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Een vertaalprobleem melden
I'm a Might & Magic veteran, and back in those days I used to think I sucked, because my defensive mindset meant the AI would come along with its super-improved stacks and simply overwhelm me. With this, I'm definitely using some of these discussion threads to help me out; my first try on the 3rd mission ended in failure, but after peeking a a thread and adjusting, I beat it and got into mission 4...and here I'm stalled like everyone else. Ambertina's units seem beatable until she simply launches 4 waves of spells at you in a single go. It's also insane how glass cannon-like everyone is; Faey Spirits can shred lesser units, but touch them and they die.
I like the map, I love the exploration, and I am hoping to continue adjusting tactics, but Loth's troops, especially the Necromancers, do seem either overstacked or overtuned. I want the mission to be exciting and challenging, just not crushingly so.
I had just under 40 Queens Guard (lvl 2 horned ones) 90ish Sappers, 30 Spirits and some Archers but it's still not enough. On round 1 you pretty much lose a full stack and half from magic alone and it only gets worse in the next 2 rounds, the fact they have a giant rat stack to roadblock your melee units ties them up just enough that they can destroy your army from range and only a few of your Queens Guard will likely make it to the enemy (not enough by then to do much damage).
As for using Stormspire to "soften them up" I don't see that being a reliable strategy, if you fight the enemy with small stacks/amount of units you won't even get to cast a spell before the army is annihilated. You could put your entire army with them and perhaps that would work better? I'm not sure a Chain Lightning would be that effective since enemy army is all ranged and spread out. The campaign also teaches you not to use anyone but your main hero for combat because you are just wasting xp. obviously it doesn't matter for the last mission, but it's certainly counter-intuitive to use anyone but your main hero for important fights.
I can't remember if I had the gloves or not, but I certainly would have equipped them in that fight, I don't think expecting a player to pickup spell damage resistance as a level up perk is a reasonable thing coming into the map, only if you have prior knowledge before you level up your hero. After all none of the enemies up to that point had strong magic. If Stormspire is the key for making this map easier then that's just bad game design, it's completely counter-intuitive to the rest of the campaign where it was best to use your main hero.
Having gone through the 2nd campaign it feels much better designed/balanced overall though, there isn't so much being punished for taking certain routes on the map and there was no "gotcha" moments like in the 1st.
In Heroes III (even more in Chronicles) you always knew the end objective, so at the end of a map you could back the enemy into a corner with your secondary hero, and level up your main by exploring the stuff you missed during the pressure time. This was fun, it felt like you mastered your enemy, and had some adventurous downtime between the "hard stuff".
This sudden ending of a mission also makes my first pont worse. Even if I know that I lose my stuff on my secondary wielders, I did not give it to my main, because I didn't know that was the time I had to.
- play a game with the mission just exploring the map. The AI has three major towns; one north of your starting town, one northeast, and one northwest with a stationary hero that you need to kill to win. The closest one, directly north, makes a very good target for a rush if you can, and will even the odds a lot.
- every neutral Fae troop and some (not all) neutral human troops on the map will join your forces (if in doubt, quicksave before fighting them). You can quickly amass a quite large army just running up and recruiting all the neutral fae in the forests to the immediate north of your first town. There are also some dwellings up there that will let you hire fae troops. Use these to quickly push to the first enemy town.
- don't feel the need to use just your main starting hero. This is the last mission of the campaign after all. I had the most luck going all in on the male fae hero, whose unique bonus is huge with the big fae bruisers. Don't sweat him being level 9, he'll level up fast.
- the spellcasting enemy hero (the bald-headed one) is an absolute nuker. The key to beating her is to rapidly close the distance and beat her troops up ASAP so they stop generating mana. The haste and chaos step spells on melee beater fae really help here.
- the enemy will respawn their heroes quickly but not at full strength. You will have to play whack-a-mole, and when the bald-headed caster respawns she's a pain, but repeat your prior strategies. Occupy the north-east enemy town when you have a breather, then build a force kill the enemy hero in the north-west and win the mission.
Notice how he says the wielders didn't really do much damage with spells and spells worked differently (much weaker than now).
I'm not sure you need to create whole difficulty options when Rana campaign is fine, and it's mostly just mission 4 that is an issue due to your army being heavily damaged from range+ w.lots of damage spells before you can even reach the enemy,
Grievances:
Spawning:
-Suddenly spawning enemy heroes/wielders isn't a fun mechanic IMO.
Wielder view ranges:
-Why are the viewing ranges so tiny? Combined with fog of war I get in situations where enemy wielders are 1-3 rounds from walking into my towns, while my wielders that can offer resistance are 4-6 rounds away. (I know, I should defend, but in the case of M4 I find it very hard to balance : building substantial army, and, exploring enough of the map to capture relevant towns, and, keeping towns defended)
Lookout towers:
-The lookout towers are useless? They hardly offer any better viewing range than what my wielder has. (She has the scouting / range skill, but still). The lookout towers are pretty underwhelming. Viewing range seems to be incredibly important in SoC. Would it be an idea to have a lookout tower available as a small town building? It would have a view range large enough to see an enemy wielder at least three or four rounds before they're at the gates. This would give some time to return wielders out on adventure. Alternative to this could be to generally increase viewing range of all towns and claimed buildings.
..The way the view ranges are set up currently makes the game feel a bit 'claustrophobic' to my taste..
..This post became a bit longer than intended.
Songs of Conquest is awesome and I'm sure it will evolve into a really great game!
AI shouldn't have the spell boosters towers or artifacts in this mission.
The damages boost of mages' spells when they level up should be reduced a tad to
And then in comes this absolute chad, and despite having 5 stacks of 10 Faey Queens, I am getting absolutely blasted by a 'suicidal' difficulty army. I'm clearly missing something about how to best approach this.
My first thought is maybe 'time' itself is a resource, and simply defending my castle isn't a good way to spend turns.. but I simply don't know how to defend while my main hero and force is away from the castle. It feels like troop regeneration is slow - it'd take like 20 turns for enough units to be ready to be recruited, so I never feel 'rested' enough to venture out. I always feel like I'm running on empty. This is why I was stacking faey queens; they have a low count but regenerate at the same rate as normal troops, so it was easier to get a full stack that was fairly powerful.
Whenever I do leave a settlement or castle, it gets taken over, so I then thought that since this is a hostile mission, I needed to play defensively and slowly expand across the map. My problem now is that if I run away from the suicidal army, I lose progress and I will have no way of bolstering my forces enough to retaliate.
Does anyone have any tips for how to survive? Maybe these tips will also help with skirmishes but it was my belief that the campaign served as a tutorial so I kind of want to learn to overcome this before I start skirmishing vs AI :)
Also thanks Lavapotion for the amazing game :)
I'd really value a tutorial that's the 'missing link' between the basics and average skirmishing tactics. Once you get the second wielder, the game kind of just leaves you alone, I kind of think the tutorials could do a bit better of explaining the ways you could use the other wielder. Same goes with multiple settlements; should you be building troop-production at other settlements or resource gatherers? When should I attack / defend, etc. These things are obviously subjective, but that's EXACTLY why they're difficult to learn. It'd be nice to be taught at least a single playstyle so that I have a base of knowledge to build off of.
I played skirmish with a friend yesterday and despite them starting the game from fresh, they were carrying me hard. It must be something that you gain from just playing strategy games in general and so it's not specific to your game. Saying that, I do think it would be nice if part of the first campaign was dedicated to presenting these challenges and allowing you to focus on overcoming them without the rest of the situation overwhelming you.