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The decay faction doesn't have hospitals, they have the soul beacon which doesn't really match up to have 60% of your troop-count replenish after a fight. And even if you loose a fight with a hospital in play, you just buy back your hero and get the 60% of your forces back as a bonus. Now your enemy has nothing, because he can't build back units as fast, and you can just rush back in, with little to no effort. The problem is in how the game is balanced. Unit spam is way too powerful, skills that passively give you units are way too overpowered, and necromancy, which is one of the only few ways a Decay army can get their forces back, are forced to spend mana on it to work, meaning you either help your forces in the fight with spells, or you save it and hope to god you can afford whatever offer the game gives you when it's finished.
Blessing/healing combo is way too god because not only are your guys getting healed, they're also getting more health, damage and speed for nothing extra. Mastery is way too good because it gives you passive access to Friar that also heals. Bodyguards are good because it's essentially free units. And the list just goes on and on. Some factions are simply too good for their own good. Some heroes simply can't hold up against other ones. The problem is in the gameplay, not how they are played. Decay is a very weak faction, with the only ace up their sleeve being Malediction, which only gives low tier units upon death.
I'm not saying the game is bad, far from it. But there are some factions that are clearly better than other, with Order being pretty high up that scale, due to swarm/bless tactics alone. I love this game, but it could use some more work to be honest. It's not simply a case of "git gud".
Hope you at least eventually find a playstyle that works for you man, I recommend trying Order just to get a general sense of how the game expects you to play.
I'm the Kain in reference here, and I would love to give you some pointers as well, there's no shame in admitting you're unfamiliar with the game and need some help, you should see me in any shooter ever invented ever, I'm just absolutely terrible, but I'm always willing to accept help and learn from people who are way better. (To be fair, most of my friends have told me to "Just get new eyes you blind ♥♥♥♥" so I'm working on that.)
Decay is almost about damage mitigation, without knowing exactly which hero you started with, I can't entirely help you with a cement strategy, that said, the Soul Beacon should either be used to fill in DPS, or fill in Tank, try not to combo it. Upgrading to Bone Guards on Day 1, is a pretty good idea honestly, Boneguards are far tankier, and worthwhile, making sure to keep on top of anything that gives you units is also hugely important, so like Necromancy/Regenertion is great, because it provides "free" units more or less.
But on normal, looks like there's kind of pattern to win the game. Right now on after my 5th defeat, I try to amass my numbers, lots of weak units and a few elites, am I going in the right direction here?
Lament is either Elites with a Caster, or Swarms with a Melee hero, at least that is what I've seen working. The melee hero who starts with Offense, and has Mastery as a secondary skill, just mass upgraded Trogs (Trogserker) and focus everything on making melee units better.
Nah, that's actually not correct, it's a game design thing ZirzoR.
There's a concept in game design of giving feedback and advance notice before, say, an AI is going to roll over you and grind you to paste.
If, in the span of 1 turn, in your turn based game, an AI can wipe you out and roll towards your capital, there is no notice. You can't respond. That is bad design.
You could say "oh, but you just had to know the perfect combination of damage mitigation units" or "oh, you just had to spam a certain combination of healing units" but no... On easy, that should not be the case. Hard or very hard, sure, go crazy, have that requirement.
But on easy? No.
You can't say "oh you just have to get better at the game" when you set it on the easiest setting. The point of the easiest setting is for you to learn the game...
That is fundamental game design.
I think at this point in time I am going to start asking for game play video evidence proof because I did not have the same experience that people are claiming happened. If the most vocal people really feel that something is wrong with the game then its time to start posting videos because I don't think anybody should just take some ones word for it.
I want to see you play at a level deserving to win and still lost the run.
I will keep checking back though. As I want to get this game if the pace of it is tuned for people that like to take their time.
HH actually does have methods for you to recover and respond defensively:
* every Mage’s Guild gives you Town Portal so you can get your combat hero on the defense if they’re out of position.
* the Infirmary and Hospital save a portion of the units you lose and put them in your town
* the Bodyguards skill means the Hero can’t permanently die as long as you have a city and gets a free army scaled to the size of your largest army. All Heroes hired after building a Champion Statue have 2 free ranks of it.
Thats why I said there are plenty of games on the market that do just that. In HOMM3 you didnt need to. And this is what game that is based on. Hence why every other topic on the forum is about the difficulty.