There are some balance isssues. But at least your scenario involves some kind of strategy. If one unit is clearly overpowered, I think it's the Wood Elf. Either their damage is too high or their attack frequency. No other units clean the battlefield that quickly. No need for other foot soldiers in most scenarios, because it would take so much longer using footmen, pikemen and such. I think Wood Elves were intended to be a counter unit for high defense units. Instead, they counter almost anything (except magic resistant enemies). That's just not right. Foursaken, please fix this soon!
Elven Hunters are best and easy to obtain. They stun the burrowers so you'll have time to put on the hurt before they get away.
They are pretty strong early, but suck later on. They just die randomly. LOL How far are you into the game?
The problem with knights is that they attack once every 6 years. But yeah, that can be a decent combo. I still prefer faster hitting units than the knigts generally, but they do have their moments. Nothing is overpowered in the game. Except maybe the Grandmaster's Heightened Senses skill. But it's got disadvantages too, just outside of the battle.
Okay maybe you're right. I think I just got used to units that don't die easily because my main hero is a paladin. And once you have a decent number of Wood Elves that are being healed or even invincible in most levels it doesn't even matter anymore if an enemy has high armor. Maybe that invincibilty bubbles should work more like their evil counterpart and let through some damage. But I guess so far I should play the game for a longer time and trust the beta testing.
They arent overpowered, but they do really well with a paladin, especially if you get the tier4 aura that provides armor to allies around you. The beauty of H&C's design is that nothing is overpowered, but synergies can be taken advantage of to make some strong plays.
a couple of questions 1.how can I get experience more? killing monsters hero or units? 2. what better weapon for a paladin? and what are the stats on a weapon is better (AP,crit,damage) 3. what stats are better for paladin armor? thanks
After I crafted a legendary longbow with 70 magical damage suddenly the ranger becomes my favorite class. At level 16 his shot do about 150 dmg ignoring armour and sniper more than 2000 dmg per shot. Previously when I was using an average bow he was almost unplayable....
Well, you went too far with that statement. Apart from the well known Grandmaster slow-mo ability there are several overpowered skills or combos. For instance, I can be literally unkillable with my Knight. Permanent unkillable thanks to a combo. The main reason for this is the lack of cooldowns in the game (annoying) and the excesive duration of the spells. Likewise, there are some underpowered things in the game. Trolls are an example. They are not longer a treat in this moment. Poisoning is just useless being 1 damage per second; vampirism too, 1 hp per hit is just useless. Both of them should be percentage-based. Another example are 4th tier Engineer turrets: they deal like 6 damage for a 50 mana spell? In this moment for me H&C1 is by far harder than its sequel.
Bug Report I just noticed during a mission where you don't have an own castle but must attack the enemy castle, that the dwarfen greybeard walked into close range, away from my other ranged units, no longer providing bonus attack damage to them. He stood at the enemy gate and shot it from 0 distance. After it was destroyed, he walked close to the enemy tower like he felt he was a melee unit.
Right, but with Pathfinder, they 2 shot every units and with 4 Knights on the battle field it's quick. And in addition, they are invincible against archer defenses. They move so fast that no arrow can touch them... but they attack the opponent wall ! Maybe it change againt magic defenses, I have the problem with wooden elves which is good on the battlefield but so weak against archer :/
Im talking about the skill itself. On its own. Reason why i called Slow-mo OP is that it doesnt really need a combo to abuse its potential. Slow-Mo stops enemies from doing ANYTHING including destroying your units, and your structures. Plus, you dont need to cross class to get mana sustain. Knight's Invulnerability only saves you, and needs a few skill points outside of a knight to sustain. Invulnerability alone, is not a skill even close to OP when win/lose conditions apply outside of its scope. ... And i agree, H&C1 was more difficult. BUT, having a more accessible title doesnt mean it became bad. Take the Monster Hunter series for example. Every MH title released after MHP3 was significantly easier than the predecessors, but it doesnt mean it's turned bad. It only became a lot more accessible to a wider audience.
Wait for wave 18 or 19 and you will see some freeze. I only passe the 19 wave by stay in my castle and analyse the battlefield knowing which unit to use.
I can be invulnerable and I can save the whole of my army by Taunting them, then I'm able to kill them all, since they are grouped all together. Everything without wasting mana. Over and over again. Thats OP. I'm not saying if that is more OP than another. Both are of course OP and they both need to be nerfed. The game got more cool because of graphics and new units... but for those who like challenges, then this sequel is a step back (in my opinion, and for now until updates come).