Might & Magic Heroes VI Inferno faction is too weak
Hello friends, Is it just my opinion, Inferno, compared with the other factions too weak? The first is the aptitude of the factions that I hated Heroes of Might & Magic 5. I think it's a bad skill because the number of summoned creatures is too weak (even weaker than the patch) and compared with necromancy called (revived) troops away after the fight. My additional trouble is that the cerberus has fewer hit points. At first I thinking that it was my mistake but I have tried many self-fight and every time we only lost Cerberus units. What do you think about it? So please tell me about it, thank you.
#2
12-10-2011
Nimos
Member
Join Date: Aug 2011
Posts: 1,418
Re: Might & Magic Heroes VI Inferno faction is too weak
Totally agree here. I played hell for a very short period of time ... simply because I felt were very fragile, and their open door was basically useless unless you have a large army with large batteries ... possibly the most useless racial ability of the 5, especially at first. I do not know what door opening was like before the recent nerf ... but it must be reversed or something to do to become a little tougher and stronger Inferno. For the demons ... tolerant beings the incredible amount of pain and torture of hell, and distributing such things ... take a hell of a beating and just do not need to pack the punch that should for what they are nothing to do with Heroes 5 anyway.
#3
12-10-2011
Enos
Member
Join Date: Nov 2010
Posts: 1,611
Re: Might & Magic Heroes VI Inferno faction is too weak
I totally agree with you and also with the other user. I similar to know that how the gating worked in Heroes V. So I want the information about it and get the details about it. So you can search it and get it information.
#4
12-10-2011
Shikamaru Nara
Member
Join Date: Mar 2011
Posts: 1,666
Re: Might & Magic Heroes VI Inferno faction is too weak
I have yet to test the faction Hell because I was only able to play the game for a night before the beta went down. However, I have some answers, to the above user. His English seems a bit broken, but I will do the best I can respond accurately (although it is best that I could write in another language!). It seems that it is biased to dislike it anyway because he said he hated gating in Heroes 5 (really?). I'm not quite sure how it compares with what we have now on Heroes 6 is much weaker now, as you say? Perhaps this is due to the mechanics of healing back into the game. Moreover, not only can put the bandages on the eyes and focus on gameplay of both factions and talk about balance. There are many other things that affect the "total" performance of the factions. But I used to go beyond this because this should be common knowledge.
#5
12-10-2011
Badmannah
Member
Join Date: Mar 2011
Posts: 1,615
Re: Might & Magic Heroes VI Inferno faction is too weak
I do not think they are especially low power or something... I think they are well balanced atm, in fact. I've occupy yourself them a lot actually. When I played, played and my magic caster Firebolt spell to about 2k dmg. I was very impressed with the magical affinity face of hell.
#6
12-10-2011
DevenderD
Member
Join Date: May 2011
Posts: 1,601
Re: Might & Magic Heroes VI Inferno faction is too weak
The cemetery is left with his troops revived after the fight. BUT, their units have to die before they can use their skills and be returned to the fight. In hell, do not have to wait for the units and can die at the door immediately to the front load damage to the enemy early (and for them to take the punishment permanent storage units). In addition, we can say that with the way all the works of healing in this game, much less Necropolis trait unique. As for the fights of car, I would not trust them. Once again, I have not been able to play and analyze the game that much yet, and I'm not quite sure Cerberi statistics, but perhaps are a little weak on defense to counter the fact that all the attacks and retaliatory damage increase their ability gluttony. So you may be missing some numbers, but also trade and the slaughter of more than it would be besides because they for eternity even the score. However, that might extremely well continue to be weak and unbalanced in this game as you say, I do not know and I have no access to the game right now.
#7
12-10-2011
Halle
Member
Join Date: May 2011
Posts: 1,611
Re: Might & Magic Heroes VI Inferno faction is too weak
The way we would redo gating has to go right, the fight began. Each central unit was immediately creating a stack of 1/10th its size next to it. Buildings and talents would then updated to include the elite and champion gating and increase the amount locked in.
#8
13-10-2011
Daksha90
Member
Join Date: May 2011
Posts: 1,486
Re: Might & Magic Heroes VI Inferno faction is too weak
Yes and no. You contain to study to play, are not as offensive as one may think. When I moved the way I like to play, many of magic fire and brimstone, material, skills of the most defensive started going better. Door opening from the beginning really needs the Cerberus, because they are creatures of 2x2. They are the kings in the gate blocking the rocks or in the back holding speed for a little AI to let their shooters do their job. It also forces the enemy to operate the door or else there will be a blockade of troops to their shooters. However, the human being is a bit closed down, but I think it works. They are excellent in removing the first blow of retaliation. That is all and above said. Not helpful in all units of further damage. Later pit lord is obtained with increased magical fire damage and the shield ground, or theft of life with black magic and capacity utilization would like to run or teleport. The men are almost immortal.
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