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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: The aligment you don't like...
Thread: The aligment you don't like... [ This thread is 8 pages long: 1 (2) 3 4 5 6 7 8 ]
Laelth
Laelth


Famous Hero
Laelth rhymes with stealth.
posted November 27, 2002 03:40 PM

Life stinks

good in a siege,but if your home town is being attacked, you've probably already lost.

-Laelth
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Alan P. Taylor, Attorney at Law, LLC

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csarmi
csarmi


Supreme Hero
gets back
posted November 27, 2002 03:43 PM

Who?

Sieging a well-prepared life army is a suicide. If he has enough shooters, that is.

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Damacon_Ace
Damacon_Ace


Famous Hero
Back after a long absence
posted November 27, 2002 04:42 PM

I think Death and Chaos aren't that flashy.

Death's Level 1's and 2's are appallingly weak for their levels (even the cerebri is pretty ordinary against the others), Necromancy is not a superpower unless you are of a very high level and fight legions of creatures, and Death Spells are not so useful except for the higher levels (but Vampiric Touch and hand Of Death are awesome).

Chaos spells may be great in the beginning, but a sorceror needs damage enhancing artifacts and GM sorcery to make them truly deadly, plus s/he should be at a very high level. Also, the Chaos creatures are pretty ordinary in the 1st levels. No special bonus really hurts, though.
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csarmi
csarmi


Supreme Hero
gets back
posted November 27, 2002 04:48 PM

No special bonus for Chaos Level 1's? Are you being serious?

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tree
tree


Adventuring Hero
posted November 27, 2002 05:51 PM
Edited By: tree on 27 Nov 2002

I really hate that might stuff, cuz sieging can be a headache...no magic.

Then also life.  Then are boring.  They are slow.  They are not special.  Their back ground music suk
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EvilLoynis
EvilLoynis


Famous Hero
The Dark Shadow
posted November 28, 2002 08:54 AM

I have too say that I absolutely hate ORDER!

But maybe it's like Medusa say's and that I just don't play with them enough....NAH

The others in rank of preference are Necropolis, Haven, Stronghold and Asylum are equal to me, and then Preserve.

I have said it about 5 times now but it bears repeating.  The angels really got ripped off by not getting Life Ward.  I mean Devils got Teleport, Life Ward and Summon Ice Demon.  I mean yeah sure Resurection is a bit better than just Summoning but then the Devils have the Imps to help disable the Angels and refill there SP so they can summon more.  Please let me know if you agree with this.
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"I am both selfish and instictive.  I value nature and the world around me as means to an end as well as an end in itself; at best I ... too long to display...

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Medusa
Medusa


Famous Hero
Yeah, right
posted November 28, 2002 09:23 AM

I agree with tree about the life music; that's a very annoying one.. i always turn of the music when i play with life or do i ever play with it?...
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csarmi
csarmi


Supreme Hero
gets back
posted November 28, 2002 12:08 PM

Yes, it's a shame that a simple imp will prevent your Angels from resurrecting.

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Damacon_Ace
Damacon_Ace


Famous Hero
Back after a long absence
posted November 28, 2002 06:23 PM

Quote:
No special bonus for Chaos Level 1's? Are you being serious?


I was talking about special skill bonuses. Sorcery is nice but I don't consider it as a special bonus unless your character is very high a level. What I was talking about as special bonuses was Resurrection, Summoning, Charm and Necromancy.
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EvilLoynis
EvilLoynis


Famous Hero
The Dark Shadow
posted November 28, 2002 06:26 PM

Quote:
Quote:
No special bonus for Chaos Level 1's? Are you being serious?


I was talking about special skill bonuses. Sorcery is nice but I don't consider it as a special bonus unless your character is very high a level. What I was talking about as special bonuses was Resurrection, Summoning, Charm and Necromancy.



     I see what you mean, but I think if you think about it closely you will see why it is a bit better.  I mean there are so many Direct Damage Chaos spells that something too make them even stronger is very good.
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"I am both selfish and instictive.  I value nature and the world around me as means to an end as well as an end in itself; at best I ... too long to display...

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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted November 29, 2002 06:39 AM

I like all of them. For once, every alignment is as fun to play as the others. With life you get massive ranged attacks. With Order, it only gets "massiver, rangier and spellier". Death means tough melee combat with three no counter troops.  Might makes it "mightier" with an extremely good level 2 (harpies, perfect for attacking and defending a castle) and level 3 troop (cyclops, too painful on top of a tower). Nature is a lovely mix of melee, ranged and spells while chaos is loaded with hp.

So, it's fun to play from all of them. There are some qualms about individual troops (what to do when magi run out of spell points, why didn't angels get death ward, why are bandits so useless in combat, why don't minotaurs block as often on my side as they do on the enemy's side -- I saw a stack block 5 attacks consecutively!!!).

Oh and the background music for life is the suckiest. Best is nature, order, chaos, might and death, in that order.
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pepak
pepak


Adventuring Hero
posted November 29, 2002 11:37 AM

The only alignment I really hate is Chaos, mainly due to its magic. Direct damage just doesn't suit my play styles at all, never did. I can use it to win, to be sure, but it gives me no pleasure to do so.

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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted December 01, 2002 07:36 AM

hm...

I don't like Chaos that much... I rarely use them anyway... of course I do like it when my druid learns a few chaos spells...

...but then again... I kinda hate the lack of magic in might and the lack of firepower in life (magic)  ...oh well...
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Kujo
Kujo


Known Hero
who loves to script.
posted December 01, 2002 09:38 AM
Edited By: Kujo on 1 Dec 2002

This is offtopic but o well. Lith i liked your other signature better, the linux users one. Penguins doesn't really make sense. For the topic, I love all of them (even might) equally well. They all have strong suits and weak suits, such as life's strong archers and low magic firepower, and mights high damage and no magic.
Edit: Hah Medusa I killed your thread
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guten tag

du bist schwul.

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General
General

Tavern Dweller
posted December 03, 2002 04:37 PM

Well i think that all the alighments have something to offer to the player who chooses them.I admit that sometimes a stronger lvl 3 or 4 unit will give the boost to win in the final battles,but then u have weak lvl 1 or 2 units which make difficult to expand.if anyoone think of these things u will see that the alighments are equal.

I also think that the problem of some people is that they play some alighment and not others and that's why they find difficult to play with the other.

I want also to say that the way that u will build your town depends on the alighment of the opponent.For instance if u play chaos and u r facing order then the dragons are very powerfull.On the other hand if u are against might then the dragons will die soon in batle so u have to to build the second town fast enough so u can take him with the number of the creatures of lower lvl.

Remember that the game is complicated and no "easy path to victories" will aid you.Don't forget skill will be gained from expierience.

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EvilLoynis
EvilLoynis


Famous Hero
The Dark Shadow
posted December 03, 2002 06:09 PM

    That is very true.  So I wonder what you do when you have no idea who you are facing, by that I mean which alignment you are facing.
    Sometimes you just need to have a good strategy over all and it is hard to do.
    I mean the necro town is really easy to start off with.  Usually you only have to buy the crebei dwelling and then you can buy the mansion for the vamps.  With might in order to get the stupid harpies you need citadel and for the nomads you need the caravans.
    I think a lot of the problems people have with facing Necro could be solved by making it harder to build in there town.  Make them have citadel for the Vamps.
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"I am both selfish and instictive.  I value nature and the world around me as means to an end as well as an end in itself; at best I ... too long to display...

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XeroK00L
XeroK00L

Tavern Dweller
posted December 03, 2002 10:35 PM
Edited By: XeroK00L on 4 Dec 2002

Might isn't bad at all

I see a lot of Might haters here due to its lack of magic.
Although my favorite is Death, Might comes a close second in my mind.
Yes, Might may be lack of magic, but it's got anti-magic!
All you need to do is pump up your hero as fast as possible and invest all your money (yes, all, don't waste your money on any of those expensive structures) in tens of immortality potions and you're virtually invincible, unless the enemy happens to be powerful enough to be able to kill your GM combat, GM magic resistance (magic immune!! hello Order?? direct-damage/mind/hand-of-death spells? whatever..) hero twice in one single turn, which usually is very unlikely to happen.
The best thing is, unlike creatures, immortality potions come with an umlimited supply.  You can always get however many immortality potions your money can buy.  And each potion costs only 1000 golds!!!  With a reasonably-equipped GM-everything combat hero able to kill several black dragons with his one life, you're essentially getting several black dragons for just 1000 golds!!!  That's tremendous effective hp's you're getting per turn!!!  I usually don't build level 3 let alone level 4 creature dwellings anymore!  And the main reason I even bother to build a level 2 dwelling is to get that movement bonus for my hero (I usually settle with the 1-movement-slower nomads instead of harpies because of the cheaper prerequisite).
I still prefer Death to Might, however, because with enough vampires or vampiric-touched creatures you can still overcome combat hero in an extended battle, after he runs out of potions.
So hate Might all you want, it'll still beat you handily (with one hero as an army) if played right.  The next time you see your Might opponent lagging way behind you in army power in the thief's guild, be very, very worried.

Edit:
I seemed to be a bit off-topic since I only talked about the alignments I like.  So I'll say here that I hate life too.  It is just overall weak.  No really impressive creatures, no really impressive spells.  End of story.
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bobntamr1
bobntamr1


Known Hero
non dictionary ownen hero
posted December 03, 2002 11:36 PM

my 2 cents...

i dislike life the most... but this is only because they have strong low levels, and their high levels are relitivley weak..yes i think angels suck lol.
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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted December 04, 2002 09:22 AM

Regarding the might post, the only way you kill several black dragons per turn with your combat skills is when you've got a level 24+ hero. And even then, it's hard.

The spell cancellation (and maybe even dispel) works even on GM magic resistance heroes and it can remove the effect of the potion of immortality which means bad news. Add to it the fact that GM magic resistance heroes can still be teleported (I'm not very sure on this, but I have a notion that this works) you can no longer stay on the other side and use range attacks.

And considering that by the time you get a level 24+ hero you've already got level 4 troops that do greater damage, a single hero army is going to be pounded quite soon.

Besides, 1000 gold for a single potion is nothing cheap, even in the late game (unless of course you're like me and wait like crazy with treasuries till you get 1000 gold per day per treasury and then you can't spend enough).
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XeroK00L
XeroK00L

Tavern Dweller
posted December 04, 2002 05:31 PM
Edited By: XeroK00L on 5 Dec 2002

You only need to be level 18 to be a GM-everything combat hero. And with altar of combat and school of war typically available in most maps, you can usually achieve that at level 16 or 17, which isn't hard at all.
I must admit that "several" black dragons is indeed too much, but three or less is definitely not a problem for a level 17 GM combat hero with artifacts and hero boosts you normally find on a typical map. By the time your opponent builds three black dragons (considering the high costs of the structure and creatures and the low growth rate), you most likely will have gotten your GM-combat hero to the opponent's home town already. Anyway I'm just speaking of my experience.
Some maps may have 10 black dragons in a neutral army and that is no problem. The hero will just keep drinking potions while simultaneously retaliating upon the dragons to death. (Remember that with just one hero in the army, the units in a neutral army won't split.)
But you're right!! Both dispel and cancellation remove the immortallity potion effect from the hero. Thanks for letting me know. I didn't know since nobody used them against me yet.
Teleport doesn't work, however. So GM archery can still be very devastating.
BTW, 1000 golds is very cheap because with the combat hero strategy potions are the *only* thing you're spending money on. Not a gold spent on creatures anymore.
All in all, with those two spells, I guess the game is balanced after all. Towns that don't have access to the two spells are out of luck, though.
Anyone who defeated immortality potion-equipped GM combat heroes willing to share your experience here?
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