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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 TotE: Demo is out - discuss impressions and features here
Thread: Heroes 5 TotE: Demo is out - discuss impressions and features here This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted October 02, 2007 08:14 PM

Quote:
yes, but they can drain on every turn. Actually, against low knowledge heroes, Familiars are way better. They don't have to use their turn and can gate immediately afterwards. Vermins are good against heroes with a lot of mana, although you'd better have Pitlords to use the siphoned mana ^^


That is the new trick of the game! To mix the new upgrades with the old ones. But actually I would rather choose the Familiar and the Pit Lord...

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WarLore
WarLore


Famous Hero
servant of urgash
posted October 02, 2007 09:18 PM

i rather use tactics like:if i tkae pitlords rather than pit spawn,then vermins,if dont familiar easy huh
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emilsn
emilsn


Legendary Hero
posted October 02, 2007 09:41 PM

Quote:
You are wrong, vermin drain half of the mana the familiar would. Try it and report back if you want.


So your on my side, that familiar is better then vermin?

And do Siphon mana affect the hero too?
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 02, 2007 10:04 PM

Siphon mana only affects the enemy hero as far as I know. And it's a pretty situational call which of them is better, as I said before.

The main problem with the Vermin is that Inferno has only one caster that will get the extra mana, and that one is slow as hell.
So on that side, unless you mix Vermins with, lets say, Archdruids, the most you get from them is an extra fireball from your Pitlords, compared to fueling Hellfire and your hero's spellcasting familiars, but Vermins are much better for the purpose of sucking enemy heroes with big mana pools dry. Assuming they get at least two turns to use on Siphon Mana, more with losses.
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vicheron
vicheron


Known Hero
posted October 02, 2007 11:55 PM

Is the Pit Spawn's ax of slaughter damage capped depending on the number of Pit Spawns? Otherwise it would be overpowered. If 1 Pit Spawn hit a stack of 500 level 1 creatures, it'll do 1,000 damage.

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dschingi
dschingi


Famous Hero
the guy with the dragon golem
posted October 03, 2007 12:38 AM
Edited by dschingi at 00:39, 03 Oct 2007.

No, there is no restriction to it. I asked the same question a few days ago

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 03, 2007 01:22 AM

Then I have missed the answer What is the cap?
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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 03, 2007 01:26 AM

its not overpowered because when your talking 500 creatures, either 1000 damage isnt much or its just fodder anyway
No more overpowered then say. Vorpal sword foing 1400 damage to phenoix?
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wiseguy
wiseguy


Hired Hero
posted October 03, 2007 03:06 AM

Quote:
Hi there fans!

Yes finished the demo version two days ago and it is extremely good what I've seen. To tell the truth, my favourite fraction was always the Stronghold, mostly because of cyclopses (HOMM II, III and IV...ahh those good old days...)

The appearance of the creatures are perfect, for me the three best creatures are the Goblin Witch-Doctor, the Foul Wyvern and the Bloodeyed Cyclops. The little goblins are really funny, they deal as ammos for cyclopses, they run away cowardly when they are beeing attacked, they can be sacraficed and swalloved and they change sides when they are in a low number. (I've laughed a lot when in the final scene that Goblin Trapper talked to Gotai. He has spooken like Gollum in LotR) Actually I can understand thease "special" abilities because at the end of the mission I had 1200(!) Goblins, after just 2 months. The only creature I miss is the Ogre Magi. Let them rise again!

Many of the souds were changed, too. That is an other good idea. I can offer you two examples: if you fight against f.e.: Inquisitors, you can hear a new sound as he makes a ranged attack. Or when you go on the map near to a pack of creatures, you can hear new voices and sounds again. So, that's a really good change anyway.

Ther is only one tiny thing I'm not happy with. And thease are the musics and themes. Okay, there are sometimes good moments but I've got problems with the overall constuction of instrumental sounds. But perhaps I've got too sharp ears so don't blame me!

Raging Blood and Warcry. Thease two skills are perfectly fits the orc hordes. All the orc "spells" (warcries) increases the the thirst of blood by the orcs, which makes them more brutal and powerful. Reaching several levels of Blood Rage is quite well but maybe the requirements are after the second level a bit high (you have to gain 1000 "blood-points" for the third level). So I would rather like to see such an ultimate skill, that decreases the costs of reaching thease blood-levels.

At least I would like to tell you, which upgrades I've choosen.

1. Goblin Witch-Doctor (useful ability thar Defile Magic although it has it's own danger --> bachfire (again poor Goblins))
2. Centaur Marauder (more HP. more Defense, more Speed, no meele penalty)
3. Mauler (high Initiative and Attack, thease important for me)
4. Earth Daughter (lot of abilities, some of the are quite good f.e.: Hexing Attack)
5. Executioner (Bravery and Cleave, speaks for itself)
6. Foul Wyvern (actually I would rather choose the Paokai, but I like this one better)
7. Bloodeyed Cyclops (the many sided Evil Eye and for restoring it's health the Swallow Goblin. -3 luck is quite strong, isn't it?)

I wish you a good time with the demo!



Goblin trapper (because the traps are very useful against paladin's and might heros because there isn't much magic to defile)

Centaur Nomads ( higher ranged becuase the orcs are not overly strong on ranged attacks)

Mauler

Sky daughter (chain lighting)

Execuitoner (because they are just better)

Pao Kai (because I like to see them eat corpes)

Untamed Cyclops (crushing blow and higher stats)
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WarLore
WarLore


Famous Hero
servant of urgash
posted October 03, 2007 07:09 AM
Edited by WarLore at 07:10, 03 Oct 2007.

i chose this creatures:

1.goblin trapper. they are better for me
2.centaur nomad. higher stats than other centaur upgrade
3.mauler. more useful
4.earth daughter. many abilities,good use slow and attack combo
5.chieftain. they dont have cleave,but they are still someway better
6.pao kai. better stats,but if i have wyvern tamer,then i take foul wywern
7.bloodeye cyclops. no risks
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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 03, 2007 07:48 AM
Edited by Lord_Evil at 17:09, 03 Oct 2007.

well i chose this creatures:

1.Goblin Wich-Doctor: Defil Magic verry good ageints casters and works on the hero too, and he have better stats.

2.centaur nomad: Seme strong abilities and better stats.

3.Warmonger: More abilities and more HP.

4.Earth Daughter: Same risonse.

5.Executioner: More abilities and better attack.

6.Paokai: Better stats and better abilities.

7.Untamed Cyclops: can attack city walls.


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sfidanza
sfidanza


Promising
Supreme Hero
posted October 03, 2007 02:50 PM

AoH updates: the ToE Artifacts page is now online:
http://www.heroesofmightandmagic.com/heroes5/artifacts_toe.php
Filter by 'Source' (last column) to display only the 8 new artifacts. Note that I used the color code from the game to display the artifacts' names: white is minor, peach orange is major, and red is relic. If the artifact belongs to a set, the set name is added in green.

You might have noticed that artifacts costs and types have sometimes been modified, so the HoF and H5 pages are available as well, if you're playing these versions.
http://www.heroesofmightandmagic.com/heroes5/artifacts_hof.php
http://www.heroesofmightandmagic.com/heroes5/artifacts.php

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 03, 2007 03:39 PM

Quote:
You might have noticed that artifacts costs and types have sometimes been modified ...


Good work, Nival, cost of Ring of Speed and Staff of the Netherworld has been reduced post HoF - because these artifacts were not quite powerful enough?
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 03, 2007 04:30 PM

hm, clicking on the set-name leads to a 404 Error.
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In ur base killing ur doods... and raising them as undeads.

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WarLore
WarLore


Famous Hero
servant of urgash
posted October 03, 2007 05:07 PM
Edited by WarLore at 17:10, 03 Oct 2007.

great work.i cant wait full version
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sfidanza
sfidanza


Promising
Supreme Hero
posted October 03, 2007 06:08 PM

Quote:
hm, clicking on the set-name leads to a 404 Error.

Thanks, fixed.

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radox
radox


Known Hero
posted October 03, 2007 06:36 PM

Are there going to be more arftifacts in the final version besides these 8?

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WarLore
WarLore


Famous Hero
servant of urgash
posted October 03, 2007 07:40 PM

who knows
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted October 03, 2007 09:22 PM

i should think so, theres probably about the same new ones as HoF, but i can't remember how many that was
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xerox
xerox


Promising
Undefeatable Hero
posted October 03, 2007 09:34 PM

My list:

Goblin Trapper, when the traps work, they are fantastic, atleast against Paladins and Champions.

Cenatur Marauder, higher stats and i almost never get them into melee.

Warmonger, because the Mauler looks awful and it has very unrealistic stats.

Sky Daugther, sacrifice goblin + chain lightning = :
Also i almost never use them in melee.

Executenor, i just love their abilities, more useful then the Chieftan.

Pao Kai, i love there Scavenger abilties and lightning thing.

Bloodeyed Cyclop, i dont like there looks but... the Untamed Cyclop killed half of my army! First a didnt know that it would attack enemies and ALLIES!

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