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Comment History
sdwer6661698527730
sdwer6661698527730 - - 5 comments @ Might & Magic: Heroes 5.5 (RC18f)

can u add some more spells i mean shafling was no so great to pure summon school. and they miss out on friendly self cast spells since fantom is gone (
i also dont understand how to get spell for shaman with summon except from the tome of summoning. tome of all spells is a bit hard to get on campaign need another hero to bring a piece XD

Good karma+2 votes
sdwer6661698527730
sdwer6661698527730 - - 5 comments @ SAMPLE 1

this is bad. minsc and valigar *******. this should be banned for good. say no to colour homosexuals and democrats xD

Good karma+1 vote
sdwer6661698527730
sdwer6661698527730 - - 5 comments @ Equilibrium

i like the grafic and sound of this mod but some things are just ugly. like low spread for shotgun **** dmg no ammo for burst. ugly dmg values for burst why do u want me to mele? i mean yes it was **** back in vanila. and do u actualy consider reducing dr values for head and eye shot? i think theres 2 uzi which looks almost same but use diferent ammo. i really think this game should revolve around acuracy and action points more. like say u would like to put whole mag in a head at proximity but at range u will hit like 30% with random dmg spread for every colision. values for crit should be much bigger like u always hit something. and when u bleed u bleed for days bandaging 3 times a day and all sort of creatures hunt and punish u for it. and then u step on mine and loose a pair of legs, stich comes by and amputes the missing and then u say: 'stich im done for, lets finish this together' and hand him a grenade ring with a final line 'i always wanted to see if a tank is fixed...

Good karma+1 vote
sdwer6661698527730
sdwer6661698527730 - - 5 comments @ Might & Magic: Heroes 5.5 (RC18e)

i dont like how necromancy is made. tier 5+ is too expensive so its generaly will be skelies and vamps or liches as usual though more shifted to tier 1. and its fairly useless on evil races to go for necromancy. so it will be 1-2 maximum stacks of some **** with dark magic if possible. and if u choose dark then u would normaly go for mark of sorcery, that mean that u would be low on morale and compincate it with dark emissary since leadership is closed for casters. and in dark school u would probably need pariah with vampirism wich again comes with -1 morale penalty. why are all choises for necromancy are so controversial? and such low yeild, even amulet dont do ****. i mean if its useless than add something like +1 dmg to make it worth the price. i dont like how leadership work for undead ether. with a necro set on its preaty meaningless with all the penalties. it would be ok if it revesed the morale on the living u fight with, lets say like -4 morale in the begining and add up like up to -20 and get insta heartattack or something

Good karma0 votes
sdwer6661698527730
sdwer6661698527730 - - 5 comments @ Might & Magic: Heroes 5.5 (RC18e)

so ive played for awhile this mod and there are issues with skillwheel. some skills are just useless like active mass spells like power of speed and p. of deflection which are supposed to be strong. make them them like pre cast auto buff in the beginning of combat that will make up for it. and the speed and slow cast is greatly reduced but its fine, its just that there are problems with fast arena traverse even if you aquire boots and aura of swiftness, i think end game orc is slightly better with shouts. so i think speed and slow should add/reduce speed distance to creatures and maybe encourage skill. also skills like rally and banshee howl should also go into pre auto buff as it mean to be. than there is this corrupted soil its fairly strong now but quite the opposite of what is meant to be. there is no need for damage, well in terms of lore its more like hexxing effect

Good karma+2 votes