Majesty Gold HD
Hero tier list
This is only my opinion feel free to disagree. Note for this list i'm heavily considering how the heroes do against monsters, other heroes, how much they cost, how much is the upkeep (sovereign spells), how often do they die, and what does the hero bring to the table. Some heroes have unique abilities that can make them useful in certain situations in a way that other heroes cannot match.

16. Rogue
There's nothing that a rogue can do that other heroes can't do better. They have stealth, but honestly I never find that useful. They don't have high damage output, vulnerable to everything without armor to protect them, and not surprisingly they die a lot. The two times when I find them useful is when I want to meet the palace hero requirement cheaply and if I want to tear down the elves lounges and gambling halls. You get the Rogues guild for its abilities which are great, not the heroes, which aren't.

15.Cultist
I really like them but they're not very useful. The animals charmed can be useful on maps with many wild animals but once you engage with powerful monsters like dragons, rock golems, yetis, etc they all die quickly. On top of that cultists aren't capable of doing too much damage, they can take a lot, and have low stats in parry, dodge, and resist. They do get a bit more durable at level 7 but even then they still die a lot and aren't super useful.

14. Gnome
Not the worst surprisingly, I actually consider them to potentially belong higher on the list. Their ability to quickly build can be incredibly helpful on certain missions. Plus they're cheap, expendable, and have surprisingly high parry and dodge which can make them difficult to kill at times. Problem is whenever they take a hit, its almost a one hit kill. The northern expansion has boosted them though. I'd be interested to hear what strategies competitive players have made with them. Anyway the big disadvantage is once you've built up they're not super useful and you can get many graveyards in a kingdom with them. They're a pain to get rid of too.

13. Warrior of Discord (WoD)
Talking about them makes me sad. They can dish out incredible amounts of damage but can take a lot too. They have low parry, dodge, and resist making them susceptible to taking A LOT of damage. They have armor to mitigate this but also low intelligence so they don't go to upgrade it and their weapons enough in addition to purchasing items like healing potions and rings of protection which would make them far better in survivability. This means they require a lot of upkeep in addition to the high upfront cost they have of 900 gold. They get cooler in Northern Expansion but that doesn't offset their flaws. Other heroes can do what they do and a lot cheaper.

12. Ranger
The best heroes to get early in the game in most cases. They explore the map for free and do it well. This helps you expand your kingdom and upgrade your palace. Problem is once you get past the early mission stages they aren't so useful which is why they're low.

11. Warrior
Surprisingly durable and affordable. They can become tanks once they reach a high enough level and are smart enough to get upgrades to increase their effectiveness. Problem is other heroes can do what they do a lot better albeit at a higher cost. Warriors have incredible synergy with healers though and a mission with both of them will create some incredibly powerful gangs of warriors being supported with healing.

10. Barbarian
They are the better glass cannons over all compared to WoD. Incredible strength, decent parry and dodge which gets better after leveling up, and fairly cheap. Individually they stink but they are easy to mass produce especially given their temples capacity increase in Northern Expansion. Problem with them is without numbers and rage of Krolm they're not super great, but when would you ever just want a lone barbarian?

9. Wizard
The midway hero. They can be demigods if you level them up enough to the point that they can lay waste to super powerful monsters such as rock golems and yetis. Problem is getting them to that level. They are more fragile than gnomes, die alot, and expensive. Its especially annoying to lose them after they level up which happens considerably.

8. Elf
They're not great in Southern Expansion but with the magic bazaar in northern their arrows can be lit on fire and dish out some hefty damage. Their long range means they can kill enemies before they reach them. Of course they're screwed if the monsters reach them, though their chain mail helps mitigate it a bit.

7. Dwarf
I've decided to push the dwarf up a rank compared to my original hero tier list. This is due to the fact that most monsters in game are melee fighters and how useful durability is for heroes. Dwarf's have strong armor, decent parry that gets better as they level up, and good strength makes them tough to take down as they level up.
Basically dwarfs are slightly tweaked versions of the warrior. They are overall better due to their high magic resistance making them useful in maps with magic using monsters or magic using enemy heroes. Their building abilities are useful too allowing them to build structures like warriors guilds and their ballista towers that would be difficult for peasants to make quickly. My main complaint with them is that they have ♥♥♥♥ for dodge so they die a lot from ranged attacks. Also, their magic resist does not increase as they level up so it will stay at 70 until they get a ring of protection at which point it becomes 80 which is really good. They become almost untouchable to magic users making them strong on maps with black phantoms, evil occulus, and even vampires.

6. Preistess
I actually don't think they're as good as a lot of people make them out to be. Their damage is limited to one move and they depend upon their undead allies to help them out. Their slow speed means its easy for those allies to keep up with their preistess and that gives them protection almost all the time. In groups they can be devastating with all the skeletons they produce, but individually they're not strong and die frequently. On maps with fire dragons the preistess is a must. Other than that I never found them more useful over the Agrela and Dauros heroes. Most of their undead allies can get flattened by the powerful monsters in the game aside from skeletons vs dragons of course.

5. Adept
At lower levels they're not great but as they level up they can be amazing. Outside of wizards they have the biggest gap in performance from low levels to high levels.They can protect your kingdom well, have the ability to take care of issues across the map quickly with their long teleport, and with their high dodge and parry they can survive. They get especially durable once they level up and great a ring of protection in which case they become almost untouchable unless facing magic users. Unfortunately they have ♥♥♥♥ for armor so if they take a hit, it hurts. Ultimately the wait time you have to undergo before they get good is what holds them back.

4. Monk
The second best balance between durability and killing power. They have excellent parry and dodge right off the bat and if they get to level 7 their iron will spell compensates for their one weak field which is resist. They have no armor but their buff spells can help them survive. They can dish out a surprising amount of damage and Iron Will also lets them do critical hits giving them incredible killing power. They're also funny too.

3. Healer
When you look up support class in the dictionary this is what you see. They keep everyone alive for free, they're cheap, require little upkeep, and hard to kill thanks to their 'rebirth' mechanic. There are so many missions where they have saved my kingdom by keeping the fighters alive. Obviously on their own they can't fight, but they fill a role that no other hero can do and are incredibly good at that.

2. Paladin
The OP unit of the game according to some players. They are incredibly durable. Right off the bat they have excellent parry, good dodge, strong armor, and good damage. As they level up their durability increases due to stat growth and their shield of light spell. If they decide to get a ring of protection once they reach level four they're almost untouchable. They're quick too, smart, and will basically take care of any task for you. The only problems with Paladins are magic resist and their expense. Anti magic shield will make them really untouchable, but without it they can die against magic users which is why...

1. Solarii
The overall best hero in the game. The Solarii are the best balance between durability and killing power. They can dish out an impressive amount of damage with their mace, have good parry, decent dodge, chain mail to mitigate any damage taken, good speed, decent intelligence. The Solarii is the only hero in the game that can do both melee and magic damage simultaneously giving them a unique ability to fight on pretty much anything. There durability isn't great as a Paladin but its still good and they're smart enough to get items to make them hard to kill. Main reason I rank them over Paladins is because if a Paladin and a Solarii get in a fight, the Solarii will win since they can use magic attacks which are the one vulnerability of Paladins. Plus they're half the cost to recruit.

Alright that's my tier list and the reasons why. Feel free to let me know what you think.
Автор останньої редакції: Witch Doctor; 28 трав. 2020 о 17:36
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Показані коментарі 3145 із 61
Oh Boy ... So Hears the problem with 'Hero Tier List' for this game, Some heros are ONLY Good if you can get them high enough level
Take the Wizard For example, If you get a wizard high level they can kick ass and chew bubble gum pretty ♥♥♥♥♥♥ well, The problem is of course getting a wizard to high enough ♥♥♥♥♥♥ level as 9/10 times your gonna hear 'IM MELTING' and ♥♥♥♥, Course can be fixed with 'vet' mode on where your heros start at a high enough level or such.

I Would argue if we where to make a tier List, Make it where
A) Solo - How good are they if they come out at level 1 and is the ONLY hero you realy have
B) Support - How good are they when you have 1 other or more heros about
C) Misc - How good can this be comboed with something or over-all alone

Example of all 3
A) Wizards would suck if you just had wizards at level 1 by them selfs nothing eles helping them out, Phuck that. Better be on ez differculty and wait awhile while they level up in the tournament go read ♥♥♥♥ in the library and what knock
B) Healers would kick ass as a Support but not so useful Solo, Trying to kill ♥♥♥♥, I Think Gnomes are more useful at least you can build your kingdom super quickly/fast ASAP and get to that later ♥♥♥♥ pretty quickly.
C) Rouge guilds give posin Herbs for rangers and other peeps to use once Level 2, and Extort can be useful in SOME situations yeah its better to not use it but if your Tax Collectors are just getting raped its better to get some gold now hire someone to defend / save your ♥♥♥♥♥♥ tax collector.

To me Warriors are WAY more useful then Wizards are, Good Early Game Defence can protect your ♥♥♥♥ pretty ♥♥♥♥♥♥ Tanky good Solo, And later you can always get Paladins and ♥♥♥♥ in the guild which are ♥♥♥♥♥♥ Amazing.
I Find im only using wizards when i have like an army defending them or some random BS like that, Half the damn time I Find other ♥♥♥♥ to be more useful or not needed at that time.
I Mean Necromancers give you random summons to act as a meat shield which can be GREAT and can even be pretty nice range DPS i find them over-all just better then wizards but yeah i dont get Paladins that way the major flaw but still.
Цитата допису Gunnar:

I used to love LUNORD but they run away ALL THE TIME. Makes them pretty bad. they hardly ever seem to want to do bounties against bosses or strong enemies. They are too defensive minded. They are hilarious at high level though, you can have them sit in a ton of ballistas and they won't get harmed at all

That's their job, actually. The tooltip talks about how they are city defense units iirc. While they don't go for bounties they will fight anything that enters the city limits, and they have crazy high dodge.
Автор останньої редакції: mafilux; 28 черв. 2020 о 22:03
In my teenage years playing this game off my long destroyed CD, I had a gnome become so powerful that he could take on vampires and other strong monsters.
Цитата допису Someguyinhere:
In my teenage years playing this game off my long destroyed CD, I had a gnome become so powerful that he could take on vampires and other strong monsters.

"I am a CHAMPION!!!"
All factors of gameplay are taken into account in my list. I will speak in regards to both building and unit because it is relevant:


--S Tier: Universally Strong

1. Krypta -
Any early game can be stalled with wither + skeleton. It is the most cost effective strategy to building an early game economy an is almost a universal strategy. Krypta give the most effective HP per gold of your forces at level 1, they just need some safety around their temple when they spawn so they get at least 1 skeleton up. Even at the cost of defending the temple it still maintains high cost effectiveness at such a critical point in the game. Unfortunately they don't scale at all and eventually wander off into the wilderness and die in vanilla, but it doesn't matter all that much since the primary purpose of them is to just control their mobs; just recruit another one. You can also eventually get the resurrect spell by upgrading the temple, so it can be used as a offtank building.

2. Rogues -
Rogues and Krypta are natural pairs. Rogues are giant weenies so they run from everything and with skeletons running around they actually might stay alive for a while. Rogues get gold faster than other units typically, so using them for a level 2 palace hero requirement is great. Level 1 rogues are also cheap to influence, just throw a 100g reward flag on something and they will swarm. Eventually they'll be a decent force that you can easily influence. To scale up they'll need a blacksmith, which is also a natural economy progression: rogues -> market -> smith/palace (palace if expecting a rush) -> Krypta. Later on their extortion becomes the optimal way of getting the max amount of gold (in Vanilla, some mods do a great job of making tax routes more relevant). Their poison from level 2 will also generate some economy.


--A Tier: Universally Decent

3. Solari -
Solari are cheaper Paladins. While Paladins can be summoned and sometimes have a better AI (Solari are hyperaggressive), Solari are capable of bursting down midgame units in a party of 1-2. They move fast and are cheap late game units. They occassionally garrison a guardhouse later game, which is nice for controlling a larger city. Not much else needs to be said, just a great and cost effective late game unit.

4. Gnomes -
Gnomes are an early game steroid. Unfortunately they suffer from smoking a ton of rock in their crack dens in Vanilla; their AI never wakes up after the first check until much later than needed. You can somewhat fix this by making sure a building exists when you start spawning them in for them to work on. They are this high on my list because they can be used to almost indefinitely, combined with some permutation of guardhouse, Krypta, and warrior guild tanking, defend against invasions they have no right to. Often times this is the only answer for some ridiculous early game random expert scenarios. If you've seen my guide, or just have played for a while, you'll know that you can get rid of gnomes after having them if desired to transition into a midgame boom with elves.



--B Tier: Situationally decent

5. Elves -
All in the gold. Elves themselves are ass.

6. Wizards -
Some people dismiss wizards because they die easy. They die because you are bad. If you get wizards, you need to have a plan to protect them. This requires either a ♥♥♥♥♥♥♥ of other units, or good micro + gold for invis spells. Maybe you do these things. The deeper truth is that you do not need to. To protect wizards you can also do just in time spawning. Have a tank area such as a garrison of guardhouses and guardtowers adjacent to a warriors guild with a wizards guild behind it, then spawn wizards when an invasion is fully aggro'd. The wizard will spawn under the protection of those structures and be able to level up hopefully enough to get meteor storm and just enough HP to be able to tank a hit before spamming potions.
Wizards are also the most powerful unit vs anything that doesn't reflect/is almost immune to magic when they have Krolm fury. They also love to chill in the fairgrounds which can eliminate the need to micro them in the late game to get them to hit SSJ meteor storm.

7. Dwarves -
Dwarves are expensive. However a bastion of 3-4 ballistas can completely lock any area down. The guild itself has great HP and Dwarves themselves are easy to influence + are resistant to magic. The primary downside to them is not having enough gold early game to rush them. They basically require an already standing economy to support them unless you have something along the lines of 20K+ starting gold. It also just takes forever to actually build all the things they require.

8. Barbarians (KROLLLM) -
Cheap guild, cracks out your entire army for one low low price of 1500 gold /s. This aside sometimes you can just go full gold fire mode and do 2 early rages to get wizards who have access to level 2 meteor storm. High risk high reward to rush Krolm early (aside: I'm pretty sure the AI tick rate is severely lowered in multiplayer and this makes their rage much less useful since it takes units an AI cycle to find new objectives).

--C Tier: Good in niches

9. Healers -
Sometimes healers can defend an entire invasion through virtue of just constantly respawning. Zombie tanking with them is a very effective strategy. Along with this they always party up and spam heal your units to being basically immortal if there are enough of them. Don't pair well with just rogues.

10. Monks -
Sometimes they become Saitama and yeet certain units like stoneybois. They're very slow but their stone skin spell is S tier. Vigilance is also good to throw down on a surrounded unit. Their guild is also super high HP so it can building tank as well.

11. Paladins -
Paladins are very expensive but eventually they'll scale up to being able to tank up vs everything. Their AI lends itself to safer play which eventually helps them scale up, but they'll typically be stalwart enough to defend a major raid. When backed up by even just a stoneskin spell they can typically survive long enough to take down a single dragon if supported by a 3-4 man party. You might think this is low on the tier list, this is because the alternatives to getting paladins I often find to just be stronger or more consistent strategies than Paladins (ex. You can just get palace lvl 3 + solari for almost the same gold as actually properly investing in Paladins)

-- D Tier: Suboptimal in Niches

12. Warriors -
Warriors are good units. They scale up enough to be able to fight mid game units and their AI makes them basically your actual city guards. Their main flaw is that their early game cost is a bit staggering in some starting scenarios, especially with how long the Guild takes to build. However they are necessary against some monsters like snakeygirls. Also, their guild can be used as a building tank; just build the guild in the direction you want to defend and then let peasants repair it. You can also do this with other strategies and chain the building together with guardhouses, inns, etc. I find this is the main reason I will build the warriors guild early game.

13. dank dudes (Fervus) -
I don't know what their unit is called, but they are decent ranged units I guess and they have a heal spell which is nice. Some maps have a lot of units they can charm which makes them better. Eventually they get SSJ yogi mode which is decent (seems to buff their dodge/defense and attack speed). I find even higher level ones just tend to die and their guild upgrades are overpriced for what they give. If playing PVP their vine spell might be nice for getting a pick on an overextended hero, or taking apart a party. Illusionary hero I've find is an entirely worthless spell that is stupednously overpriced and outclassed by spookify (Spawn Skeleton).

--F Tier: Universally bad

14. Discord -
I want to like these guys so much. But they're so bad. Their AI leads them to death half the time. They seem to never upgrade their equipment. At level 1 they need almost the micro of wizards and give so little return. They'd be good if they could be supported by Dauros spells or healers, but that's exactly the cost of having them. They are an antithesis to themselves. Bad gold investment, bad unit. An aside, they seem to be an anti weak mob of monsters hero but that's not really a niche that ever needs to be filled, and even in the occasion that it does there are better investments such as wizards.

15. Lunord -
These guys are literally Krillin. They run stalwartly charge into their death. I also want to like them because I think their niche would be cool if they ever actually filled it. Woefully underpowered, their only hope of redemption is scaling into a late game dodgetank, but this rarely happens because of how weak they are. They're also partially this low because of the stupendous gap between them and Solari.

16. Rangers -
Just the worst. They go around and get vision of the map - NOT. They literally never do this past early game. Their vanilla AI has severe ADD. They have exactly 1 use as far as I'm concerned, which is a teleport strategy to try to cheese some location with a wizards guild + rangers guild or something. Even then you only really need the wizards guild. You can technically get many rangers guilds and do this strategy to proxy spawn the rangers. I only ever have used this strategy for the Dark Forest scenario (might have the name wrong) where you discover a blacksmith and then it promptly gets raided. Sometimes later on when nothing is happening they venture into other lands? They just don't serve any purpose and are just a unit to fluff up your hero count. They are ok if you are vs ice dragons but if you're vs ice dragons early game in an expert random you're probably dead.

Sorry if I forgot a unit.
Reading through this, I feel like people are under-valuing cultists, adepts, and warriors of discord, and probably over-valuing healers and monks. The value of a lot of heroes will vary significantly depending on what you're up against. Cultists are amazing on any map with wendigos, for example.

Southern rule-set is also pretty bad for Krypta/Fervus/Lunord strats, I will admit as well.
Цитата допису Grakor:
Reading through this, I feel like people are under-valuing cultists, adepts, and warriors of discord, and probably over-valuing healers and monks. The value of a lot of heroes will vary significantly depending on what you're up against. Cultists are amazing on any map with wendigos, for example.

Southern rule-set is also pretty bad for Krypta/Fervus/Lunord strats, I will admit as well.
If it's only better against certain things it should be lower on the tier list.
Discord are overpriced, die, and wizards are more effective anti aoe heros. Maybe they're meant to be useful in PVP but that's a different tier list all together.
Adepts are ok late game dodge tanks but they're so whimpy early game they die like a level 1 trash warrior spawning to a dragon raid. Elves are wimpy too but they tend to stay alive due to their AI a bit longer (and they can use fire arrows).
Цитата допису Quantum Phoenix:
Adepts are ok late game dodge tanks but they're so whimpy early game they die like a level 1 trash

But they are cheap as hell and only need a few levels. So like only the lvl 1 to 3 adepts my die to trash. Once they survive that, they usually never die.
Цитата допису Quantum Phoenix:
If it's only better against certain things it should be lower on the tier list.

People aren't factoring in their strengths, is the point. It's been pointed out that priestesses are amazing against dragons, but no one points out how much cultists can swing maps with wendigos.

The way I see it, a lot of people (rightfully) recognize that paladins and solarii are the best all-around heroes in the game (especially with southern rules), so people see them and healers/monks a lot more. In my experiences though, priestesses and cultists tend to be more useful than their counterparts. Healers, for example, are great when in the right place and the right time, but their AI doesn't usually put them where their talents are best spent.
Can't say I agree with placing the rogue at the bottom. They're easily manipulated and can dish out some serious damage when grouped up. If you get 4 rogues, with fire balm and poison, you basically have a death squad.

They won't solo anyone, but you can really easily group them up with reward flags and watch them go to down. I've had 12 rogues before, all hammering a lair, obliterate everything that spawned from it's destruction in seconds.
Цитата допису happyscrub:
1# Paladins. They rarely die and take care of themselves. You can also get them fast.

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 like to get a library, maybe sometimes sooner than practical for the intelligence boost on new heroes. Is +1 or +2 for any units born the second level 1 or 2 complete. (right?) Sometimes get barbarians smart enough to get and use healing potions.
Building a library means a wizard guild first and one is tempted to contract one.
They are great lots of times but quite vulnerable in many games. Having level 2 library, most spells and resources available before they are born sometimes helps but do they need some number of levels before they will learn some spells? In the Twilight keeping one alive was enough challenge till a couple ballistic towers where the phantoms come in.
The value varies greatly by quest and sometimes surprising strategies may be very successful.
The list looks pretty reasonable overall but I find dwarves quite vulnerable and poor eyesight so I rate them a couple slots lower quality.
Elves are wussies and often the bad guys so unless I want to cheat in a gambling hall I give them the lowest rate, and put thieves in their spot because the are key to many win paths in many quests. If you got the money they will follow it, they are cheap to replace if not playing a zero hero loss game... and what hero doesn't want their weapons poisoned?
Автор останньої редакції: peterdekraker; 30 груд. 2020 о 0:03
If we really want an accurate tier system all units participation, killing, bringing money into circulation, and attaining objectives could be measured from the most excellent wins? Bonus points for following flags? Or bonus points for independent action? Can all activities be recorded for computer analysis? Where is the records of excellent games? Best times?
I'm not getting off the gnome crusade.
Rank
Casual
Speedrun
Multiplayer
Expert Freestyle
1
Paladin
Barbarian
Solarus
Priestess
2
Solarus
Rogue
Barbarian
Rogue
3
Ranger
Gnome
Rogue
Gnome
4
Barbarian
Wizard
Gnome
Warrior
5
Wizard
Warrior
Discord
Discord
6
Dwarf
Elf
Priestess
Barbarian
7
Rogue
Ranger
Wizard
Wizard
8
Priestess
Discord
Paladin
Elf
9
Warrior
Paladin
Elf
Paladin
10
Adept
Priestess
Monk
Healer
11
Gnome
Adept
Ranger
Cultist
12
Discord
Healer
Adept
Ranger
13
Monk
Cultist
Warrior
Dwarf
14
Elf
Monk
Healer
Monk
15
Cultist
Dwarf
Cultist
Solarus
16
Healer
Solarus
Dwarf
Adept
Автор останньої редакції: Reality; 30 груд. 2020 о 8:08
Didn't format properly -

Explanations
Expert Freestyle - Speed is everything - Gnome+Rogue+Priestess (with early wither included) can handle the highest number of early attacks and is easily a tier of its own for consistency reasons - Early normal Warriors can actually outflood certain settings (shaodbeasts/Minotaurs) - The other Level 2 Temples are kind of token ratings, but are fine, Dwarf/Solarus/Adept are at bottom because surviving the first 15-20 days is the hardest part of Random Expert Freestyle and they do little more than "win more".

Multiplayer - I'm assuming an environment where both players have high economy + fairgrounds + sorceror's abode Gating..
Rogue-Gnome just lets you upgrade palace quickly and is a speed advantage - Solaris with Wither beats solarus + Law - Barbarians are Kind of co-equal to Chaos/Solaris (I think the consensus was 20.000+ gold starts Barbarians over all, 15,000 60/40, 10,000 "most balanced" ) -- Other things to note - Warrior of Discord forced fear effect makes them peform above and beyond how they do in all modes against monsters even if you weren't using them already to get Chaos spells for your Solari, Rogues have an alternate use of full on rushing (multiple guilds first reaching opponet). Monk/Wizard can be fun at a high but not top level - with help from fairgrounds or repeatedly healing a monster while the Monk is fighting it to XP them up first - Dwarf at bottom because LPS rules hates all defensive buiildings.

Speedrun - It's basically all about the top 5 heroes - Elves are used for economy but without recruiting them , but a surprisingly large number of missions are finished entirely on starting gold - Ranger through Paladin are used maybe 3 times - Adept through Solarus are used once each - And forced to explore as a non exploring hero on top of that (Healer does a surprisingly good job at it, Solarus not so much).

Casual - Mostly favors heroes that take care of themself- either through stats (paladin/solarus) or through being able to level up to around 6ish "naturallly" without a fairground at all (Ranger)(Adept) - Rogue stays highish because even though the "dies easily" thing bothers players going through the campaign more than in the other cases -- there ARE still more levels that are won by killing monster lair than actual bosses, even if playing casually you use better heroes for fightning whatever's guarding the buildings, Rogues might kind of of low-key do a lot of the actual building damage. Barbarians and Elves(for marketplace reasons) could be higher because even casually they can break the game, but I try to account for how they are actually really squishy when NOT using rage of krolm (dying to werwolf-minotaur level monsters that Paladin/Solari laugh at) and how I think most players will just have 1 Marketplace instead of exploiting the Elf bonus by building a 2ndso that they will get EACH market doubled. For heroes that you have to "Babysit" (Warrior of Discord, Wizard, Monk) I consider Wizard only to be especially fun tbh, but your mileage can vary. Dwarf high because players love their ballista towers that I never get to see <<
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