Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
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.
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.
"I am a CHAMPION!!!"
--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.
Southern rule-set is also pretty bad for Krypta/Fervus/Lunord strats, I will admit as well.
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).
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.
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.
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.
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?
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 <<