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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Duel Map Tournament
Thread: Duel Map Tournament This Popular Thread is 132 pages long: 1 20 40 60 ... 80 81 82 83 84 ... 100 120 132 · «PREV / NEXT»
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 14, 2009 04:10 PM

The first replay is here
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 14, 2009 04:21 PM
Edited by Elvin at 16:21, 14 Jan 2009.

Good match, maybe if sq had raised arcanes than emeralds he'd have better chances. He just delivered you both units for fireball. I can see why he hates treants but upgraded they'd still have done more I'd also have preferred the new alternatives for the first tiers, I just love them.

Btw you really favoured those minotaurs
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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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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted January 14, 2009 04:43 PM

I think we should keep the rule about not using the same faction twice.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 14, 2009 05:21 PM

Great game.

Although the War Dancers didn't do anything more than the Wind Dancers would have done at all, their ability was not used, and that defense improvement would have been a good advantage.

And Dryads are mostly better than Sprites. They may have 7% lower initiative but deal 25% more damage (also have that nice ability to resurrect themselves with the Treants instead of being able to cast almost useless spells)
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Svejk
Svejk

Tavern Dweller
posted January 14, 2009 05:47 PM
Edited by Svejk at 17:47, 14 Jan 2009.

I'm in the 5th tournament. Put me as Zamfir. I can play even if I can't log in.

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Skeleton_King
Skeleton_King


Disgraceful
Famous Hero
posted January 14, 2009 05:54 PM

Me 2.
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sq79
sq79


Famous Hero
posted January 14, 2009 07:17 PM

I just viewed first replay, maybe you're right on the arcane and dancers, but i raised emeralds because they got the chance to move the most after mass haste , and not get finished off by 1 implosion.
But to me it was like over when the fireball hit 3 stacks, and dungeon hero acted before emeralds.
Was mentoring like mad for battle frenzy, maybe the extra damage could have done something for me there

To elvin : Sylvan is weak here, face it
And dungeon is strong here, 21 free levels with elemental damage against such small army, its quite hard to lose with dungeon after playing and played with it.

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ebbafan
ebbafan


Promising
Famous Hero
posted January 14, 2009 07:28 PM

just watched the 2 replays of the final matches between sq79 and radar

replay 1: i never thought i'd say this, but sylvan looked rather weak and like a sitting duck vs. dungeon for some odd reason...i mean even with multiple dual resurrections it wasn't quite holding up.

replay 2: inferno with light and defense is awesome(good luck getting this build though!); stormwind kicks a$$ vs sylvan and haven. i felt that sylvan was overcome because it did not focus enough on might skills. and rain of arrows with deep freeze + master of ice or rain of arrows with fireball master of fire might have been better than chain lightning. if you're relying on pure destructive, you better time your attacks with high druids' channeling properly.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 14, 2009 07:31 PM

There's really no big deal with druids, just use the ability and try to survive lol.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 14, 2009 08:29 PM
Edited by Elvin at 21:50, 14 Jan 2009.

Sq.. Learn to use the power of treants and it will work out Week 5 armies are definitely not small yet not epic either, all factions can defeat dungeon on this map though I'd be slightly afraid if I had inferno or necro.

About sylvan I've never had specific problems vs dungeon though luck does play a role. If they get slippers, if you get get shield of crystal ice, if first hit is luck, if swift mind acts before emeralds, if they get meteor or not etc. If you want to avoid swift mind get it yourself and cast mass haste. In that fight you had emeralds, arcanes AND druids adjacent - you were begging for a fireball.



Some recent discussions and duels made me reevaluate things so I made a few changes on the map.
Map updated to version 5.1

-Necro popup units slightly decreased. Now they are 100 skelies, 25 ghosts, 8 vamps, 5 liches, 3 wights.

-Dungeon dragons decreased by 1. I had forgotten how costly they are and dungeon is more of a spellcaster anyway.

-Academy's artifact mechants and dungeon trade guide have been disabled. That way there are less chances to acquire Godly spellpower or complete sets.

-Den of thieves added to know better what you are up against
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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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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 14, 2009 10:17 PM

Agreed with most changes, Necro needed a few less creatures and Dungeon's dragons were very hard to bring down.

About the removal of the artifact merchant for Dungeon and Academy I'm neutral since I like to get some powerful artifacts but I also guess now it is more balanced.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 14, 2009 10:38 PM

For some reason it reverts to turn based now.. I may have messed something up, will look it up shortly.
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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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rubycus
rubycus


Known Hero
-student of the mind-
posted January 14, 2009 10:45 PM

Where's the orcs' thieves' guild? Is the fact that blue owns 6/7 thieves' guilds deliberately?
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A prudent question is one-half of wisdom.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 14, 2009 10:46 PM

I knew I'd forgotten something
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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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sq79
sq79


Famous Hero
posted January 14, 2009 10:47 PM
Edited by sq79 at 22:50, 14 Jan 2009.

Good changes
I suggested the dungeon -1 dragons, got approved
Reason, it was the hardest to build, and most expensive troop actually.
No reason for orcs and dwarfs to -1 and dungeon maintains,
Angels and Emeralds are cheapos anyway
Btw.. do i play new map or old map for final round with radar?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 14, 2009 11:11 PM

That's up to you, it's all the same to me. Will have the simultaneous turn problem fixed by tomorrow.
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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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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 14, 2009 11:17 PM

It reverts to turn-based because of the Thieves' Den, because of the fact that they are owned by player 2 for some reason. Shouldn't they be neutral?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 15, 2009 12:49 AM

You were right, I didn't set them to be owned by anyone but then I didn't expect they could break simultaneous either. Fixed now, I posted version 5.2 to avoid confusion. Orcs now have thieves den as well.
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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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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 15, 2009 01:18 AM

Quote:
I didn't set them to be owned by anyone but then I didn't expect they could break simultaneous either.
When you place any object there's a panel on the right, above the objects category, which sets the player of the placed objects. I'm guessing it was player 2 set and you didn't pay attention, and that's why they were all player 2's.

And it's quite logical that they'd break sim turns if within range and owned by another player. I mean, you could take it away any time and the other player would have an effect on this, which means real-time interaction, and since it's a TBS that thing is forbidden.
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rubycus
rubycus


Known Hero
-student of the mind-
posted January 15, 2009 01:22 PM

I have been thinking of this for a while, and the more I keep thinking of it the more I agree with myself.

All races does start with advanced racial and 2 perks. But those who benefit from their expert racial skills and last perks (like the Ranger) will have to spend extra levels on developing them, while those who do not benefit from the remaining expert racial and the last perk (the Necromancer is an excellent example here) can spend those levels on other skills.

Since some races benefit more from their racial, I think it is unfair that they should have to spend more levels getting them. Of course changing this favours those whose racials are useful, but you could always add some extra bonuses to those races which have some completely useless skills and perks (you could give some extra creatures for expert necromancy and eternal sevitude, and the warlock could have some mana bonus for dark ritual)

What do you think?
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