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Fuck dwarfs
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>>2318765
Dwarves are objectively the only good guys in the setting.
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>>2318765
Ugh... fuck them, yeah.
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>>2318859
>confuses a son of Ymir with an ice giant
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>>2318901
>Wotan is part of the reason why legions of the damned
Wotan has nothing to do with the legions at all.
>also, slow as fuck.
Dwarves are the fastest when it matters with forestwalking & seafaring + movement restoration.
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>>2318901
Angels sabotaged world created by Bethrezen before he could show it off to Highfather. and it was established that Angels were meant to be Gods of other races such as Solionelle, Gallean and Wotan. Not to mention Wotan's murder of Gallean turned Solionelle into Mortis.
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>>2318937
>descendants of greatest dwarf warrior that ever lived
I interpret "dwarven" as fightning for the dwarves, not literally dwarves. Ymir is a primordial giant whose body was used to create the world and people living in it.
>>2318938
>halflings
There are no halflings. Clans magi are dwarf women.
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>>2319013
>nukes and debuffs
Every race got nukes. Evil races just get x2 amount of them but it's pointless if the mage lord can simply learn a spell once and cast it twice a turn. At least the demons got invisibility and movement depletion.
Also, negative spells can't be used against garrisons and ruins.
>Vampires, immunities, paralyze...
*hermits in your path*
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>>2319125
he seems useless at first but around level 7 or 8, with all artifacts you acquire during campaign, you have "Mage" type leader that's as fast as warrior/archer and can self heal on top of that. you can put in front row and hell tank for you, while dishing out absurd 6 slot damage.
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>>2319125
Nosferatu is the strongest hero in the game, akchually. Level 3+ onwards with careful positioning you can actually start putting him in the front to help your melee tank. He sucks against heavy single monsters but is absolutely brutal against parties of 3 or more units since 50% of all damage he does, he gets back as HP.
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Why is Trump in this game?
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>>2318772
No. Not only did the dwarfs attack the elves for absolutely no reason when the knife-ears came to them seeking refuge.
Then this caused Gallean to call out Wotan on this and demanded that he does something about it.
Wotan kills Gallean and throws his body into the sun with the latter's wife Solionelle managing to only save her husband's heart at the cost of turning into a skeleton creature that is now Mortis.
Needless to say her wrath on the dwarfs was very swift and very brutal with three clans being utterly annihilated and the Mountain Clans were decimated in general. Both in numbers (especially the three clans that were annihilated) and economically.
Moral of the story? Don't kill another god's worshipers who ask you for help, nor kill a god if that one demands justice for innocent blood being spilled.
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>>2319839
Fuck right off. There's a reason why Bethrezen targeted knife-ears first and not the humans he created and that betrayed him not once but three goddamn, literally, times. And them "seeking refuge" involved invading dwarves that were minding their own business and fighting off demons on their own and then after getting their shit pushed in, invading AGAIN. And after they got their shit pushed in by defending manlets for the second time and losing their head honcho, his main bottom bitch decides to indulge in necrophilia and create the undead horde. As one does. And what do they do after reuniting in their expansion? Yup, invade third parties some more.
They're THE villains of the story and coping from your part will not change that.
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Why does the King's Hall cost 1000 gold more than the Ancestor's Shrine if it gives you the worse unit?
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>>2327484
In Disciples 1 you want
>Banners or (with mage hero or Nosferatu) Artifacts instead
>Leadership
>Pathfinding
>Leadership
>Weapon Master
>Might
>Toughness
in this order.
In Disciples 2 heroes already start with a different skill and you have separate equipment slots for all types of items. You will want
>Max Leadership
>Banners
>Artifacts
>Shoes
>Both Pathfinding skills
>First Strike (only for mage heroes)
>Might
>Toughness
at some point however. After this the remaining skills are not important. I usually take the Wards afterwards.
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>>2327603
>>is there any reason to train your hero in this game?
Yes of course, in the single player campaign the maps will obviously become harder and harder as you progress and having a high level hero is how you beat it (duh), the game expects you to have a high level fully geared hero by the end.
>>also is there any guide to skills?
Most skills are pretty straightforward and tell you what they do, you can judge their usefulness based on the hero/faction you play. For example flying heroes do not need Forest walking because they ignore terrain by default but they can still use boots because some boots dramatically increase movement.
As the other anon wrote Leadership is one of the arguably only first pick skills until maxed because that allows you to take more troops with you but Weapon master is also a key pick.
>>i know that i can export hero in campaign it's just that i have a feeling that i am missing something when i level up in singleplayer
You need to elaborate on this, we cannot tell you what you do not know, if we do not know what you do know.
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>>2327484
Do not pick the skills that allow you to use scrolls and staves you can always just hire a level 1 mage hero and they know all of that by default. Just drop all scrolls and staves at your capital then park that level 1 Mage hero in your capital and they can use the scrolls and staffs whenever you need it. You will need more heroes for troop exchanging anyways.
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>>2327939
>For example flying heroes do not need Forest walking
i remember begin confused by this (playing undead) because when the hero is dead his skills don't apply right? i think i was picking the forest walk in case he was dead and i needed to move back to base lmao
>we cannot tell you what you do not know, if we do not know what you do know
i think the feeling of missing was from general level cap in the campaing like i was 'missing' by not gaining more exp
also can i somehow import higher level heroes into campaing?
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>>2327953
>when the hero is dead his skills don't apply right?
Correct any stack with a dead hero and thus "no leader" will use a base movement of a unit with no leader which is very slow.
>i think the feeling of missing was from general level cap in the campaing like i was 'missing' by not gaining more exp
In the story campaign there is an XP cap every map so that you cannot farm XP and get way ahead of the story's difficulty curve but as you progress the story the level cap gets higher and higher every map, this is normal.
>also can i somehow import higher level heroes into campaign?
In the main story campaigns no you cannot. Other scenarios do allow you import heroes, heck I remember one I think starts out by assuming you have a max level hero.
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>>2327963
The Capitol guardians are not immune against status effects. Use potions to buff your armor to survive the first hit, up the hit-rate of your paralyzer to 100% and buff everyone elses damage as you automatically start to flee if the battle takes too long.
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>>2327963
As the other Anon said you can try to blow all consumables like scrolls, potions etc. before the charge and cast every spell to buff your party. The guardian will almost always go first so you have to survive the first hit. After that it is an endurance battle. The capital Guardians have all identical stats for every faction so you can see their statblock from simply looking at your own capital guardian.
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>>2327993
It depends on your faction, Hordes and Legions do not have spells that buff units so they are out of luck there, Empire and Clans have access to some buff spells. But you should use any and all that gives you some edge.
>if i summon someome they just get killed and it gives the units xp and levels them up.
You are correct, so don't do that.
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>>2327993
empire is the best at this since armor is the most important thing to defeat a guardian, and if you manage to buff yourself with enough armor your healer will do the rest, even better if you poison him with the assasin. the golem is also great to crush smaller troops, just give him an armor potion first.
you may want to abuse poison city to raise your chances if your race lack armor magic but you'll still need to have enough armor to endure a couple of hits from the guardian.
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>>2327963
Keep in mind that in the main story Campaign there are like just or two or so... can't remember exactly, missions that require you to take a Capital of all the factions combined. Usually taking the Capital should not be your priority as the map objectives do not require it, it is more like a bonus.
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>>2328155
IIRC, there's only one, and that's the last mission of the Guardians of the Light Saga for Mountain Clans. And even then, the Guardian is significantly nerfed after destroying the Grave Golem parked in front of the Undead Capital.
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>>2328017
Seconding on the Empire. They're an undisputed master at taking out Capitals due to their native healing and armor buffing spells, plus a unit that inflicts DoT which ignores Guardian armor. See picrel for what I personally think is the ideal Empire party comp for any situation.
They are followed closely by Elves and Undead. Both likewise require potion and/or spell buffs to survive the first hit, and then the former can rely on healing (provided your healer or your armor can keep you afloat) and the latter on Paralysis.
Both Legion and the Clans don't have native healing nor a way to stunlock the Guardian, so can only deal with them using a Petrify or Paralysis inflicting artifact and shitty healing talismans or potions if the effect doesn't proc..
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>>2328199
Shit, just as I've typed this, I remembered that the Legion at least has Incubii (Succubis don't count cause their shitty polymorph ability gets dispelled before the Guardian attacks IIRC), so Legions are second worst and Clans at the very bottom of the pile.
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>>2328199
Aren't Grand Inquistors considered the best Empire melee unit? Since they only need 800 exp for each extra level which gives +20 HP and +10 damage each. Also the very useful Fire Ward and Mind Immunity. You can kill demon Uther with them without using any buffs and debuffs.
Well locked Squires (80 exp for levelup) end up with even more health but it takes an eternity for them to get good damage.
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>>2328492
This is about how do you define "best." We do not have infinite XP obviously and pooling all XP into one part is generally a waste as it means everywhere on the map where you main party is not present you will be weak and you constantly have to run around back and fourth with your main party retaking cities because freshly recruited level1 units cannot hold them until those cities are upgraded to maximum and it will take forever to win the map that way.
>Well locked Squires (80 exp for levelup) end up with even more health but it takes an eternity for them to get good damage.
One can even make a stupid arguement that frontliners most of the time should not even attack at all (when there is no AOE) because defending basically halves the damage they take and frontline's only job is to protect the backline so attacking is theoretically detrimental to their job because they just die faster if they don't just perma defend and then risk loosing out on getting XP because they died.
The other thing is XP overkill, one can only level up once per combat so if you have a locked squire who needs 80XP to level and your party defeated something big and everyone in the party gained 160XP then the Squire basically just missed out on an entire level since it only needed 80 XP that other leftover 80 went poof.
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I'm surprised people pick Empire over undead. When Hordes shit not only on guardians. But also on the game balance as whole.
>>2328199
>Both Legion and the Clans don't have native healing nor a way to stunlock the Guardian
Not really. Clans don't need to stunlock the Guardian in a first place, because Son of Yumir is very FAT unit with DoT. And you have best armor buffs. Legions have abyssal devil or incub. Latter comes with dogshit accuracy tho.
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>>2328492
>Aren't Grand Inquistors considered the best Empire melee unit?
Their Mind Immunity (and Fire Ward to a lesser degree) make them exceptional units when dealing with Legions and Hordes in regular games. However, even if you're not playing Empire using a Mage Lord (which you almost certainly should since their spells are so good), you can still give your party Mind Ward (and occasionally Earth Ward for Petrify) for a turn through a base-level spell. As long as you don't get hit by a those status-inflicting attacks more than once, you are gucci. And you won't be, if you can kill everything that can stunlock you in 1-2 turns.
But the main reason I use Avengers instead of GIs after a certain point is very simple - they attack twice. Every unit has a 300DMG cap (except Warrior Leaders, which should have a 400DMG cap, at least in the expansion). With the Empire, reaching that damage cap through potion and spell buffs is comparatively simple. However, there's no spell that can give you an extra attack in combat. So, in high-level encounters, my Avengers can deal up to 1800DMG to anything standing in front of them in one turn. Only Nebiros (with 2600HP and 30 armor) and the Guardians will be left standing afterwards, and Nebiros is dying in the next turn.
>>2328294
>All you need for a 1 turn KO is a son of ymir and a couple of buffs on him.
Son of Ymir's regular DoT is 30 unstackable damage. If you wanna imply that you can realistically level his DoT attack up to deal at least 750-800 damage, with the final 100-150 damage inflicted through regular attacks of other party members, you're either playing a modded game, or I have hallucinated my last playthroughs of D2 in the past decade.
>>2328547
>Clans don't need to stunlock the Guardian in a first place ... Legions have abyssal devil or incub
I will concede on both to a degree, but they're still inferior when dealing with Guardians to the three other factions. I'm pretty sure we can at least agree on that.
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>>2328573
>I'm pretty sure we can at least agree on that
I just remembered that Legion also have Fiend. Which requires not that much investment and can go overlevel quite fast. So no we don't. Elves being better compare to Legion and Clans is bold statement.
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>>2328573
Maybe I'm hallucinating this entire conversation and you're simply a shard of my schizoid personality trying to reassert itself. How about that lol? No, but seriously, if it's a skirmish guardian without all the campaign buffs and you've got roided urist and a couple of alchemists you can apply frostbite more than once per turn. Between that and your already high armor buffed into astronomical levels, what's the cap again, 90-95%?, he's hitting you for like 9-12 damage while you get him in 8-10 turns at the very least and with ymir alone. Now, if that ymir has double damage spells on him that's a lot faster.
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>>2328596
Since all factions can inflict DoT damage, my personal priority is that the party can reliably outheal or stunlock the Guardian after surviving their first hit. Since healing units never miss, but status effects don't always proc, I prefer former to latter. This is how I look at the issue:
>Empire: CAN heal in combat most effectively; CAN'T stunlock; HAVE good armor and best damage buffing spells
Strategy: Get armor buffed high enough (and level up your healer enough) to outheal Guardian damage and kill the guardian with regular and DoT damage
>Elves: CAN heal in combat less effectively; CAN'T stunlock; DON'T HAVE armor and damage buffing spells (but have a health buffing spell)
Strategy: Same as Empire, but you'll have to purchase Empire/Clan armor spells as well as potions
>Undead: CAN heal in combat very ineffectively; CAN stunlock; DON'T HAVE any armor and damage buffing spells
Strategy: Get armor buffed high enough to survive the first hit, and then hope Guardian won't resist the Paralysis effect until he's whittled down by regular and DoT damage
>Legion: CAN'T heal in combat; CAN stunlock; DON'T HAVE any armor and damage buffing spells
Strategy: Same as Undead but with with the added possibility to both Petrify and Paralyze them
>Clans: CAN'T heal in combat; CAN'T stunlock; HAVE best armor and good damage buffing spells
Strategy: Just buff your armor and hope you can kill Guardian with regular and DoT damage before your units start dying, using a healing talisman or potion during fight seems mandatory
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>>2328622
>if it's a skirmish guardian without all the campaign buffs
Guardian has base stats of 900 health, 50+40 armor (and immunity from Shatter) and 250 Life damage, regardless of whether you're playing a Saga or a campaign. There are very few instances where the Guardian is debuffed; a few times in the Sagas (your Guardian in the last Empire Saga mission and the enemy Guardian in the last mission of the Clans expansion saga), and only once in a scenario IIRC.
>he's hitting you for like 9-12 damage while you get him in 8-10 turns at the very least and with ymir alone
Sure, but then it's not a 1 turn KO, is it.
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>>2328637
You don't think it's silly to ignore parts of the game where's it's expected for you to kill the guardian in a discussion about killing guardians? But sure, if you're doing that I assume you also go all out and have a reasonably good hero to go with it. Entering a fight with your armor already hard capped means your regen is actually doing something and double casting all damage increasing spells does mitigate some of their armor.
The stunties got a horse in that race is all I'm saying. And I'm saying that as a terminal necrofag.
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>>2328645
>You don't think it's silly to ignore parts of the game where's it's expected for you to kill the guardian in a discussion about killing guardians?
Yes, silly as it may seem. You don't need a particular strategy or build when dealing with weakened guardians. Everything that was mentioned still applies, but you generally don't have to clench your butt when a Spectre's Paralysis attack misses the Guardian once.
>and double casting all damage increasing spells
I'm 99.9% sure you can't double cast a buffing/debuffing spell on a single party.
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>>2328622
Can you even apply frostbite more than once? I was under the impression it was not a stacking debuff.
>>2328671
You can't.
The one thing I do like about the dwarves is that their lvl 5 summon is capable of killing off most starter units through the armor buff and will survive that opening hit from the guardian. It makes for a decent way to clear chaff without giving them a level. If you have mana to burn you can usually pop in a decent amount of damage on the guardian once those openers are dead that way since some of the other summons outright survive or can be buffed to tank a hit.
>>2328626
Elves can kill the guardian pretty quick though. Savage's critical portion of the attack goes around armor letting them hit surprisingly hard. A party with some decent levels and a DoT archer can kill a guardian in 3 or 4 turns. The health buff also opens up dual healer setups at fairly low armor values.
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>>2330126
>Can you even apply frostbite more than once?
NTA. Stronger DoT replace weaker one if they share same name. Not sure if same logic applies when damage source taken in consideration. But it's not relevant for the vanilla anyway. The one thing I can't remember about debuffs if they can run out at the same turn you applied them. Pretty sure only Polymorph designed like that.
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>>2330591
>Elementalist
make the summon stronger or dont make it a summoner at all, give him shatter and lower his base damage.
>Angel
no need to.
>Wight
i dont know but drain level have to go. maybe you can give him a paralyze side effect.
>Dwarf King
he's fine, just lower the cost of the building.
>Wolf Lord
no need to.
>Witch
>Hag
>Succubus
no need to.
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>>2330591
>Elementalist
massive initiative buff. Make him strong enough in his niche to be viable. Otherwise you could make most summoners semi-viable by giving the summons terrible initiative and letting them attack the turn they're summoned. Giving more summoners the same ability as the wolf lord, attacking and summoning, would also help.
>angel
It would need some kind of reason to sidegrade for it over everything else. Maybe to keep it in theme give it a healing ability? Something like out of combat healing. Otherwise air ward would be fairly in-theme too and pretty good.
>wight
either give it bonus damage or a further debuff if there are no levels to drain.
>Dwarf King
like the other anon said, cut the building cost in half or so. Or give it the same health as a venerable warrior. Or give it like 5 more armor. It really doesn't need much.
>Wolf lord
see notes about the elementalist.
>Witch etc.
As is, it seems fair that their debuff can expire t0 since it can also last longer than 1 turn. I guess you could bring them in line with others of the same sort by standardizing it to 1 turn, but that would take away their niche because the incubus exists. I see two options, first the succubus should probably have slightly higher base accuracy. It's clear the goal with them is to transform a decent portion of the enemy party and leave some of them transformed long term. But the double accuracy check defeats the purpose, so bringing up the initial accuracy would make them at minimum around the efficacy of a spectre.
Alternatively, lower the succubus base accuracy and ensure the debuff always lasts at least one turn. This would give you a unit that is worse the first turn compared to other lock units, but more likely to lock up an entire party on t2 and beyond. Idk if this actually is enough, since the first lock turn is the most important and imps can still defend/tail poke. You could do the same to the rest of the line but I think it would be too good.
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if you're playing a small map the angel is already a good choice. can also be useful if you're short of money. but if you really want to make it an alternative to the tier 5 knights you could give him life damage instead of weapon like the guardians. i think it would fit and it would be an interesting ability.
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I played D1/D2 hotseat with my cousins my whole summers. I downloaded D3 and I Dunno. Unit seems like same as D2 but with additional abilities, however level up scheme is weird. also, campaign is kinda weird for strategy game as it tries to be ROG to much. in D1/D2 I know where i need to move forward as can i see cleared ruins/controlled towns/controlled terrain, while n d3, ruins respawn and i cant tell who controls parts of the map.
tl'dr: is D3 Reincarnation worth it for campaign only?
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>>2331272
>same as D2
If only. It has it's own quirks, but amazing D2 art-style and 3D models is not one of them.
>is D3 Reincarnation worth it for campaign only?
No. If you value your time that is. The game is dumpsterfire. But it has certain "charms" Make no mistake. It's very slow and really fucking boring. And lack of overcap HP and attack growth makes every unit feel like absolute shit.