Hero's Hour

Hero's Hour

View Stats:
Rjinswand Oct 3, 2021 @ 1:17pm
I dont know if you sponsored spiff or not.
But wow, i guess marketing works sometimes (even if it was a coincidence he played it).

I'm playing the demo, i am excited for the steam release. :lunar2020ratinablanket:

Side note: in large battles, the game chugs to a crawl. At some point within the fight, it stops its laggyness and returns to normal.
< >
Showing 1-10 of 10 comments
DarkPyre Oct 3, 2021 @ 6:53pm 
If it was sponsored Spiff would have said it was sponsored
chemicalvamp Oct 3, 2021 @ 9:47pm 
It's a shame they decided to nerf the necromancer instead of raising up the other classes in terms of balance. Why don't they ever listen.. It's a feature. Well at least i found out in the demo rather than having to buy it.
KellyR Oct 4, 2021 @ 12:41am 
Originally posted by chemicalvamp:
It's a shame they decided to nerf the necromancer instead of raising up the other classes in terms of balance. Why don't they ever listen.. It's a feature. Well at least i found out in the demo rather than having to buy it.
Necromancers were nerfed? Because they're pretty freaking strong still...
Goblinz Studio  [developer] Oct 4, 2021 @ 1:35am 
It wasn"t sponsored :)
chemicalvamp Oct 4, 2021 @ 3:33am 
Originally posted by KellyR:
Originally posted by chemicalvamp:
It's a shame they decided to nerf the necromancer instead of raising up the other classes in terms of balance. Why don't they ever listen.. It's a feature. Well at least i found out in the demo rather than having to buy it.
Necromancers were nerfed? Because they're pretty freaking strong still...

You can clearly see from spiff's video that the buildings tree is completely changed, as well as most of the skills tree.

I was not able to get them working as the video shows.. For me the cooldowns seemed to have been stretched out, And the only battles long enough to get a sustainable army from, Are battles with walls.

The mana shortages aside (I cheated my mana because I was always out of it) I could still not sustain any army, let alone snowball..

This may have been just poor map gen. My encounters were all moderate - challenging.
My biggest gains came from enemy heros confronting me near my city, where as i said the wall delayed the deterioration of my army and theirs long enough to cast curse and reanimate dead a couple times. And these were not big gains either, More like keeping my head above water.

The "balance fix" they did here removed this from my wishlist, congrats on fixing it.
Korintheblack Oct 4, 2021 @ 10:06am 
Originally posted by chemicalvamp:
Originally posted by KellyR:
Necromancers were nerfed? Because they're pretty freaking strong still...

You can clearly see from spiff's video that the buildings tree is completely changed, as well as most of the skills tree.

I was not able to get them working as the video shows.. For me the cooldowns seemed to have been stretched out, And the only battles long enough to get a sustainable army from, Are battles with walls.

The mana shortages aside (I cheated my mana because I was always out of it) I could still not sustain any army, let alone snowball..

This may have been just poor map gen. My encounters were all moderate - challenging.
My biggest gains came from enemy heros confronting me near my city, where as i said the wall delayed the deterioration of my army and theirs long enough to cast curse and reanimate dead a couple times. And these were not big gains either, More like keeping my head above water.

The "balance fix" they did here removed this from my wishlist, congrats on fixing it.
Decay was silly OP. Deal with it.
KellyR Oct 4, 2021 @ 3:06pm 
Originally posted by chemicalvamp:
Originally posted by KellyR:
Necromancers were nerfed? Because they're pretty freaking strong still...

You can clearly see from spiff's video that the buildings tree is completely changed, as well as most of the skills tree.

I was not able to get them working as the video shows.. For me the cooldowns seemed to have been stretched out, And the only battles long enough to get a sustainable army from, Are battles with walls.

The mana shortages aside (I cheated my mana because I was always out of it) I could still not sustain any army, let alone snowball..

This may have been just poor map gen. My encounters were all moderate - challenging.
My biggest gains came from enemy heros confronting me near my city, where as i said the wall delayed the deterioration of my army and theirs long enough to cast curse and reanimate dead a couple times. And these were not big gains either, More like keeping my head above water.

The "balance fix" they did here removed this from my wishlist, congrats on fixing it.
It still works fine. You just did it wrong. It requires picking your fights carefully and choosing the right skills at level up. You also need a mages' guild ASAP because yeah, if you're trying to get by with just one spell you're going to get hosed.

Spiff did a lot of jump cutting and glossing over fights where he obviously lost units rather than getting a net gain.

You want to pump Necromancy, Sorcery, and mana regen skills. Necromancy and regen because you can't spread the curse without mana. Sorcery because it reduces your casting cooldowns. Get lots of different spells so that you have them on separate cooldowns and can spread the curse better.

Then pick fights with lots of high-count, low power units, so you can maximize the gains.

It works just fine if you do it right.

Also note that Hardsoul may no longer be the best choice of starting hero for this, as his skill tree has been rearranged a bit. I'd tend to lean towards Fearcap because he can get both Scouting and Tactics, and his Mastery skill gives him Vampires/Nosferatu and makes them stronger. On the other hand, the third Withermage hero has an amazing set of skills available at the very start, and can eventually get logistics (Which is better than Scouting IMO) but he won't get Tactics, which is a god tier skill to me, so eh.

If you're having problems with that, play a Decay fighter type instead of mage type. They spread the curse passively. You can't ramp it up to crazy levels like you can with the Withermages' cast-based curse, but it's reliable and it works whether you have mana or not.
Last edited by KellyR; Oct 4, 2021 @ 3:29pm
Lathrael Oct 6, 2021 @ 9:01am 
Oligarchy is far superior than tactics because of army of giants and other awesome buffs that you can only supply to a number of units. I will take 20 vampires with oligarchy+ 2/3x army of giants&gigantism cast on it rather than 2000 useless units that do die without doing anything useful.
Gh0sT Oct 14, 2021 @ 7:13pm 
Originally posted by Goblinz Studio:
It wasn"t sponsored :)
Spiff sold me on this game 100%, stoked to get my hands on it.
DD The Pumpkin King Oct 17, 2021 @ 11:11pm 
Spiff definitely got me looking at it. I ended up purchasing and am enjoying it. Took some getting used to as the AI can just spam unlimited units almost.
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Oct 3, 2021 @ 1:17pm
Posts: 10