Thread: Patch 1.22 GG
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Old 04-02-2008, 06:59 PM   #4 (permalink)
Chris
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Join Date: May 2003
Location: Phantom Road
Age: 22
Posts: 15,856
Re: Patch 1.22 GG

Finally, a reason to hunt down and kill those ****ing dryads, Night Elfs cookie cutter unit. I find it dumb they were Level 2. And that is the level of T1 Archers. I believe most Casters are 2-3.

Yeah, Knights needed a serious boost. They are probably the easiest melee for me to take down, regardless of race. I could do it with 2/2 Grunts/Raiders, even if he upgrades them. A few statis traps, some healing wards, and dispel thier IF and my Slow/Poly attempts. The only time I lose is if I am outnumbered severly.

Its good to know at least Orc is balanced enough. The only last serious changes I remember was cutting Ensare by 3 seconds and giving Spirit Walkers Resistant Skin to withstand spells like Charm and Poly.

I am going to miss that item transfer exploit, especially with staves. That was a great thing to do to save my men. But alas, it gets annoying really fast. You almost have a hero, or a unit on the rope. Then BAM! He escapes via staff. Before teleporting, he gives it to his second hero to allow another unit to escape instantly.

I never really faced HU soloists who used Staff of Sanctuary to save thier guys yet. However, the rod is balanced in the sence your unit is locked still while he recovers lost HP. On some units, that could put them out for a good 30 seconds. And if you attack thier base, you can put like 2-3 units on attacking it, and the unit may never recover. But Staff was instant and you simply just used Moon Wells or items to heal. It was a decent exploit while it lasted, but although I used it myself - I didn't really want to face it again.
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Last edited by Chris; 04-02-2008 at 07:06 PM.
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