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A presentation of the Haven faction and how it has been improved.

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TRAINING MECHANICS

- The training cap was increased for low tier mass training to become a viable strategy.
- Training costs were revised so that all unit choices are viable.
- Priests were improved to make them a worthwhile mass training choice.
- Cavaliers were pretrained from 18 to 22 and made impossible to train further because enforcing a cavalier limit ingame is problematic.
- The UI was treaked for clarity.

training

COUNTERSTRIKE

- Counterstrike retaliation bonus was almost doubled. It was often mentored away after training but now the bonus makes it worth keeping.
- Retaliation Strike is now cast twice as fast and deals 2.5 times the damage. Fast and easy to swap the mark where it is needed most.
- Benediction is faster to cast and its morale bonus is indirectly boosted (because starting morale is now 0)
-
Twilight requiring both light and dark was inconvenient to say the least. But now it is unlocked by Benediction!

SKILLS

Destructive and Summoning underwent some changes to become a viable choice. The goal was to keep knight stats might-based but also keep the character and theme of the faction intact. Haven could not just become a faction that nukes enemies into oblivion.

- Haven Destructive took an 'enchantment' theme, with access to 2 out of Cold Steel, Fiery Wrath and Chilling Armour(originally Chilling Bones, now boosted to 20%). Master of Fire fits in nicely, halving enemy defence. So basically, passive damage and spreading defence debuffs over high spellpower nuking. To support that build, haven heroes get a starting Fireball.

Des1


Des2


- Haven Summoning revolves around angelic summoning. If you've checked the article on Magic, you know that each faction has its own unique summon instead of random elementals. Haven can summon Celestials that are more powerful than other summons and has access to the unique skill Celestial Conjuring that gives +40% summoned units. Both of those make up for the lack of spellpower and the angelic theme makes sense for the faction.

Sum


- Haven WarMachines were not very strong compared to other factions. Like I have mentioned, the ballista has been rebalanced around 2 shots per turn and Haven alone has access to Triple Ballista. That is understandable for an industrious faction.

- Sorcery used to be one of the least picked skills. Haven has empathy that also works with mass spells, fast casting was never a concern. Now you have two interesting options: Swift Mind & Refined Mana or Distract & Teleport Assault. And the latter also works with sorcery :)


ON TO THE UNITS!

haven2

- Crossbowmen damage was a little broken. Their max damage was reduced but they gained Scattershot!

- Conscript and Squire bash now causes 50% stun but triggers more often.

- Imperial Griffin Battle Dive was slightly reduced and no longer triggers morale. Remember morale dives? I'm sure you could never forget :) They get +1 initiative as compensation and a single use of Rush Dive as a failsafe when you can’t reliably dive on an enemy

- Battle Griffins get unlimited Battle Dives and +1 initiative. Now the opponent has a reason to attack them (and trigger their Battle Frenzy) - or they will keep diving.

- Priests were pretty toothless. They got increased damage at the cost of their excessive hp and also gained Holy Word spell. That is because haven used to have a bit of trouble vs Inferno and Necro. And conveniently both are hurt by that spell.

- Battle Priest 3rd alt added! It is the more might-focused of the three.

- Champions got +1 speed because they cannot always hit 2 units. Also, Tactics is no longer an Offence ability and can no longer be used to get the extra reach.

- Knight Errant 3rd alt added! It has Giant Slayer (helps with dragon slaying :)) and Joint Attack, which is basically Lizard Bite.

- Both angels get Immunity to instakilling effects like Vorpal Blade, Deadly Strike and Harm Touch. The reason is to help vs Inferno and Necro more than thematic purposes.

- Seraphs gain Immunity to Curse spell so they won't get stuck with terrible damage ^^

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