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- Devour. Do I have to explain? It is infinite scaling for any hero that picks up the skill. Just grab any creature producing skill and feed. Consider us lucky the AI has no idea how to properly abuse this.
- Glare. Seth of Sleep is incredibly strong as a hero mostly because he gets to spam this spell constantly. It's essentially three spells in one: Mania, Berserk, and Mind Control. Starts off as a weak Mania then upgrades into Berserk then finishes off by being able to roll into Mind Control. Did I mention it's dirt cheap at 5 mana? Just spam this spell non-stop and no army can even function while you will walk away with half their forces.
- Comet Rain. I have won so many games just by rolling this spell. Sure it has friendly fire but your enemy starts on the other side of the screen so just make this your first cast on the largest part of their army. A sure loss can turn into an instant win purely on the back of this spell.
by having the skill Mastery , you can generate a paladin without unlocking the cathedral witch is a mid-late game building.
if you combine this with the skill ''Bloodwarping'' it allows the hero to transform some of their basic creatures into elite creatures. , after couple days and fighting some enemies .
by having this , you can have +30 elite paladins pretty fast and steamroll through everything.
The other way to solve these ridiculous skills is to make them only available in the bottom row of skill trees.
Destruction I feel gets way to good at 3+ skill level. a swarm team can annihilate double their powers worth with some of the spells that come out. I had an instance where i lost 1200 power vs only a 500ish power force. all due to destruction. This is where believe a lot of people have difficulty troubles. Bodyguard skill makes this worse as the "free" units trigger this ability.
But i do like the quirkiness of a lot of these skills. so i dont know. im torn whether they should just bring the other skills up to their level of craziness.
I recently tried diplomacy and liked it. Works really well with lament because the extra units you grab feed your slave pens (if not lament unit and dragons aren't lament apparently.), thus you can spend more on diplomacy.
I was at only 230 mana at the time. Of a maximum of 680. My mana regen per turn was 98.
I mean, if you include the fact that Seth starts with that +% XP skill... And then his dopples can go around murderizing Impossible-difficulty enemies with just 4-5 casts of Summon X Elementals spells, while he Devours his own permanent units (half of whom will end up in hospital) for permanent buffs... Yeah, he's busted.
Really thats the game though, figure out what works well and push it for all its worth
- skills that give you more troops when you fight a battle. a bunch of skills do this and they're all pretty good. Demonology, creation, dragonking, avatar, diplomacy, hegemony, and I'd include bloodwarping. Necromancy's probably the weakest of them, though hegemony isn't always great I think.
- elemental magic schools are by far the strongest magic skills, and if you can stack some stuff with them it can get silly. In particular air magic - > avatar - > free diplomacy skill is pretty nice
- creativity just gives you a ton of nearly free skills for fights so you'll pick up all the other broken skills eventually
- recruitment can be pretty nice to get, especially with royalty to make units free. more of a second hero thing
- logistics and scouting let you get into more fights to snowball faster
- almost every troop buff seems pretty weak, except devour of course. My favorites (though not broken at all) are legion (for weak troops when stacked) and archery (range bonus!). A lot of these skills are just terrible where you could probably just combine 3-4 of them into a single skill and they still wouldn't be that good.
Mastery and banditry pretty good early but they calm down later. Banditry is perhaps a bit better because it can be used on a town hero to catch them up in levels and produce insane amounts of gold.
I'd propose a change to banditry to make it work like enclave's beast hunting. You'll occasionally spot wagon tracks and be able to overtake a caravan, rather than the 2 day spell.
Necromancy, Demonology, Creation, Diplomacy, and Hegemony quickly overshadow mastery later, and the AI will abuse these.
The Pyre portal probably should only activate like 5 times max. It does eventually run out I've noticed, but it takes forever. I've literally defended castles from the AI with just citadel units and portal before.
Glare is the god spell, hands down. It should have a once per fight cooldown or something. The cheese is SO strong. Even at low levels when you don't get permanent units throwing it on the enemy ranged units is a free win.
The enemy AI needs to cast more spells, that or player spellcasting needs to be slowed down considerably.