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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Duel Map Revival!
Thread: Duel Map Revival! This thread is 4 pages long: 1 2 3 4 · «PREV
Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted March 31, 2016 04:34 PM

Hardly, there are no good H5 players left and the creators had a terrible sense of balance But a few years of dueling gives some ideas, many of which had been unexplored until now. There are also a lot of sources for inspiration like magnomagus' H5.5 project, Albolabris' Polish arena map and people's feedback here. It's a brave new world

Changes aren't always precisely balanced as I often play around and see what happens. But before long I know what tweaks are due. The idea is to keep things fun and introduce more gameplay possibilities
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
zombie
posted March 31, 2016 10:57 PM

Fortress ore increase

YESSS YESS SNOW YESS MWAHAHAHHAHAHAHAHAHA

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted May 27, 2016 12:01 AM
Edited by Elvin at 18:26, 28 Dec 2016.

FACTION TIPS!



ACADEMY

Academy creatures are not strong enough to go toe to toe with most other armies so they need hero support. Turtling strategies recommended and your priority threats should be the units with the highest dps potential. Two magic schools are viable as are warmachines due to high knowledge. Summoning should probably be one of the schools as it helps with stalling and protection but summons are best saved for mid to lategame, when the opposing army has been weakened. Destructive works best as a single school, with a specialized build. Mark of the wizard affects buffs, curses, destructive and summoned objects(but not summoned units) and more than makes up for the lack of spellpower. It is best used on a unit that is guaranteed to survive long. Magic mirror has high odds to bounce direct spells but will not protect from mass or aoe spells.

DUNGEON

Dungeon creatures hit hard but also die like flies. Still, your naturally high spellpower, decent attack and initiative supports and even requires an offensive gameplay if you are to prevent losses. Charge and blast away! Dark works fairly well though summoning takes time to set up, which you might not have. Might skills recommended as elemental chains are also triggered by physical attacks. Pay close attention to your mana as empowered spells drain it rapidly and use elemental effects as much as possible.

HAVEN

Haven units are mostly average but work well as a team, whether you go all-out charge or your turtle. Haven is the only faction that can get retribution AND empathy and it can move deceptively fast with leadership and mass buffs. Dark can also be a nice surprise and vampirism works wonders for champions. Two priest stacks are recommended for better support though conscripts/brutes with battle frenzy and vitality can be great. The training cap has been increased so you can now train more peasants into archers or archers into vindicators(that are now faster!). Training footmen into priests is also nice though it may cut into your artifact and mentoring gold.

[Not allowed to increase paladins/champions with training]

INFERNO

Inferno units are fast and damaging but fall fast. You may want to charge if you are to be blocked, cast or shot at but gating is generally preferable. Tactics are great for reaching the enemy, as inferno's initiative allows you to attack first. Your lack of survivability makes battles a race against time as you may run out of steam before the enemy is weakened sufficiently. Despite that, the mana drain, dark magic and gating can stabilize or turn around a game, sometimes overwhelmingly. Inferno works great with light, leadership and has the best warmachines out of all factions. Due to mark of the damned and excruciating strike, inferno has the easiest time killing high tier units.

NECRO

Necro units are tanky and numerous but not so high on damage and initiative. With defense and curses they can overwhelm might-heavy armies but might end up hard-pressed against destructive. Dark and summoning are a potent combination though light and destructive have their uses. It is recommended to weaken enemy ranks with dark and then press your advantage with summoning. Your ballista is poor but plague tent works great due to its fixed, irresistible damage. You will normally want to turtle vs might but take the offensive against destructive/summoning casters.

SYLVAN

Sylvan forces are swift and damaging though they can be built to be durable too. They are equally good at turtling or going all-out charge and can perform well in might, magic or hybrid builds. High druids can make any magic viable so you can adapt your gameplay accordingly. If you go full charge(tactics recommended) you will likely not need to cover your ranged units and a single curse/destructive spell will not stop the rest of your creatures from dealing constant damage. Attack is low but avenger and/or luck/morale more than makes up for it. Imbued ballista is a faction highlight when available. When an imbued ballista shoots, the hero turn is reset so empathy is recommeded to stay ahead of the ballista. Sorcery does not work with rain of arrows but empathy does. Of course you won't be using rain of arrows throughout the game so sorcery is not useless either.

[Avenger is limited for balancing purposes]

FORTRESS

Fortress troops are rock solid. They can hold their ground against enemy assault, take some beating and systematically start pushing back. They do not deal much damage individually but between runes and stunning effects they don't have to. Unlike necro they can afford to take their time against destructive casters due to rune of elemental immunity, dragonform, revival.. And they seem to have the answer to everything. Curses? Rune of exorcism. Buffs? Rune of magic control. Might? Incorporeality or dragonform. Runelore gets the most out of light magic and is thus my recommended magic. Destructive mostly relies on adding mark of fire and is generally weaker than those of other factions, though it can be acceptable if you specialize in it. Dark magic(vampiring battlerage ftw) and summoning(runic armour!) are fine alternatives. Worth noting that this faction makes the most out of soldier's luck and has the fastest warmachines even if they are a bit less powerful than those of other factions.

[Rune resources are limited for balancing purposes]

STRONGHOLD

Stronghold forces are both durable and offensive. Not so fast but with good mobility and abilities that multiply their damaging capabilities. This is not a faction you can play defensively but its gameplay rewards offense and keeps feeding your rage that further protects you from damage. Orcs have two weaknesses: Dark magic(shatter dark recommended) and being caught with their pants rage down. They are more vulnerable in the very beginning of combat so it may be a good idea to keep your key units in the back lines when facing might-heavy chargers with decent initiative. They have pretty good odds vs destructive and the opponent is forced to focus fire on one unit at a time to prevent the rage from building up again. They work well with any might skill but particularly leadership and defense (due to the rage mechanics) and their warmachines are second-best only to inferno. Shout is kind of a must as it speeds up the rage accumulation. Shatter light can be important but risky since all potential light users can effectively use other magic - though stormwind certainly sweetens the deal. Powerful blow, stunning blow and excruciating strike can lead to some good hero damage but usually battle frenzy and tactics take priority.



EDIT:

As of latest version, inferno, stronghold and sylvan ballista has 2 shots, while other faction ballista has 3. This more or less makes ballista damage similar across the factions. Necropolis ballista is still pretty crappy, that's why they have a kick@ss plague tent.

Also orcs can now see what magic enemies pick so shatters are not as random an affair as before.
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted May 29, 2016 05:25 PM
Edited by Elvin at 18:04, 29 May 2016.

With enlightenment being one of the best skills ever (+10 stats at lvl 20)I had the idea to completely remove it from the wheel and cover the lack of stats with a second artifact merchant. In addition some artifacts were tweaked or added.

The key enlightenment abilities were moved to sorcery: Intelligence under arcane training and swift mind under wisdom.

Dwarven priest and flamelord's fire immunity has been changed to fire proof(50%).



Version 1.68 up

Following magnomagus'idea, GATING now costs 50% atb for the caller and gated units start at 75% atb. Summoned armies slightly decreased but appear after 1.25 turns instead of after 2 turns!

Spell duration tweaked with most buffs/curses lasting 1 turn + 0.2 x sp, so basically +1 turns every 5 spellpower.

Tap runes moved to sorcery, though it requires fine rune to appear. It restores mana equal to 0.2 x knowledge.

Helm of chaos bonus changed from +3 knowledge to +2 knowledge and +1 sp because you could simply take off and keep the mana without losing -1 defense.

Titan's call lightning now 35 dmg from 30.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted May 30, 2016 11:35 PM

Duel Maps, so many good memories! That was so great .

If you (everyone) have some Replays to share I am always ready to watch!
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted May 30, 2016 11:41 PM

I should have some Send me your skype.
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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 04, 2016 02:29 PM
Edited by zaio-baio at 15:22, 04 Jun 2016.

Zenithale said:
Duel Maps, so many good memories! That was so great .

If you (everyone) have some Replays to share I am always ready to watch!


Lots of replays here, mainly final battles on ubi/rmg/toh maps. Zaio-Baio is my nick on game ranger and vaseto91 on ubi.com.

Edit: Latest 5-6 replays are vs noobs, not so interesting to watch.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 04, 2016 02:34 PM

Elvin said:
Hardly, there are no good H5 players left

Willgefors still plays and i beat him, so ...

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 04, 2016 02:50 PM

Then join us I'm Elvin224 on skype.
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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted June 04, 2016 08:49 PM

You made all these maps and none of you thought to make them working on Heroes 5.5 too.

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 04, 2016 08:54 PM
Edited by Elvin at 09:09, 09 Jun 2016.

I did. Turned out way too much work because the scripts are broken and there are pages and pages of code that need to be re-written.

New update!

Attack and defense bonus now 3.3% from 5% to make the pace of the game a little slower.
Leaper jump 5% dmg bonus from 10%.
Forest rage now unlocks forest guard emblem.
Gargoyles are now mechanical instead of elemental. With march of the machines they get +2 speed.
Teleport assault moved to light (master of wrath)
Refined mana moved under master of blessings from wrath.
Arcane excellence moved under wisdom.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted June 15, 2016 11:06 PM

@Elvin: If you don't mind I would prefer a mediafire (or whatever) link, maybe I am not the only one who want to watch your Replays.

@zaio-baio: Thanks for the Replays, but I am more looking for balanced/interesting fights, not just slaughters Turn 1-2 (especially Paladins charges).
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 17, 2016 09:14 PM

Sure, here you go Let me know when you watch and I'll post some more.
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted June 18, 2016 12:59 PM

Zenithale said:
@Elvin: If you don't mind I would prefer a mediafire (or whatever) link, maybe I am not the only one who want to watch your Replays.


You may want to check Belisarius youtube channel.
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Looking for an opponent? Check the HoMM 5.5 Tavern!

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted June 18, 2016 11:17 PM

@Elvin: Great!

@dredknight: Thanks a lot to you too, I will watch for sure!
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted July 03, 2016 10:44 AM

I really want to play some of this again!

But do I have to uninstall Heroes 5.5 in order to do so?
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"You turn me on Jaba"
- Meroe

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted July 03, 2016 10:49 AM

I don't think so. Just install 3.1 on a separate directory from h5.5 and you'll be fine

Do you have skype?
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Being human is a roller coaster ride of emotions during rainstorms and sunshine, sprinkled with moments when you can almost reach the stars.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted July 03, 2016 11:56 AM

Okay, I'll try that later.

Of course I do, I pm you!
____________
"You turn me on Jaba"
- Meroe

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted July 03, 2016 03:01 PM
Edited by Elvin at 22:25, 15 Feb 2017.

An update to celebrate jaba's return

GENERAL

- Ability descriptions now show what unlocks what!

- Non-stronghold factions can now choose a magic skill of their choice for free while orcs can pick shatter dark! Now it is far easier to pick your magic specialization.

- Level cap at 19! Now factions start with either advanced racial or basic racial + 1 core ability.

UNITS

- Thanes and fire dragons now slightly less hp but they have same numbers as the rest.

- Basic priest is now called battlepriest and is a might-focused upgrade with ranged retaliation!

- Lich master now has sorrow instead of weakness.

- Centaur nomads now have wounding shot.

SKILLS

- Fine rune now unlocks runic machines. Now dwarves can pick both ballista and tent in warmachines!

- Retaliation strike now unlocks unstoppable charge!

- Guardian angel back in training.

- Last stand moved to vitality since it was rarely picked.

- Evasion now unlocks stand your ground -> preparation.

- Tent now heals 195dmg(10 shots) and ballista damage has increased to compensate for one less shot per round.

- Necro only has plague tent, not flaming arrows. As compensation it is the only faction with access to ring of machine affinity.

- Dark Renewal (now Arcane Renewal) moved to sorcery(arcane training)

- Exorcism moved to sorcery(secrets of destruction)

- Mana burst moved to sorcery(arcane ward)

- Elven Luck (now Critical Hit) for all races.

- Seal of Darkness moved to master of curses.

- Banish moved to master of animation.

VISUALS

- Starting area visuals improved.

- Alternative treant visual mod!




TLDR VERSION:

- Descriptions now show ability requirements
- Easier to pick magic abilities of your choice.
- Dwarven forces equal to other factions but rebalanced.
- Warmachines rebalanced so as not to need the ring.
- Elven Luck goodness for everyone.
- Defense, Destructive, Sorcery and Dark trees rearranged a bit.
- Third haven priest upgrade, might-focused.
- Lich master now has sorrow instead of weakness.



Latest Version
Duel Map W5

- Army strength of week 5 instead of week 6 and heroes are lvl 19.

- Ingame improved descriptions! Don't know what a skill unlocks, what an ability's modifier is or a skill does? It's all there, no need to check this thread!

- Artifact multiple choice! Now there is a choice between 3 one-way portals for 2 minor, 1 major and 1 relic artifact accordingly. More possibilities for developing your hero stats and build.

- Starting morale is at +1! Now morale abilities are a lot more important.

- No luck/morale arties! That prevents random overkills, especially from warlock's luck. That also means that with expert luck/leadership your hero can get max 3 luck/4 morale.

- Morale and morale-themed abilities tweaked accordingly:

Morale boost is back at 50%.
Banshee howl -1 luck/morale, -15% init.
Benediction +1 att/def/morale, +15% init.
Empathy +7.5% atb.
Retribution +3% dmg/morale.

- Fortress no longer has elemental boosters but has a guaranteed fireball. Fortress path to destructive now depends on mark of fire, as originally intended



- Battlecry no longer gives a speed bonus. Turned out too much!

- Warcries now give 30 rage regardless of tier. Rage should not be a factor for your warcy choice.

- Chance-based ability descriptions now display the factor of triggering. For instance bash factor is 1.5 while whip strike is 3.0. You can consider 1.5 the average factor(bash, assault, blind, cripple, mark of fire).

- Summon elemental description now explains what types can be summoned in each terrain.

- Boneward removed from necro since it is no longer needed.

- Guardian angel now unlocked by master of abjuration in light magic. All races can get it except necro.

- Tweaked favoured spells for better build variation.
____________
Being human is a roller coaster ride of emotions during rainstorms and sunshine, sprinkled with moments when you can almost reach the stars.

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 27, 2017 12:06 AM
Edited by Elvin at 01:12, 27 Jun 2017.

GENERAL CHANGES

- Attack and defense stats bonus 3.3% from 5%.
- Light/Dark buffs/curses now affected by spellpower.
- Mass spells cost 90% atb from 50%
- Starting army morale +1 from +2.
- Luck bonus +65% from +100%.
- Ballista dmg improved, 18 shots from 99.
- Tent heal improved, 5 uses from 3.
- Destructive spell cost and damage rebalanced.
- Cold death unavailable, ice spells improved.
- Logistics removed.
- Enlightered removed, key abilities merged with sorcery.
- Useless perks removed, easier skill requirements.



WHAT IS NEW: FACTION GAMEPLAY



ACADEMY

- Artificer lvl 3 is back, with initiative and magic protection rebalanced. That means that academy has better passive stats against might factions while games vs dungeon will be fairer. Consume artifact has also been rebalanced in terms of hp and casting frequency.

- Summoning is now a bit less spellpower dependent which helps with the wizard medium spellpower and mass spells curses also benefit from it. Academy is one of the 3 factions with access to armageddon.

- Gargoyles are now mechanical and can be repaired, battle-mages are more competent shooters, djinn sultan random spells are cast at expert mastery and titans can now call storms 3 times.

DUNGEON

- Dungeon's native magic schools are now destructive and dark, which is not only more fitting but also more balanced. Destructive spells are now more effective but also more expensive. Dungeon is one of the 3 factions with access to arnageddon though empowered armageddon is forbidden to use due to balance and bugs. Access to light gives a good gameplay alternative.

- Its might department has been improved: Rider, minotaur and dragon initiative has been increased, sisters and minotaurs a bit more durable, assassin poison improved, invisibility can be used twice, aura of bravery improved(+2), wheeling attack improved, hydra regeneration improved, matriarchs gain no melee penalty, mistresses gain swift attack(combo with slow) and red dragons are now immune to mind spells.

HAVEN

- While haven cannot increase their cavaliers, they start with more t6 units than other factions. Training cap has been increased to 50, making archer/footman/priest training more effective. Peasant/footman speed/init has been improved and there is also a third option for archers and priests: T2 has longbowman for scattershot(3x3 aoe for 50% dmg) and T5 has battle-priests that are more battle oriented with ranged retaliation but no spells. Zealots now have dark magic while inquisitors have light. Both have access to cleansing and purge.

- Haven's lack of mana has been addressed though its racial: Benedition now unlocks spirituality for extra mana. The underwhelming retaliation strike now unlocks unstoppable charge for triple damage.
Mass spells now consume 90% of hero turn so they are less spammable with empathy. Haven remains the only faction that can get both empathy AND retribution.

- Trainable unit changes aside, battle griffins can dive instantly and seraphs can cast mass bloodlust(other than divine vengeance).

INFERNO

- Gating now costs half a turn and reinforcements appear faster at the cost of slightly reduced numbers. Mark of the damned now costs 4 mana and hellfire unlocks hellwrath.

- Destructive is a little more appealing due to the demonlord's increased spellpower and access to armageddon. Access to light gives a good gameplay alternative. Due to high stats in attack/knowledge, inferno has no access to triple ballista.

- Imp mana draining has been reduced, horned grunts are tougher and more explosive while leaper special has been nerfed, cerberus dmg/hp has been improved, succubus mistress dmg has been improved, seducer now has puppet master spell instead of seduction(easier to counter but also works with vermin special), nightmare specials have been swapped with fiery ones being the offensive and grey ones the defensive upgrade, pit lords have improved speed and spell mastery plus 25% magic proof and devils are now a little tougher and fearless. Arch demons now have 7 speed like archdevils.

NECRO

- Necromancy bonuses have been reduced but skeleton archers have been improved, with 25% magic/50% ranged protection and skeleton warriors can no longer protect allies from ranged attacks. Specter speed has been improved, vampire lords are more offensive while prince torpor has been nerfed, master liches now have death cloud and arcane crystal instead of sorrow(since it is now a lvl 4 spell), banshee wail has been improved.
Necromancy includes mark of the necromancer that will save you in long battles and banshee wail which reduces enemy luck/morale/init.

- Mass dark now consumes 90% of hero turn but is also improved by your high spellpower. Defense skill and stat gain has been a little reduced so the units will be less resilient. Access to light gives a good gameplay alternative. Your warmachines do not give triple ballista but necro is the only faction with access to plague tent and has the best healing tent in the game.

SYLVAN

- Sylvan has limited favoured targets. Imbue magic now costs 25% init so it cannot be used immediately but also places you after high druid channeling.

- Mass spells consume 90% init but also work with high druid channeling bonus. Despair is now a lvl 4 spell so a good choice for rain of arrows and wasp swarm is given by default. Lightning stun has also been improved, making it a decent alternative to rain of icebolt. Sylvan warmachines have access to imbue ballista but not triple ballista, making the skill a bit more balanced. Aura of swiftness is no longer part of leadership so even with tactics, one turn charges are no longer possible.

- Sprites, blade dancers and master hunters have been improved to match their alternative counterparts, high druid channeling has been capped at +8 bonus, pristine unicorn special now works on advanced mastery and crystal dragons are now immune to insta-killing effects.  

FORTRESS

- Runes have limited resources. At the same time, all runes of the same tier now cost the same resource so there are no resource conflicts between tiers and tap runes increases your mana reserves.
Rune of dragon form has swapped tiers with rune of resurrection and rune of charge is banned.

- Dwarven medium spellpower doesn't make them natural destructive casters but they work fine with ignite and have been given access to fireball by default. Flamelords and priests can apply mark of fire that is a reliable way of increasing your fire damage. The mark now triggers more often but has reduced bonus. Needless to say, fortress has no access to armageddon. Access to dark and summoning gives some good gameplay alternatives and their warmachines are the best in the game due to runic machine init bonus. Defense skill has been reduced so they are not as invulnerable anymore. Fortress is the only faction with access to offensive and defensive formation. Also, dwarven luck has been banned which has made dungeon matches closer.

- Skirmisher crippling has been improved, berserkers now have increased stats, giant slayer and bash, thanes and dragons now have a full stack with reduced hp and liquid dragon flame has also been improved. It should be noted that the ban of ammo cart requires more tactical shooting with skirmishers and priests as they can no longer shoot indefinitely.

STRONGHOLD

- Bloodrage has had its damage reduction reduced, making orcs a bit more susceptible to early attacks and destructive. Lvl 3 abilities are accessed easier but their effects have been rebalanced and all warcries give the same amount of rage. Some rage abilities and warcries have been tweaked. Horde's anger is no longer in the game because it was essentially a might destructive spell.

- Orcs no longer gain spellpower in level ups but the crystal of revelation guaranteeds -1 to enemy sp with might over magic. Further reduction can be achieved from buying spellpower artifacts. Due to their high att/knowledge stats, orcs do not have access to triple ballista. Shatter destructive has been removed because the combination of rage reduction and defile magic was too powerful, without even taking into account warrior's luck. The other shatters contain a weaken perk and their respective special abilities. Battle elation from leadership now unlocks bloodfire which needed a proper build to carry its rage momentum. Aura of swiftness is no longer in the game, which prevents first turn charges.

- Defile magic now triggers more often for a more reasonable effect, centaur and warrior upgrades rebalanced with nomads gaining crippling shot and maulers becoming tougher. Red shamans can now cast chain lightning immediately and executioners have 8 speed so they do not require tactics to charge. Both t5 units are immune to puppet master. Pao kai now have stormstrike instead of lightning breath, which was bugged on retaliations. Foul wyverns have improved stats and venom, untamed cyclopes now have 10 init.



SKILLWHEEL ~ TLDR VERSION!

ATTACK

Frenzy
Tactics -> Offensive Formation
Archery
Excruciating Strike[Inferno(motd), Orc(powerful blow]

DEFENSE

Vitality -> Defensive Formation / Last Stand
Evasion -> Stand your Ground -> Preparation

LUCK

Soldier's luck -> Misfortune / Critical Hit
Erratic mana -> Warlock's Luck
Resistance -> Warrior's Luck(Haven, inferno, sylvan, orcs)

LEADERSHIP

Steel Resolve(+2 Def) -> Retribution
Divine Guidance -> Empathy
Artificial Glory -> March of the Machines / Retribution (ACADEMY)
Battle Elation -> Retribution / Bloodfire (ORCS)
Runic Attunement -> Retribution (FORTRESS)
Divine guidance -> Empathy / Retribution (HAVEN)

SORCERY

Arcane Training -> Intelligence
Magic Insight -> Swift Mind / Teleport Assault
Sap Magic -> Mana Burst / Counterspell -> Distract

DESTRUCTIVE

Master of Fire -> Ignite / Fiery Wrath
Master of Ice -> Cold Steel
Master of Storms -> Sap Magic


LIGHT

Master of Blessings -> Eternal Light / Refined Mana
Master of Wrath -> Stormwind
Master of Abjuration -> Guardian Angel
Twilight [Haven(Benediction), Dungeon, Necro(Banshee Howl)]

DARK

Master of Curses -> Dark Renewal
Master of Mind
Master of Pain -> corrupted soil

SUMMONING

Master if Summoning -> Elemental Balance / Fire Warriors
Master of Earthblood -> Fog Veil / runic armour [Fortress]
Master of Animation -> Banish

WARMACHINES

First Aid Tent -> Plague Tent(Necro)
Ballista -> Triple Ballista(Hav, Dwa, Dun, Aca) / Imbue Ballista(Sylvan)

(Orcs, sylvan, inferno no access to triple ballista)



GATING

Consume Corpse
Hellfire -> Hellwrath
Mark of the Damned

NECROMANCY

Banshee howl
Spirit Link

AVENGER

Imbue Arrow -> Rain of Arrows
Forest Rage -> Forest Guard Emblem

COUNTERSTRIKE

Benediction -> Intelligence(renamed Spirituality)
Retaliation Strike -> Unstoppable Charge

ACADEMY

Magic Mirror
Mark of the Wizard
Consume Artifact

DUNGEON

Empowered Spells
Elemental Vision

STRONGHOLD

Powerful Blow -> Stunning Blow
Memory of our Blood
Might Over Magic

RUNELORE

Runic Machines
Greater Rune
Fine Rune -> Tap Runes
____________
Being human is a roller coaster ride of emotions during rainstorms and sunshine, sprinkled with moments when you can almost reach the stars.

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