@@fortunemaster668 I'd prefer +20% to necromancy over +15 imps each weak. I mean battles can be fought every turn and it's already late game when grail is built so I'd be running with efreets or something over having more imps each week. So nah don't build grail in C and D tier cities, not worth it.
@@TypowyKubini didn't say that it's all that useful, just pointed out a bonus people forget about. It's strange that hota team nerfed necromancy, but didn't buff demonology and imps
@@fortunemaster668 honestly buffing inferno while i think should have happened by now , i honestly have no idea how to do it. Everything about the town sucks deeck starting from units over skills and spell limitations and on top of that they get the worst possible heroes with lot of useless skils like learning,mystic,sorc,scouting and other troll stuff. They'd need MAJOR work and basically would have to overhaul from scratch.
About the skyship: Doesn't getting the grail usually mean you've uncovered most of the map already? Would be nice if HOTA could change all grails to be more globally useful and more interesting. Some ideas: 1. Stronghold: Your creatures ignore 10% of the enemy's defence skill. Double the attack skill increase of Bloodlust and Slayer. 2. Fortress: Your heroes cast advanced Quicksand at the start of every fight. These are immune to home terrain advantage. Slow reduces your creatures' speed by 50% less. 3. Inferno: Each week becomes week of demons. Pit Lords now raise Horned Demons. 4. Dungeon: Increases spellpower of all Earth spells by 5 and gives your heroes access to all of them. Don't play competitive HOMM3, so no idea which of these would be awfully weak or broken strong.
these are incredibly cool ideas, but dungeon one feels a bit OP, i would have it be like the aurora borealis where you can only learn the earth spells from the respective mage guild, that would be a huge impovement over what it is now and have it be a cool and useful grail to play with. the other 3 seem perfect for their respective towns.
I disagree on all of this but no pit lords/fiends upgraded should summon upgraded demons and such. But not grail needed. I thought about it just today. Not necessarily buff of inferno grail but i can see that i am not only one who thinks like this. Stronghold creatures ignore 10% of defense is interesting idea. Fortress can consequently add some attack and defense to all occupied towns in their kingdom. Inferno should have flat increase of spell points regen on all heroes in their kingdom. 😂 (they have that 💩 on their heretics mysticism). Dungeon could gain a touch of speed to all heroes. Just a drop will be fine.
Easiest way to fix the stronghold grail structure is simply move that massive attack boost, to when you are attacking enemy towns. Fits the theme of the faction so much better, and is a much stronger effect overall.
@@piotrkosakowski7071 Yeah, I worry about giving an aggressive faction 20 attack on invading, lol. No thank you. Leaving the defensive bonus and adding a smaller but still useful bonus to aggression would be great.
@@AgentForestok then what about if they will ignore that funny line before the walls once wall broken. No dmg, no waiting time of one turn before walls to pass to the city. Just straight in? Behemoth with ogre will gain new purpose.
6:43 The highly prestigious "Imp of the Week" award it comes with a free ticket to a demon conversion event of its choice. front row seats and guarantee to be one of the first to be slaughtered! (depending on circumstance ticket might be exchanged for a free visit of a 5 star skeleton converter, food and drinks not included)
Love the skyship but I feel like by the time you get the grail given that obelisks tend to be sacattered you have already seen most of the map so the advantage gained isnt as big as with aurora borealis which even if you have the tomes at least frees up your msc slots and allows trading spells
would be much better if the map reveal was refreshed each turn, that way necropolis and shroud of darkness would be countered by it. Situational but actually useful
Thanks so much for loving this game and teaching us noobs, I didn't even know grails had effects lol. Btw your streams start at 2am in my timezone, never be afraid to start a littler earlier just for me :D I love tuning in
You did not mentioned one odd property of a Lodestar, it affects all cove units not only the ones you possess, your enemy will benefit from it if he have cove units, what's even more odd, it also affects cove monsters on a adventure map!
Why the fuck does everyone hit the Skyship at Tier S or A? The fact that you get a Grailbuilding in the late game means that you allready recoverd arund 80% plus of the map so the complet recovery is still useless. The litle Bonus with the +50 Spellpoints is nice but not better as Tier C.
i don`t think he forgot that. it`s just too insignificant to matter....week of plague is very rare already....and that bonus for other towns....is pretty random to matter as well. Just my opinion.
I think at the conception this was thought to give you more imps to sacrifice in battle for raising demons. Potentially demons would become a powerstack. In practice demon-herding is hard to do, with mage-guild lvl 2 dependency for pit lords. The flavour and idea behind the inferno grail is decent, but it lacks in practicality. Also, it denies your opponent for ever having bonus-week for any of their creatures, which is ok. Ofc if you are a necro, a grail putting imps everywhere gives you the opportunity for a lot of skeletons, so any inferno facing a necro hero is probably worse off with week of the imp, unless they have diplomacy and does very active demon-herding.
In SoD, the Inferno grail was pretty decent. It boosts growth in all towns, so on maps with a couple of towns to take in your starting area, it can really let you spam those demons, provided you got it early enough to take odvantage of it. If it was week of the demon instead of imp, it would have been the most overpowered grail by far. It's definitely better than any of the siege defense ones.
Not in HOTA ! In Horn of the Abyss Aurora Borealis allows learning spells up to the level of the currently built Mage Guild only and doesn't allow learning spells that are never available in Conflux.
Wow :D I'd have to replay them all again in order to be able to do so. But perhaps that would be a fun thing i could do as a series on my way to the the tierlist too eventually.
I LOVE the concept of the inferno grail, but I wish it was made so that every week is a week of one of your units, not always imps - as it is, the only advantage is that you don't get something like the week of plague when you don't want them, or week of the opponent's tier 7 unit or something - you remove that bit of RNG from the equation. But yeah, all spells or +2 morale sounds infinitely stronger XD
I wish they'd rebalance the grail effects to all have some global effect (i.e. remove the siege benefits). Change the primary stat bonus' provided by specific grails to be +5 globally to all of your heroes so long as you own that grail. So instead of Stronghold giving your siege defenders +20 attack, I'd give all your heroes +5 attack. Change the Cove's bonus to effect all of your creatures, not just your Cove creatures. And finally, make the Deity of Fire more thematic. Something like unlocking all fire spells in your mage guild and providing your heroes with Expert Fire Magic would be nice.
i it will be kinda nice if you can learn expert fire magic by visiting this town:p alternatively it can increase the dmg of fire spells by 10 spell power of sth:p
I would add the following buffs, if I could: -Necro grail would cover the entire map in darkness each turn, no necromancery bonus -Rampart grail would also increase the luck cap, giving you the possibility of reaching +4 luck or 25% chance for double base damage. -All defensive grail structures will give you the bonus when defending any town, not just the town with the grail. -When the Inferno grail forces week of the imp, this will double imp population. So any Inferno town on the map will be able to stack up some serious imps.
We're all at point with your list, especially when you state you put your personal bias and everyone can rate it a bit higher or lower. Yet there is a niche use of Deity of Fire where it's not AS bad and this is when you main Ignatius. While nothing spectacular overall and would not budge further, can consider (in that particular case) to move it to at least C tier.
Inferno grail also has another bad effect, it basically tells you when the enemy has build the grail, with not other grail you can know that, ok maybe with cove if you pay attention to the enemy troop stats, but still, with no other grail you can tell, yup, they got the grail. Its even more fun if there is only one inferno town on the map. Still, look pretty cool, and prevent the plague from happening, so at least i have to give it some credit.
I wish the Inferno grail building just made every week a "week of" an Inferno unit. Not just imps, but randomly any of your units. The main advantage I see from it always being week of the imp is the fact that no other faction will ever get a weekly bonus ever again. If there was a chance you could get good units out of it, I think it would be far better.
@@SvobodovaEva The inferno grail also spawns a lot of wild imps all over the map, so I guess if you had a diplomacy hero you could collect them and build a massive imp stack in a very short time? But at the end of the day, imps are so weak that it wouldn't matter much anyway
I agree with you on most things but I think being able to defend the grail easily is very important too especially if you're already being dominated in sieges, you almost won't be able to lose the game. This also provides a safe haven for your capital. The deity of fire will prevent your opponents from ever getting surplus troops again so it's definetely better than just getting more imps although I think devils would have been a more befitting choice based on it's design lol
My own versions on what some of the grails should do instead. Sure, they might be a bit overtuned but the grail should do something gamedefineing in my opinion ^^ Inferno: Heroes with Firemagic get all other schools of magic for free scaleing with the thier current rank of Firemagic. Stronghold: Heroes get 25% of thier Attack as bonus Defense skill. Cove: Same but remove the covern only units requirement and +1 speed Fortress: Heroes get 25% of thier Defense as bonus Attack skill. Dungeon: Units in your army is immune to opponents tier 1 and 2 level spells Ramprart: Allows the recruitment and upgrades of Grandelves into Sharpshooters, +3 luck Necropolis: All Necro Tier 1-2 units gain +5 speed, + 10% necromancy for all heroes Castle: Grains +3 Morale to all heroes Conflux: Same Tower: Same + underground
I feel like the inferno grail is the most useless, just as you said. I think that the if it is already a giant big devil, it should give you +1 devil and every week be week of the devil. If it`s too op to apply to all infernos you have, make it balanced and available only to the town you have in it or something like that. That would be cool.
One thing tho. Would the skyship be realistically *that* usable? Think about it, you have to finish the obelisk puzzle scattered across the map *before* getting an effect that reveals the entire map. Doesn't seem to reveal much at that point, that's why I'm asking.
I really don't like a lot of the grails. The Aurora Borealis is so clearly the best to me and then followed by the soul prison. Colossus is kind of irrelevant since your Castle heroes all have leadership and angels. Guardian of Earth, Warlord's Banner, Carnivorous Plant are all trash. Why can't they give a more modest boost to all heroes all the time? +10 attack always instead of +20 during a siege, for example. Lodestar should just give all your troops the native terrain bonus. Spirit Guardian is better now that negative luck is an option. SOD didn't have negative luck, which made luck bonuses pretty pointless. Even the Skyship bonus of 150 SP while defending is pretty underwhelming. Also kind of lame that it doesn't penetrate Cover of Darkness. But yes, Deity of Fire is the worst. Why couldn't it be week of the gog? Or week of the pit lord? Or efreet? Or week of the devil??
I just played a game with max necromancy. Then I found an inferno town with Deity of Fire already found. I kept running into imps everywhere who were willing to join my army, so I turned them all into skeletons ! It took a lot of micromanagement to bring them all together but I got invincible after that.
Another awesome and accurate Tier List! Great job my friend :) Those "defending hero bonuses" should be cut in half and given to all heroes (like Collossus bonus). It would make them usefull and balance them to A/S Tier.
I think that would be too OP. I would probably divide by 5 and apply to all heroes. For example Carnivorous plant giving +2attack&defense to every hero
imp weak is OP. imagine what a week of plague can bring. or double the population of enemies tier 7 or many other bonuses that can help other players. This is global changes. not only useless spells wich you can take in game.
Dyplomat Inferno Grail in long game XL maps is SSS Hmmm Dyplomat + Inferno Grail in XL+ map long game is.... Hehehe *ULTRA LEGION* (In normal 1-3h game is not good) This is "D - SS Grail. Must have big Map" :) ♥ Yes :D
Deity of Fire affects the week for both you and opponent though, does it not? So opponent(s) can never get + growth for their own units? Seems kinda cool.
Devil is probably my personal least favorite effect but I have to admit it at least generally has a use in causing mass stacks of it familiars and preventing plague weeks. Where as the siege defense ones while theoretically powerful I don't think I've ever seen be relevant. So id personally rank as tower=conflux > castle > rampart > necro > cove > inferno > dungeon > fortress > stronghold. Though I'll note if your not main necro or cove id put them near the bottom of which town to build in.
I did not play HotA (and I think I never will), but last time I played normal SoD and/or WOG every week, if Inferno had grail, was week of the Imp -no plague ever, only legions of imps turned to demons
@@piotrtoborek2442 now, I just prefer random WoG-ified huge maps, up and sub., no water. no fly, strongest random guards, no dimension door, no tp, no wings.. utopias, crypts reset after 4 ingame weeks. that's just slow careful impossible gaming, 2 weeks per map :)
Tbh, I'd put the cove one a bit higher, because if you are playing Cove and use it then you probably have at least one big stack of cove units, maybe snakes and nixes and giving your power stacks some stats wherever they are is better than being good at defending, I think. So, I'd swap this with the guardian of earth and keep all defend-grails on C tier, but in the order that you suggested. Also, when I used to play homm(back in 1999-2006ish and I'm just getting back to it but with less free time I can only play like a game a week now) I've done multiple games where I got the most INSANE amounts of undead, and my favourite hero was the one with bonus to necromancy.
You forgot to mention that aurora borealis only gives spells to people with wisdome while skyship gives you all spells in form of books which are useablle on every hero :)
Well, if it's your only option for some reason, the deity of fire is a good way to troll your opponent because they aren't going to want imps every week either lol.
Hmmmm i think its worth mentioning that the value of every week of the imp contributes towards demon farming. Doesnt make it much better or really useful for competitive play but i love how niche it can be. IIRC demoniacs have a high chance of rolling diplo
Is there any of your video like "10 common mistakes new heroes 3 players make" or how to make transition from 80% to 200% difficult? Great great content and when you got time do the video about templates and explain them (top 10 templates would be nice also)! All best and keep up
@@Lexiav started to play homm3 multiplayer like a week ago, im so glad that i found you, cos ur content allready helped me so much to learn about this game/minmaxplaystyle! so cant wait to watch ur noobfriendly videos :D
Welp, might as well sacrifice and convert these imps into demons... Actually, if that grail made every week the week of the demon it could actually be turning tides in an inferno game.
There is an option in Wog settings (Wog/ERA) which makes all towns start with a grail (if no confluxes on map) or if the Dummy Conflux Grail setting is on so Conflux Grail does nothing. THAT sais it all 😂😂😂 Edit: The option to disable Conflux Grail is in the 3.59 Wog patch.
Honestly if the DoF made week into 1 random out of 7 inferno-creatures-themed weeks, it would be balanced and interesting. Yeah, of course i would prefer every week into devil week, but that would be totally fucked.
week of the imp every week also means it won't be the week of any of your opponents creature's week, means they won't get ever tier 7 +5 or so... it kind of takes off that RNG from the game :P
I haven't played the game in years, and even then i was a massive noob (never ever dared playing against humans). However doesn't the week of the imp spam lots of imps everywhere on the map, which your inferno hero can grab for free?
It´s funny that the most badass looking Grail gives you the worst boost :D It would be better if it gave something for boosting up the Demon farming, or maybe Immunity to ALL Fire spells for every Inferno heroes.
Maybe I'm just dumb, but it seems to me that defensive grails are actually quite good? Like, the only way to lose if you have the grail is to get is stolen before you can build up a bigger army. So to have a grail that makes that less likely, that seems deece to me.
On the maps i play, by the time i can build a grail i've already explored the entire map, which lowers the value of the skyship. I still like it though.