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Heroes Community > Heroes 6 - The New Beginning > Thread: H6 Duel Map Tournament ~ Go Bonkers! ~
Thread: H6 Duel Map Tournament ~ Go Bonkers! ~ This thread is 61 pages long: 1 2 3 4 5 ... 10 20 30 40 50 ... 57 58 59 60 61 · «PREV / NEXT»
The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted March 27, 2013 10:05 PM

True to the tourney, Gameslayer won after a peculiar turn of events. Fun game through and through, even counting that .
____________
Sanity through drugs. Order yours today!

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Gameslayer989
Gameslayer989


Known Hero
Always looking for a fight!
posted March 27, 2013 10:07 PM

Well I won. I will upload the video purely because of poly's initial charge, but honestly it felt crappy when he said he might as well surrender on the second turn
His initial charge was terrifying, but I was blood necro magic, and he decided to go inferno hero with orcs troops for the extra crits, ignoring his gating. Note: I did ask if we could choose same race units at the start of the game, and he gave me permission.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted March 27, 2013 10:18 PM

That was to throw You off your game, my dear! No, the pecularity-factor came a bit later. I won't spoil it though, go and watch the replay folks! It's informative.
____________
Sanity through drugs. Order yours today!

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted March 27, 2013 11:01 PM
Edited by Locksley at 23:12, 27 Mar 2013.

Prince of Thieves steals victory from His Majesty

Tonight's duel against Red Emperor was the most lol I have played so far. We decided to swap army so my Chieftain lead the nagas and his war master commanded the horde. My hero Harald had the goblin trap duration as speciality.




Armies were put in opposite corners. Mass haste scroll on no prime barbarian solves the charging problem. Phoenix gets summoned. Intimidation keeps the kappas outside the battle. Jaguars get cold.




Everybody wants to be in the cosy corner. His majesty tries the Twin Fangs hug ultimate only to find out that it only works on nagas, not cyclopses. It would have been a good thing against the kririn.




Then Dreamreavers takes down two semi weakened stacks in one turn. Only might over magic stopped them from hitting the priestesses too hard in this picture. Kappas got a nice jump. I learn that heal dosn't transfer via spirit link.




Dreamweaver leave the priestess' corpse but The Ring immediatley terrorises them back to that corner. In the coming turns I gather my army around my remaining shooters. His majesty counters with a frenzy on snow ball throwers, ouch.




Mass slow was countered by Unfettered!! just because I could. Then our Heroes entered the fight and it turned into a pressed attack slaughter.


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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted March 28, 2013 07:05 AM

Nice post Locksley, wow battle to the end hey with swopping creatures....lol

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RedEmperor30
RedEmperor30


Famous Hero
posted March 28, 2013 07:56 AM

Very cool battle Locklsey well played - brings a whole new set of rules to the game, dare i say - makes it fun and more balanced to UBI - Sir Locksley is triumphant over the dead corpse of the once proud emperor, perhaps the blood of necromancy will resurrect him one day!!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 29, 2013 10:52 AM
Edited by Elvin at 10:54, 29 Mar 2013.

Nice

@Nameless
Harpies not returning is not a bug, ice armour reduces their speed so they do not have enough movement to return to their original tile.

@Locksley
Where did you use heal, on the desired target or the mizu kami? Sometimes it doesn't work at all but lately it mostly seems to work when you cast buffs on mizu.

I tried to play nikolas but my game did not feel like it. I have long since lost my flame but this buggy situation furthers my indifference about H6
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted March 29, 2013 02:56 PM

Barbarians and their spelling. My eyes hurt when I read my post. I blame it on Harald.
Quote:
brings a whole new set of rules to the game, dare i say - makes it fun and more balanced
I think I agree here. Our armies were actually even until the end. Biggest reason for my victory was probably my mesmerizing spaulders (-10 enemy initiative) that allowed my strike first often enough to have an extra stack in the end.
   With blood rage initiative would have been very unfair, honour wouldn't have compensated. The racial abilities kind of create the whole identity of the factions, without it they are rather similar. That's a nice thing no doubt about it, but perhaps they are too important?
   To use other factions' reputation skills created good variations. But it was really bad that Twin Fangs could be placed on cyclop (you spent a turn) but that it did not trigger when the cyclop hit the kirin. If it had worked it would have been even more even between us. Using other factions' tools (like I did) should be a possible strategy.
   Anyway, it was a very nice fast paced duel with cool surprises everywhere for both of us!
Quote:
Where did you use heal, on the desired target or the mizu kami? Sometimes it doesn't work at all but lately it mostly seems to work when you cast buffs on mizu.
I did some testing: instant effects like heal doesn't transfer but spells with a duration or lasting effect like celestial armour or regeneration transfer (they have an icon in unit info field).

NAMELESS vs ARVIS
Quote:
Arvis decided to cast pressed attack on harpies to attack my crusaders but the artifact calcelled the dmg and the bug forbade harpies to return. My Celestial got morale, i waited. Later he attacked with crushers on my praetorians. I concentrated my forces on crushers to get cleave with angels which was successful. With cleave on angels, crushers crushed, harpies depleted and panther warriors blinded the first turn was really in my favor.
The opening move with pressed attack on harpies were a good idea but... - That's a lot of things that were hard to predict in just one turn.
Quote:
Harpies not returning is not a bug, ice armour reduces their speed so they do not have enough movement to return to their original tile.
It would have good if they flew back at least some tiles.
Quote:
True to the tourney, Gameslayer won after a peculiar turn of events.
I read about it in your chat, looking forward to see it with my own eyes.


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NamelessOrder
NamelessOrder


Famous Hero
posted March 29, 2013 03:23 PM

i've just seen to the first page rules and i don't agree that "Orc Warrior Master(+7hp to crushers)" is OP. I think its a great ability but it just doesn't compare to +10/10 def to vamps or +25hp to kenshis (which also is not as great as +10/10 to vamps). especially that stronghold is a rather on the weaker side when it comes to duel armies.

just my 2 cents (and yeah if gameslayer u want to use Orc Warrior Master in our match i'm ok with that)

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Gameslayer989
Gameslayer989


Known Hero
Always looking for a fight!
posted March 29, 2013 04:11 PM

And yet i feel that orc warrior master IS OP because +7 hp to a core troop is worth at least 1 relic artifact

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 29, 2013 08:39 PM

Hey nik, something came up and I'll be back around midnight. If you cannot play later we'll arrange something in the weekend. Sorry for that.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted March 29, 2013 11:04 PM

I want to use Kraal the orc warrior master as my hero but the law doesn't allow that. Orc want Freedom! Aarrgh! It would have been totally worth it just because my special Kraal model (boasting) doesn't have any reputation movie. They are so boring, skip! What is balance worth compared to that?

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NamelessOrder
NamelessOrder


Famous Hero
posted March 29, 2013 11:12 PM
Edited by NamelessOrder at 11:29, 31 Mar 2013.

Quote:
And yet i feel that orc warrior master IS OP because +7 hp to a core troop is worth at least 1 relic artifact


I hold crushers as the best core creat but this is only a19,4% 20,6% (edit: 31-03 in manual crushers have 36 hp in game 34, apparently they were nerfed) increase in health. For comparison paragon gives a 27,8% increase for one of the best (i think the best) elite unit.

With stronghold i just don't see the way to take advantage and rely on one stack like necro (necromancy) and sanc (spirit link + waves and regen etc and also +14% health from honorIV, together with resilience and toughness Kenshis can have 176 health, from initial 90) can.

I'm just saying that this one is not that strong to forbid.

I think that there is almost no relic (providing that might/magic requirement is met) that i'd trade for this.

but do i know i don;t play stronghold anyway

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted March 29, 2013 11:38 PM

Isn't 20% rather much in this game compared to most passive abilities or normal spells? It may mean that the enemy must cast an extra spell or hit one extra strike. That's good compared to +15% battle dive or +6% to light magic. But spell specialists get a free ability point that could be used for an extra passive bonus around 10% to some stat. 10 % for all stacks It's a bit tricky I don't really know whats reasonable here and perhaps orc master is ok, but if everybody always pick the same bonus automatically it's against the variation I'd like to see.

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NamelessOrder
NamelessOrder


Famous Hero
posted March 30, 2013 12:00 AM
Edited by NamelessOrder at 00:07, 30 Mar 2013.

Quote:
Isn't 20% rather much in this game compared to most passive abilities or normal spells?


20% would be much if it applied to every unit. We're talking about 1 core unit.

Quote:
.... extra passive bonus around 10% to some stat. 10 % for all stacks


that's why im saying its not op.
Quote:

It's a bit tricky I don't really know whats reasonable here and perhaps orc master is ok, but if everybody always pick the same bonus automatically it's against the variation I'd like to see.


1) i also don't know but i'm sure that compering to vamp's or kenshi's specialty this one is rather modest.

2) i don't believe that there is a variation in hero specialty

3) I would go for Orc Warrior as Tears might only (reinforcement). As Blood i think +2 def might or magic depending on opponent is better b/c it applies to every creature.

Can sb who plays stronghold more often say sth constructive?

---------------------------

Gameslayer: Have you chosen your race?

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Nikolas
Nikolas


Hired Hero
posted March 30, 2013 12:39 AM

I think that orc master should not be banned at least for this round of ''bonkers'' cup.Orcs are pretty weak against magic damage so the only counter for that would be lots of health.The problem though is that most heroes' specials are useless.I mean +2 leadership or luck?Wtf?
maybe we should start a thread about cool heroes' specialties that should be implemented instead of banning the only good ones.


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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted March 30, 2013 05:20 AM

You have convinced me and now also think that orc warrior masters should be allowed.

Vampire and tormentor specialists on the other hand make their guys become different creatures, and Sanctuary doesn't need more health to help against magic damage.


"2) i don't believe that there is a variation in hero specialty"

I actually won my last duel with a hero boosting a unit I didn't have in my army, so yeah specialisation isn't the aspect of the game that gives variation, nothing to base your skill selection on like in H5, it's only a nice little topping or decoration to your overall strategy.

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NamelessOrder
NamelessOrder


Famous Hero
posted March 30, 2013 10:20 AM
Edited by NamelessOrder at 10:22, 30 Mar 2013.

Quote:
maybe we should start a thread about cool heroes' specialties that should be implemented instead of banning the only good ones.




I'll only say that playing haven might i never walk away from the simple rule of thumb:+2 might def for vs might matchups, +2 magic def vs magic matchups.

The marksmen specialty was my favorite but one should learn to position their troops and a good opponent will not give you many chances to use piercing shot to fire at more than 2 stacks.

I guess one can go for +15% dmg for griff's dive when facing a camping opponent or +10% heal vs necro, orcs or demons with maxed magic power (+5 MP from prime school +6 from light magic). I notice that a lot of players don't choose magic defense when facing haven might (to no surprise) and mass heal is very powerful in such matchups (maxed mass heal vs blood necro with no mag def deals 2950 dmg, which is quite ok in might vs might situation) - but its just theory crafting. One problem with heal is that it's very expensive mana wise - 60 mana for mass and as a might hero one has only 150 mana. I wouldn't recommend it though.

Bans are important. +10/+10 to vamps is really OP

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natalka
natalka


Supreme Hero
Bad-mannered
posted March 30, 2013 11:50 AM

Since I unlocked Crag Hack I play orcs only with him. Offence all the way.
I think heroes with 10% on a spell are useless because those spells are for single targets and it is better to boost creatures as a whole. It will be better if ice armor specialist gives bonus to mass ice armor too..

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NamelessOrder
NamelessOrder


Famous Hero
posted March 30, 2013 12:14 PM
Edited by NamelessOrder at 12:30, 30 Mar 2013.

Quote:
Since I unlocked Crag Hack I play orcs only with him. Offence all the way.
I think heroes with 10% on a spell are useless because those spells are for single targets and it is better to boost creatures as a whole. It will be better if ice armor specialist gives bonus to mass ice armor too..


I agree that +10% to spell is not a huge bonus but with this specialization you've got an ability for free so you can spend an ability point elsewhere and this is very useful esp. in tournament game when you have only 25-27 abilities.

Also for nagas, regeneration can be transferred via spirit link and thus regeneration is more useful than mass regen for them. Esp. that you can use trail of cloud to take 3 turns instantly. So yeah i guess that Sanc tears vs other might esp. Stronghold tears should choose regeneration as the main specialization (please don't quote me on this).

Btw. heal and celestial armo are quite good in an end game scenario when you have sth like 16 angels vs 50 vamps and 10 weavers.

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