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Heroes Community > Heroes 7+ Altar of Wishes > Thread: After playing the Stronghold campaign map
Thread: After playing the Stronghold campaign map
DestinyatWork
DestinyatWork

Tavern Dweller
posted July 21, 2011 12:27 AM

After playing the Stronghold campaign map

I find my feelings confirmed that some Stronghold units need buffs/changes to be more interesting.

Goblins:

Their boomerang travel to long its hellish annoying even on faster movement.

They lack power as a shooter against other shooter and turtling factions.
I would like them to get poison darts as activated ability, their traps are awesome against walkers but they have nothing meaningful to pressure shooters/defending troops, poison could help.
For endgame I would grant the upgraded goblins poison an effect similar to ghosts attack, poison that reduces healing.
For defense something like agility would be nice 25% dmg reduction against shooters and 5% for every tile before the attack by walkers.

Harpies:

Again their attack animation takes way too long, why do the have to land let them do a fly by attack!

While the upgraded harpy is already great the base version is just lacking. But I'm unsure what would help, base no retaliation could be too strong. Maybe agility would be better here they receive less damage for the distance traveled?

Orc:

Are a great unit tough and devastating with something like rush and the racial.
Only thing I would like for them would be some kind of orc blood self regeneration comparable to the earth elementals to help minimize mid game loses if you play without regen/heal.

Shaman:

Number one in annoying animation takes forever speed up please.

Second is missing stronger support abilities, would give them regeneration and lightning(not like maiden but the ability like hero with cd) the upgrade could receive stoneskin, earth and air magic sp buff for himself and the hero, chain lightning.
Don't get me wrong their ability is great but after round two it starts too lose its meaning fast, that is where they need additional tools.

Centaur:

is a great unit only I wouldn't give them no range penalty but utilize their move in shoot, shoot move out more as its quite cool feature.

Panther warrior:

I haven't used much since I don't particularly like the unit :/

Cyclopes:

From multiplayer to complete the wall of text.
They are powerful very much so which is cool but I dislike that they can reach opponent lines on turn one especially considering the racial.
I'm of the opinion no unit should reach enemy lines on turn one without the use of dash or similar abilities.

Just my personal ramblings feel free to correct me

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Austere
Austere

Tavern Dweller
posted July 21, 2011 05:23 AM

I've been playing a lot with Stronghold lately and I agree on some points and disagree on others.

I do feel like Goblins could be pumped up a bit. You're right that their trap ability is fantastic, but in general beating walkers isn't the hardest thing in the world and their incredibly low damage makes them pretty much dead weight after they've used their traps OR if their traps are not that useful (I.E. fliers and ranged, the types of units that are typically more troublesome to take on).

I'm not sure exactly what change should be made, I don't think it has to be anything fancy, I just feel like they could definitely be a bit stronger.

Harpies, in my opinion, are fine. They're tricky but usable, and once they upgrade to Fury they become awesome. In my opinion, they're a priority upgrade as they make creeping much easier. I also tend to favor the heroes with high numbers of Harpies in their starting army.

I've tried doing the same with Maulers by making a powerstack and getting the upgrade quickly and creeping with them using buffs like Stand Your Ground, Rush, and the +might damage early Fire buff (forget the name) and it works to an extent but in most fights you have to commit to a loss or two and that really adds up after a while. Since their growth isn't the fastest it really isn't a great method in my opinion.

I like your critique of the Shaman. Their ability's usefulness is focused on the early portion of the fight. Although, they are capable enough in a fight, so that is a form of usefulness in and of itself.

Jaguar Warriors are useable and their no retaliation ability is nice, although I think they still suffer from the Elite vs. Core growth issue. As the numbers get tweaked more appropriately I think this unit will be fine.

I don't have a lot of Cyclops experience, so I won't comment on it.


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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 23, 2011 07:03 PM

The dreamwalker would be fine if the ability worked properly on enemies. The most I could get out of it was 20 damage for 80 or so dreamwalkers.
Should also last several turns with a cooldown.
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In ur base killing ur doods... and raising them as undeads.

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HappySkeleton
HappySkeleton


Adventuring Hero
Dead happy
posted July 23, 2011 10:46 PM

If you finished Stronghold you might want to try Castle Strike.

Just saying, Im playing it right now (again).
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Nickt_91
Nickt_91

Tavern Dweller
posted July 27, 2011 09:52 AM

I must say i think they did a great job with the new creatures. i like that you can be so much more strategic about the battle. But yeah some off them is a but out there.
By the way.. check out this app that i have made called CreatureDex, it is a helping tool to HOMM 6, and you can check out all the creatures in it.
Here is a link to a description : http://forums.ubi.com/eve/forums/a/tpc/f/5861060878/m/5481065739

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