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Today though I would make a Table for the Heroes with : Multiplier, Normal Play, Expert Random Freestyle, and Fastest Quest Completion --
The differences can be very extreme - In Freestyle, Gnomes and Priestess are way more important than normal, and for Fast Quests, Rogues and Barbarians absolutely slam everyone else (to the point that most of the levels where you get temples as a starting building you would want to delete your own building to make room for them).
Anyway, for normal play, I have to agree that the "self sustaining" heroes like Paladins and Solari who take care of themselves are very nice.
I think for your write ups -
I feel like the Ranger has a nice chance of leveling up a lot from non combat experience (exploring gives experience) and you can commonly see a couple get to about the strength of fighting off a minotaur while elves/rogues usually can't manage the crucial level 1>6ish period without a lot more luck or a fairgrounds, and they benefit as much from the very strong fire balm as elves do. I think both Elves/Rangers once they get leveled up are medium to above-average, I think the ranger's advantage is just that it happens more reliably.
Priestess - I used to feel like they were "only for the Dragon levels" but the wither spell is surprisingly strong - in theory it seems very expensive to use it all the time, but compared to (rage of krolm) or heal spam that you might do with the other temples , it is actually the MOST cost efficent of the three- Skeletons can beat most medium strength (Minotaurs and Werewolves) melee monsters with help from wither support, and even Vampires if you cast the Wither before their shield goes up.
Healer - I personally dislike the Healer a little - the healing is very nice when it happens, but behaviour wise they will only intentionally follow and support normal warriors, wizards, and tax collectors - so healing for Everyone else only happens if the Healer pathfinds near them while doing something else, which feels like it depends too much on luck.
Barbarians - I feel like they are overpowered both ways. If you on a short gold budget you still get the benefits of the having MUCH cheaper cost for each hero AND a cheaper cost for the 2nd/3rd temple (compare with the crazy amount a 2nd wizard Guild or Daurous costs), so you can still flood the level with their numbers. --- If you DO manage your economy, Rage of Krolm will never run out and you can smash every level, and most multiplayer people as well.
Solari/Adepts - I think you nailed what each of them actually do really well... but I think the oppurtunity cost of needing a level 3 palace instead of level 2 is a much bigger deal in some situations than others, so you get in situations where they are just a nice bonus when you have mostly already won the level using the heroes that helped you build up to that point.
Monks - Can't use Fairgrounds or Marketplace (can use magic bazaar, but it doesn't make up for the downside)- I think their hero behaviour is really weird and much like wizards they run away from fights that stat-wise, they would totally win, which is really annoying to me. They are crazy once leveled up, but because of the no-fairgrounds and their weird personality I usually pass on them completely and just pretend their Temple is a "tech building" that is only there to unlock Paladins.
#1) Non Skeleton Followers. Sure if you leave priestesses to their own devices, 99% of the time their 3 follow slots will all be taken up by simple low level skeletons, however with a bit of intervention by the player, you can ensure that they have a much more formidable entourage.
Priestesses will prioritize charming enemy undead if they have fewer than 3 undead followers, so with strategic use of the Wizard Lightning Bolt, or Solarus sovereign spells, you can kill one of their skeletons yourself, just before they encounter a new undead friend. I agree on the above points with normal priestesses, but a priestess walking around with 3 vampires or 3 shadow beasts in tow is a 1 woman army.
#2) The summon skeleton follower Sovereign spell is much too useful not to receive any mention. Don't use it on the priestesses of course, per point #1. However, dropping a little bit of gold to give a skeletal linebacker to your low level elves and wizards is the single best answer to their 'infant-hero mortality rate'. Even without healing their skeleton, having it body-block a couple of enemies for them is a golden ticket to level 7 without constantly being baby-sat with more sovereign spells on their enemies.
I considered the different allies Preistesses can have. The downsides are that they can only get the powerful allies on certain maps and even then the strongest allies can get flattened by powerful monsters like yeti's and rock golems which appear a lot on higher difficulties. That fact kept them at rank 6 in my opinion, Preistess is too situational to belong higher on the list IMO.
As for the sovereign spells, I'm not considering them in the tier list, i'm just considering the hero properties themselves.
2# Wizards. They win the game, all you got to do is babysit them.
3# Priestess. The Skeleton spam slows advancement of strong enemies and soak the damage from monsters coming out the fog of war that your heroes can't deal with and don't expect.
I love me some Paladins, but they are super susceptible to magic users and are expensive to replace should they die. Again Solarri can take care of themselves once they level up and they can kill Paladins in a fight with ease which is why they go higher.
I like wizards too, but there is no guarantee that they can win the game. I neglected to mention in the original thread that there are many monsters with high magic resistance in Majesty compared to those with high dodge and parry. This means on a map with say greater gorgons wizards are a no go. Overall they aren't reliable enough to be put higher on the list.
As for the Priestess a lot of people are saying skeleton spam is great, but I'm still not so sure. I'll give it a try though. Tons of skeletons don't help when your facing loads of monsters that can flatten them in an instant such as yetis or rock golems.
Lesser the same for rangers who can wander lands off map and bring in gold.
I'd frankly tank the Monk quite a few notches. You say they're durable but in my experience they are so painfully slow that if they do need to flee it's near-guaranteed death. I've never found them particularly good against anything but skeletons or similar lower tier undead, as well, but maybe I'm just missing something. (Addendum, they do rather well against daemonwoods now that I think about it). The spells aren't as useful as the Krypta wither or raise skeleton spells imo either, or the Fervus ones for that matter.
Now for my bias opinion! I'd put dwarves higher, I feel like they're underestimated. They too are rather slow but they bring a huge amount of magic resistance to the table, something many heroes are severely lacking in. Something I noticed you didn't mention - they also do significant damage to lairs and buildings, and always seem to respond to attack flags (the only hero to my knowledge that does extra damage to structures). I've seen dwarves solo dragons more times than I can count, but being only a little faster than a monk makes them just as vulnerable if they need to flee (I quite like pairing adepts into missions I use monks and dwarves in, for the speed boost spell - really makes a difference!). And I mean ballista towers are just so good as well.
Good list though on the whole!
Rogues don't want to do anything productive either besides looting , but at least when rogues loot, it puts them in situations that force them to fight and level up.
And comparing them to warriors, atleast warriors go out there and train and fight. Dwarfs stay home broke and can be content being lvl 1 all game.
I don't think you're using enough attack flags if your rogues and dwarves aren't doing anything ;/
I mean its fine if you don't want to have to micromanage heroes, but rogues will got for any flag at any value, and dwarves will go to every attack flag 200 gold+ you put up. (Depends on level and stuff but yeah). It's kind of ignoring one of the mechanics that makes the game great.
Rogues also won't loot from your kingdom if you build a statue.
Them going for attack flags more readily isn't that big of a bonus. Dwarfs are slow and don't train in the mean time and rogues are not the best fighters. So the things you put just small flags on are not threatening. It's just cleaning up. Many other heroes clean up things themselves. Things that are threatening, you put bigger flags on anyway to get more heroes.
Lol, they are greedy, they will go out. They get there at the same speed as a lot of other melee fighters. Surprisingly enough I'm thinking of pushing dwarf's higher on the list now. After playing several missions with them and elves I'm finding them more useful as heroes overall for several reasons.
All the other slow melee heroes actively hunt. So when you do put a flag up, half of them are already out there in the field. Dwarfs be sleeping at home. That makes them usually always late to the party.