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AuthorA summary of *modified* creatures.
Here is an INCOMPLETE list of the creatures that has been modified into LWM (in comparison with its H5 original)

Correct me if I'm wrong.

1) Knight faction:
Recruits: Defense reduced from 2 to 1.
Guardians: "Shield allies" ability nerfed from -50% ranged damage taken to -25%.
Brutes: HP increased from 6 to 8.
Crusaders: HP decreased from 26 to 23.
Paladins: Speed reduced from 8 to 7.
Exorcists: Mana reduced from 15 to 12.
*Note: Most creatures have been made more vulnerable, except the brutes, that are 33% harder to kill. The speed reduction for paladins disabled the knights from charging in the beginning of battle.

2) Necromancer faction:
Skeletal bowmen: HP reduced from 5 to 4.
Skeletal legionnaires: "Shield allies" ability nerfed from -50% ranged damage taken to -25%.
Infected zombies: "Infected strike" ability buffed from -2A/-2D to -4A/-4D.
Ghouls: HP increased from 19 to 23; "Contamination" ability buffed from -3A/-2D/-1M to -4A/-4D/-2M.
Ghosts: Damage increased from 2-4 to 3-7; HP decreased from 16 to 8.
Poltergeists: "Ammunition theft" ability nerfed from x/9 shots to x/10.
Dreadlords: "Lethargizing malady" ability buffed from 2 turns to 3.
Mirage dragons: "Affliction strike" ability nerfed from -4M/-4L to -2M/-2L.
*Note: Skeletons are 25% easier to kill (but there are too many), zombies become very annoying (yet few actually bring them to battle). The changes made to ghosts (but not their upgrades) actually made it another creature. The nerf to mirage dragons is probably due to the high cost of morale and luck in LWM.
3) Wizard faction:
Gremlin wreckers: special ability redesigned.
Enchanted gargoyles: no longer immune to "Magic arrow" spells.
Grotesques: Attack increased from 2 to 4; Defense decreased from 6 to 4; Damage increased from 1-2 to 2-3.
Lodestone golems: Defense increased from 4 to 6; Damage decreased from 5-7 to 3-5; "Lodestone" ability buffed from absorbing x*0.55% magical damage to x*1%.
Stormcallers: "Call storm" ability buffed from 10 damage per stack to 20.
*Note: Mostly buffed, with the only exception of removing the magic arrow immunity from eggs allowing low level magic players to kill it faster.

4) Elf faction:
Sprites: initiative decreased from 15 to 14.
Forest keepers: damage decreased from 2-6 to 2-5.
Forest brethren: HP increased from 12 to 14.
Sharpshooters: damage decreased from 8-9 to 7-8; HP decreased from 14 to 12; "Piercing shot" ability nerfed from -50% ignore defense to -20%, yet buffed by adding an ATB-clearing effect.
Anchorites: HP increased from 33 to 38.
*Note: All changes made the elf creatures harder to kill, and harder to kill.
5) Barbarian faction (in comparison with H3):
Speed and initiative are separated in LWM, so all mods to speed and initiative are ignored here.
Goblins: A/D/HP decreased from 4/2/5 to 3/1/3.
Hobgoblins: A/D/HP decreased from 5/3/5 to 4/3/4, Damage increased from 1-2 to 2-2.
Wolf riders: A/D/Damage decreased from 7/5/2-4 to 5/1/2-3. Added one strike.
Wolf raiders: A/D/Damage decreased from 8/5/3-4 to 7/3/2-3; HP increased from 10 to 12; Added one strike.
Orcs: A/D decreased from 8/4 to 6/1; HP decreased from 15 to 12; Damage balanced from 2-5 to 3-4. Shots decreased from 12 to 6. Added "Bloodlust" ability.
Orc chiefs: Attack increased from 8 to 9; HP decreased from 20 to 18; Damage increased from 2-5 to 4-6. Shots decreased from 24 to 8. Added "Bloodlust" and "Knocking shot" ability.
Ogres: A/D/Damage decreased from 13/7/6-12 to 10/5/5-10; HP increased from 40 to 50. Added "Knockback" ability.
Ogre magi: A/D/Damage decreased from 13/7/6-12 to 11/6/5-12; HP increased from 60 to 65. Added "Knockback" ability. "Caster" ability nerfed from 3 shots of "Chastise" spell to 2.
Rocs: Attack increased from 13 to 16; Defense decreased from 11 to 8. HP decreased from 60 to 55. Added "Transporter" ability.
Thunderbirds: Attack increased from 13 to 20; Defense decreased from 11 to 10. HP increased from 60 to 65. Added "Transporter" ability.
Cyclops: A/D/Damage/HP increased from 15/12/16-20/70 to 20/15/18-26/85. Shots decreased from 12 to 6; Removed "Besiege" ability.
Cyclop kings: A/D/Damage/HP increased 17/13/16-20/70 to 23/18/19-28/95. Shots decreased from 24 to 8.
Behemoths: A/D/HP increased from 17/17/160 to 30/22/210.
Ancient behemoths: A/D increased from 19/19 to 33/25. HP decreased from 300 to 250.
*Note: I WOULD RATHER CALL THIS A NEW FACTION THAT LOOKS LIKE THE H3 BARBARIAN FACTION...
first, they taken away one cavalry from us

Now , they nerfed guardian shield allied , half of it!

No wonder this game's population is sinking ..Look at that, peak period weekend , around 5-6k people online only
Now , they nerfed guardian shield allied , half of it!

i believe the above observations are made based on the original faction statistics in the homm game and that the dev's did not just recently nerf the units but that these has been the stats we have been playing with since from the begining of lwm...
Good Observation.. I think They kinda made it playable and balanced to suit pvp battles
Sharpshooters: damage decreased from 8-9 to 7-8; HP decreased from 14 to 12; "Piercing shot" ability nerfed from -50% ignore defense to -20%, yet buffed by adding an ATB-clearing effect.
Must say they merged shooters too much.
Nerfed*
Summary turned to discussion.
6) Dark elf faction
Termagants: Damage decreased from 3-8 to 4-6; HP increased from 21 to 24.
Tamed minotaurs: "Bravery" ability buffed from +1M to +3M.
Minotaur soldiers: ibid.
Minotaur gladiators: "Aura of bravery" ability buffered from +1M to +3M.
Lizard assailants: HP decreased from 60 to 50. Speed decreased from 8 to 7.
Lizard chargers: Speed decreased from 8 to 7.
Hydras: "Polycephaly" ability buffed from attacking 3 creatures to 6.
Ladons: "Regeneration" ability nerfed from 30-50 HP recovery to 3-50, resurrection removed.
*Note: The big nerf on lizards, especially the speed reduction, cannot in any way, be compensated for the minor buff on minotaurs.

7) Demon faction
Imps: "Mana destroyer" ability nerfed from unlimited to 10 per stack.
Spawns: "Mana stealer" ability nerfed from unlimited to 10 per stack.
Vermins: "Siphon mana" ability nerfed from unlimited to 20 per stack.
Fiends: "Leap" ability buffed from 3-8 range to 2-8.
Wolfhounds: Defense decreased from 3 to 2.
Blazing hounds: "Polycephaly" ability buffed by removing 25% damage penalty to secondary targets.
Temptresses: HP decreased from 32 to 26; Removed "Return fire" ability.
Pit demons: "Blade of doom" ability nerfed by limiting maximum target HP to 1000.
*Note: Big cut on temptresses, but still making it difficult to handle properly.
everyone can see the stats on homm website
shield allies and large shied ability Nerf ruined game :(
Sharpshooters: damage decreased from 8-9 to 7-8; HP decreased from 14 to 12; "Piercing shot" ability nerfed from -50% ignore defense to -20%, yet buffed by adding an ATB-clearing effect.
Must say they merged shooters too much.


No.. I wont say reverting to 14 hp or 8-9 damage would make them too strong but the nerf to piercing shot was really necessary. -50% is too much for someone with no range penalty and high initiative (much scarier than a behemoth hitting you before you can even counter).
ofc that speed deduction...paladin and Liz must have it ...it may change our equation...too bad
parameter change i don't care
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