Might & Magic Heroes VII

Might & Magic Heroes VII

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lucibuis Oct 16, 2017 @ 9:46pm
Dungeon overpowered?
So far I have played haven, stronghold and dungeon campaigns, and I think the factions are very well made and balanced, but i find dungeon's shroud game overpowered late game...

minotaurs and the shroud of malassa skills assure that many of my hits are not retaliated... dungeon is a bit weak with missile units but still...

then the dark spells are very strong, especially agony. the mage hero gets an artifact that gives +12 magic so I think that's the reason they are so strong.

only weakness is against undead and constructs since they don't suffer from mind control abilities
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team.malice Oct 21, 2017 @ 7:59am 
The dungeon army relies on mostly speed and backstabbing. Get behind the enemy fast and avoid direct confrontations and retaliation if you can. Their units, beside the minotaurs and dragon/hydra, are quite brittle (low hp, low defense). Also they don't have any healing options beside earth magic (which I wouldn't bother with, waste of skill points). Compare that to the haven army for example. Thats why they need to end their battles quickly.

When it comes to spells, anything that makes your troops move quicker (War-Cries, Teleport!), get better critical hit chance (Fortune), get better morale and initative (Inner Fire!!) is a good option. Imho, Dark Magic is not that usefull for them. Prime and Fire are the way to go.

Based on that, their weaknesses are:
- things that can't be backstabbed (undead, constructs like you said or units with certain abilities)
- things with high hp and defense which will cause a prolonged battle (especially if they are immune to mind effecting abilities)
- ranged enemies can be realy a big problem if they come in numbers and multiple stacks
- battlefields which restrict their movement (bridges) or give enemy ranged units an advantage
- any spells or abilities that slows them down, decreases moral, luck or initiative and so on

They are not overpowered, lots of counters possible. In the dungeon campaign you can overpower you heroes (a generell problem within the campaigns) but if you play a scenario you will see that they are not that much stronger than other factions. If you want to see something overpowered then play against the academy (the necro campaign, or even scenario maps). Beware of the chain ligthning and war machines combo of certain academy heroes.
lucibuis Oct 21, 2017 @ 2:11pm 
Maybe it's the heroes, because they get so much might and magic that the first attack or some spells can do lots of kills. However I did not find it so strong in haven and stronghold...

Especially strong are the minotaurs, since the have no retalaiation and preventative strike, together with coordination that can deal a huge amount of damage.

hydras and black dragons are not the best, I think the landzikenecth and the enrage cyclops or that white behemot are better...

As for magic, I find dark magic very strong. Yes fortune on medusa is important, but with dark magic I can use agony to cause so many kills... face of fear is good, shadow cloak is good, the mirror summon spell in theory is good but it usually summons way too small stacks.

I find earth magic to be also good so far, i don't see a huge difference in power between magic schools
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Date Posted: Oct 16, 2017 @ 9:46pm
Posts: 2