Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Nothing like "back to level 1"
Reason why there is such option -> Legacy from Disciples 2.
There were units, which changed during evolution, and in very few instances, the "stronger" unit could be useless in respective scenario.
2nd reson (also only in D2) -> tactical.
Demons could evolve Fire-mage into Incubus (paralyzing - earth)
So when I wanted to keep mages, and not have back row full of incubi (what is tactically unefficient), I had to lock 1 or 2 mages, before they evolve into incubus. They will keep level-up, but they won't transform.
In D3 I had not encountered such peculiar situations, where I would benefit from locking a unit.
That is why I believe devs implemented it based on their knowledge of D2 (legacy).
Let's take Squire as an example here. The Tier 2 unit is Witch-Hunter, which is level 7. If you lock transformations then level up your Squire to level 4 or higher (even 10), and then you let it transform, it will just turn into a level 7 Witch-Hunter, no matter what.
About the upgrades, every unit has it own skill tree, so after transformations they won't keep the skills they got from their lower tier anymore.
So basically there's no reason to max out low tier unit, because its level just jumps. For example, both leveling up a level 3 Squire or a level 10 Squire will turn it in to a level 7 Witch-Hunter if you allow transformations.
I would agree though that it doesn't make much sense in D3 to lock a unit, as the max level is reached so quickly. Unfortunately that makes some unit branches not really viable, like the Stinger for example.
Imperial Archer attacks with fire and assassin with physical damage.
If you fight against werewolves Archer is obviously better.
I always lock Anti-Paladin because his upgraded form looks much worse. It is only matter of preferences to decide if you really need higher tier unit or it would be OP for the current act.