep right now, I'll leave my oppinion on some of these new abilities.

Treant Union: Someone complained that this will only be able to raise about 2 Treant pr. month's worth of Dryads, which is true, and maybe this is not the most potent ability - but I think it's actually pretty ballanced. Given that the Treants will at the same time raise 20 HP's of Dryads each, this will deffinitely come in handy, and I think this ability is refreshing without crossing the line.

Force Arrow: We still need confirmation that this unit will have both No Range and 75 % Defence Reduction. Either ability alone will actually be pretty balanced on the unit, I think - the combination is, well ...

Power Feed: We need the details on how much Spell Power the Hero will gain, but I think this ability is quite interesting, because it's very usefull, but also comes at a cost: Unit loses casting ability and also has to spend a turn to transfer power.

Bond Of Light: Another ability I think is refreshing and useful w/o being overpowered. In some cases, it might really do you a lot of good - when enemy is skilled in Light Magic, this will deffinitely be a thorn in his eye - Resurrection, particularly, is going to be painful. He will want to take them out. Antimagic is going to add a bit of tactics here.

Incinerate: This is a very powerful ability - doing 150 % damage with a creature as fearsome as the Red Dragon is itself very potent, and No Retaliation is always nice (will there be anything left to Retaliate?). But there is a catch, it says target has to be nearby, my guess will be that you have to attack an adjacant unit, and you probably will not be able to move the Dragon from its position afterwards. This might have tactical drawbacks, and also you miss the ability to target two units as with the normal attack. Good? Definitely; better than Black Dragon immunity? Probably, because I hate not being able to use buffs on my own units. Overpowered? Not so sure.

Siphon Mana: Good idea, but completely wasted for Inferno army. Doh! Would have been interesting to have the ability drain Mana from enemy creatures instead of Hero.

Seduce: Well, this was very much what we feared. Hopefully, some condition based on Succubus HP / Target HP transformed into chance of success is included (but I doubt it!).

Searing Aura: I can't help laughing at the fact that Nightmares with all their fire have Fear Aura, and the omnious looking Hell Mare gets the Searing Aura.

Summon Other: I actually really like this ability. It might not be the most useful for Inferno (not sure whether you can in fact summon enemies!), but it's a refreshing idea.

Sleeping Strike: As with the Unicorn Blind attack, there seems to be only a chance of this triggering, so I guess this is not to bad. Still, quite potent on a level 4 unit. Overpowered? Hmmm well, three turns might be a bit over the top, but if there is an about 30 % chance to trigger, it's probably not too bad.

Daith Wail: This is one of the rare abilities that actually seems underpowered. Not because it's bad, actually it will probably be a nice option instead of waiting on turn one ... But -1 is not quite enough to really make a difference I fear. And though the Wraith Harm Touch is not a great ability in terms of damage potential, the Cleansing effect can be a real life saver. I wonder whether you can use multiple Wails in same combat?
____________
What will happen now?

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted June 11, 2007 01:36 AM

I really don't know what to say about some of these abilities. Some of them are good, like the Treant Union for the Dryads, but for the others, I'm not so sure. And I think the Horror Dragon inflicts the Sorrow spell on the basic level. For a higher tier creature, it should probably be at least the advanced level. . . .
____________
Creator of the Guild and Prison towns for ICTC.

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Pivapivabeer
Pivapivabeer


Adventuring Hero
Dont waste ur time readin this
posted June 11, 2007 04:02 AM

Sharpshooter is way overpowered. Omg force arrow rulz.

Well i guess pit spawns' axe of slaughter is the ultimate necropolis killer with necropolis' large populations.

Even tho red dragon is worse, i like it better because of incinerate and it costs 1k less!

Summon other is preety useless?...

Omg ivinsibility powns.

Ride by attack is awesome!

Yeah, i see your point.
____________
Spider pig, spider pig, does whatever a spider pig does.

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Plexus22
Plexus22


Known Hero
posted June 11, 2007 06:53 AM
Edited by Plexus22 at 07:12, 11 Jun 2007.

Quote:
that's good news.

Still..

obsidian golems are the bane of warlocks (as if the academy didn't destroyed dungeon already..). That really annoys me. Now academy is some sort of heroesV God Faction. >_>


Nope not really. The battle will play out pretty much the same as it does now. When was the last time you relied on damaging spells to take out upgraded golems anyway. Dungeon has always relied on its army to take out golems (and gargs for that matter) and that wont change. Take the destructive spells out of the picture and the Dungeon army is still more powerful than academy, better attack, better initiative, better speed, and even a paladin type unit of their own that like paladins tends to erase Academy stacks in one hit. Plus on top of all this, with the alternative upgrades the Dungeon units are even more geared toward melee combat so really theres nothing to complain about.

Quote:
1) As long as defenders do not move, they receive five point addition to their defense.

sieges will be much more interesting
Uhmmm, sieges wont be more interresting, they are already impossible. That 1K Defenders is already unbreakable but that 1K Defenders with 5 extra defense stat will be just ridiculous.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 11, 2007 08:24 AM
Edited by Doomforge at 09:36, 11 Jun 2007.

Quote:
So nothing works against Academy?

Are you sure that your creatures with Luck + Attack mean very little, or have you just never tried them? (hey, I'm not being mean here, I just find that comment of yours quite weird - basically all you do means very little against Academy. Is it that overpowered??)


Well, I used to play dungeon a lot. Academy is dungeon's worst nightmare, trust me. Academy has milion ways to annihilate you. Might warlocks just didn't work at all due to dark magic. One slow+suffering combo and you may leave, since your creatures move once per year and do little damage. Dungeon is about DESTRUCTIVE, and now, academy has even more than counterspell and magic resistance arties

although I must say might is the only way to stop academy now, too bad it will be another gamble: if the wizard gets suffering, frenzy, and most importantly puppet master it is OVER.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 11, 2007 10:33 AM

As haven player I'm not afraid of sharpshooters squires, evasion, mass deflect missle... the last is the best. but since the hero initiative is 10, while sharpshoters 11, I may lose one stack. Maybe champions will fix that problem


good for necro they have skellies with large shield. fortress willn't be  bad against sylvan either.

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Olo
Olo


Hired Hero
posted June 11, 2007 12:59 PM
Edited by Olo at 13:01, 11 Jun 2007.

For me Master Hunters are still overpowered.But now when sharpshooters appears.... Why do i got the feelings that most of alternative are 2 upgrades ??

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted June 11, 2007 01:00 PM

there are still two-three months, there's time for balancing

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ChaosDragon
ChaosDragon


Famous Hero
posted June 11, 2007 02:44 PM

Rainbow breath is crazy, it's close to those crazy arc breath attack of megadragons, looking at sylvan heroes luck that always reach 5, this abilities will always attack 5 tiles, wtf.

All other sylvan alternates are damn crazy too.

It seems sylvan alternates are the most powerful.

I hope incinerate will target two tiles, if not, then BD seems better, except their cost.

Well, heroes 5 will become more imba than ever before, at least now, dunno the real practice of those abilities.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 11, 2007 03:02 PM

Quote:
I hope incinerate will target two tiles, if not, then BD seems better, except their cost.


No, Incinerate description seems quite specific that it will only work on a single target.
____________
What will happen now?

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 11, 2007 03:37 PM

Don't worry, 3.9 patch will fix that

Remember my dear friends: ALL 7th will cost 1k lower.

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted June 11, 2007 08:34 PM

Quote:
Daith Wail: This is one of the rare abilities that actually seems underpowered. Not because it's bad, actually it will probably be a nice option instead of waiting on turn one ... But -1 is not quite enough to really make a difference I fear. And though the Wraith Harm Touch is not a great ability in terms of damage potential, the Cleansing effect can be a real life saver. I wonder whether you can use multiple Wails in same combat?


Underpowered you say? Even taking into consideration the uber combo of Death Wail + Banshee Wail + Zombie Aura + Dragon's Sorrow + (maybe) Sorrow Spell?
Together this leaves one unit completely frozen and the rest left with no good morale (more or less).
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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