Dont like the necro spells either, you have cannibalize that is ok to heal your undead troops and change one live troops into skeleton , you have zombify, which turns a live unit into zombie but i dont see the point in using it. You have the raise undead spell usable on towns that grant low tier units, not usefull too. I am not impressed by the debuff spells either .You have already a ton of materials in stock , much more than needed to get low tier units , so those spells are redundant and not worth the cost. Maybe i was fucked by the rng, i never had enough high tier souls and materials. Low tier undeads are not that good, cost upkeep, you can lose them easily, while an alchemist you never lose any units thanks to heal magic and potions and those troops keep leveling up.Necro shits troops as long as you have mana to pay their upkeep. And since gold is not really useful to you as a necromancer(only for buildings and buying stuff from cities) you can change gold into mana in every turn. But you need souls and other stuff to create undead, so you must be scouting and pillaging till you have a large amount of crafting resources.
Don't like much of their spells except undead summons. Weak effect considering their cost and that mana can be spend on armies.
Edit: Also game really don't favor most of necro's tools for autoresolve. Especially after getting vampires and lifestealing. Kills half of your units while you can easly end without any scratch.
The point is to lose them. Send them as army that softens your target first so you can easily finish it off with your main stack. Alchemists do that by spending one use potions. Artificers are only ones that are supposed to buff their main army with permanent bonuses and beat everything directly.Dont like the necro spells either, you have cannibalize that is ok to heal your undead troops and change one live troops into skeleton , you have zombify, which turns a live unit into zombie but i dont see the point in using it. You have the raise undead spell usable on towns that grant low tier units, not usefull too. I am not impressed by the debuff spells either .You have already a ton of materials in stock , much more than needed to get low tier units , so those spells are redundant and not worth the cost. Maybe i was fucked by the rng, i never had enough high tier souls and materials. Low tier undeads are not that good, cost upkeep, you can lose them easily, while an alchemist you never lose any units thanks to heal magic and potions and those troops keep leveling up.Necro shits troops as long as you have mana to pay their upkeep. And since gold is not really useful to you as a necromancer(only for buildings and buying stuff from cities) you can change gold into mana in every turn. But you need souls and other stuff to create undead, so you must be scouting and pillaging till you have a large amount of crafting resources.
Don't like much of their spells except undead summons. Weak effect considering their cost and that mana can be spend on armies.
Edit: Also game really don't favor most of necro's tools for autoresolve. Especially after getting vampires and lifestealing. Kills half of your units while you can easly end without any scratch.
One good thing with necro i noticed is all their units cross water, problem is if you had one live unit you plan to cannibalize later, it will block all the stack till you remove it.
I must add that I got burnt out by the end. Game starts strong and a lot of fun but turns into endless grind of same battles. I had to manually do 95% of battles because game would not accept that my team easily beats enemy team with no casualty. And even if I could autocomplete with no casualty it would cause almost everyone to drop to half health and later enemies often moved a bit to come and attack my half health stack so I didn't want to risk that.
They made good or lucky choices. I took 37 weeks because when deciding where to go after starting location I decided to move south into Undead lands which was a huge waste of time and I could not even win the main quest there and had to run away. If I immediately went more West and reached Sevenkeeps or went East to get easy access to Paladins and +1 slot in stack it would have been very different.How do you guys finish so fast, I barely managed to get my shit rolling by Week 15
They made good or lucky choices. I took 37 weeks because when deciding where to go after starting location I decided to move south into Undead lands which was a huge waste of time and I could not even win the main quest there and had to run away. If I immediately went more West and reached Sevenkeeps or went East to get easy access to Paladins and +1 slot in stack it would have been very different.How do you guys finish so fast, I barely managed to get my shit rolling by Week 15
halberdiers
Exactly, you chose a right direction to move your heroes/tower.They made good or lucky choices. I took 37 weeks because when deciding where to go after starting location I decided to move south into Undead lands which was a huge waste of time and I could not even win the main quest there and had to run away. If I immediately went more West and reached Sevenkeeps or went East to get easy access to Paladins and +1 slot in stack it would have been very different.How do you guys finish so fast, I barely managed to get my shit rolling by Week 15
I had the paladin extension in the human barracks by w7, which I used to steamroll the undead and demon lands, while clearing the north and killing the undead circle mage with halberdiers + alchemists (freeze potion OP).
I tried one, he died fairly fast in some tough battle so I replaced him with a Paladin that can never die.halberdiers
This guys are also OP, one of the best defensive units in the game in earlier stages. Snowballs hard with buffs.
Week 7? How did you even grind the rep?They made good or lucky choices. I took 37 weeks because when deciding where to go after starting location I decided to move south into Undead lands which was a huge waste of time and I could not even win the main quest there and had to run away. If I immediately went more West and reached Sevenkeeps or went East to get easy access to Paladins and +1 slot in stack it would have been very different.How do you guys finish so fast, I barely managed to get my shit rolling by Week 15
I had the paladin extension in the human barracks by w7, which I used to steamroll the undead and demon lands, while clearing the north and killing the undead circle mage with halberdiers + alchemists (freeze potion OP).
Balanced, it's the first city east of the goldenfields start. The 3 quests get you to tier 4 rep.Week 7? How did you even grind the rep?They made good or lucky choices. I took 37 weeks because when deciding where to go after starting location I decided to move south into Undead lands which was a huge waste of time and I could not even win the main quest there and had to run away. If I immediately went more West and reached Sevenkeeps or went East to get easy access to Paladins and +1 slot in stack it would have been very different.How do you guys finish so fast, I barely managed to get my shit rolling by Week 15
I had the paladin extension in the human barracks by w7, which I used to steamroll the undead and demon lands, while clearing the north and killing the undead circle mage with halberdiers + alchemists (freeze potion OP).
What difficulty?
Theres extremely good combos you may or not find according your luck. For exemple undead hero + the summon demon tome. The undead hero does not suffer bleed when using the tome, so you can summon at will, those are weak and die easily , but you couple it with a lich if again you are lucky to get enough to craft one, it has mass reanimation ability. That grants you infinite fodder while your other units kill with range.How do you guys finish so fast, I barely managed to get my shit rolling by Week 15
A Youtuber mentioned one of his friends spending 300+ hours into the game.How do you guys finish so fast, I barely managed to get my shit rolling by Week 15
Everything looks good. But yea possibly not enough nerfs for Artificer. But lets see how it plays with current nerfs. It will be much harder to stack resistances now.New patch live - https://store.steampowered.com/news/app/1581770/view/3657523159362470882 - some nerd who knows how to work the machinery should repost it with an embed probably.
Custom difficulty and mage choices are in. Resistance stacking nerfed, demoralizing enslavement chains nerfed, elemental spam nerfed. Basically Alchemist gets fucked heavily, but no major Artificer nerfs (you can no longer life leech undead, big whoop) - what are they smoking? Everything else seems minor. Overall looking gud.
Everything looks good. But yea possibly not enough nerfs for Artificer. But lets see how it plays with current nerfs. It will be much harder to stack resistances now.New patch live - https://store.steampowered.com/news/app/1581770/view/3657523159362470882 - some nerd who knows how to work the machinery should repost it with an embed probably.
Custom difficulty and mage choices are in. Resistance stacking nerfed, demoralizing enslavement chains nerfed, elemental spam nerfed. Basically Alchemist gets fucked heavily, but no major Artificer nerfs (you can no longer life leech undead, big whoop) - what are they smoking? Everything else seems minor. Overall looking gud.
It is OK for Alchemist, Elemental spam was not a critical tactic and I never used it in real battles as it was too good and needed nerfs. It is very cheap to mass craft in mid game and beyond. But Alchemist has enough of very powerful potions to not feel this a lot. Also you can just presummon elementals instead of waiting for mid battle situations.
- Balanced Magic Coffer/Gift/Reputation Increase spell values