View Poll Results: Should the Necro faction get a buff?

Voters
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  • Yes, they are too weak buff them, additional effect.

    12 44.44%
  • Maybe, give them a new ability instead of infect

    3 11.11%
  • No, Leave them as they are.

    9 33.33%
  • Nerf them, they are too powerful.

    3 11.11%
  1. #1

    Necro Faction is terrible

    Why is the necro faction so unbalanced, weak and slow?
    In heroes of might and magic the necro faction has always been the fast and deadly faction
    able to swarm the battle with lots of creatures, but here they are very uncharacteristic.
    It's not even funny, they need an additonal effect besides "infect" like the other factions.
    Do the people at Ubi even playtest before they implement the factions?
    The progression curve with necro is abysmal, bump there stats.
    Please.
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  2. #2
    Le.Rancord's Avatar Senior Member
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    Dec 2011
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    1,193
    yeah its quit hard at the beginning, but alot of necro decks are around 1k rating here and annoying as hell.
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  3. #3
    At the beginning it is still unplayable. 'It is for more experienced players' oh devs... Don't be silly. They should make new cards for start deck of necropolis.
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  4. #4
    necro faction seams very powerful to me. I have been focusing on inferno but i am slowly building a incaporial deck that even in its fledgling stages can beat almost everything as no one can dmg it unless they use spell effects and everyone puts way more creatures in. Add to that life leech abilities and even low grade creatures are very hard to beat.

    All in all necro is one of the more powerful decks
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  5. #5
    Did anyone else find an unbalanced proportion of creature cards to spell/fortune cards?

    I don't know if it's just the Necro class, but I had a couple of games, where I lost because I just didn't have any creature cards to play. In the last round of one game, my hero died because I just only had one creature in place to fight, I had 8 cards in my hand, of which only one was a creature card, and I only got that because I used a fortune card to resurrect a dead creature from the discard pile.

    The other thing I wasn't too happy with, was that because I couldn't play out the hand properly, most of the time I was left with resources left over at the end of my turn. I would have liked to see them carried forward to the next round. I don't think this would unbalance the game, because it would mean that you may be able to make up some ground that you lost in the previous round/s.
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  6. #6
    I've played alot more with the necro faction since i made this thread and i've found what i believe is the problem.
    The fault lies in that they start out really weak and the progression curve is really tough and i would say it's really bad
    because all the factions should start at the same level and not have others be outright better in the beginning.
    I will test further with this deck and the other factions to see how it goes.

    To the mods/admins, please relocate yhis thread to were it's supposed to be if it's in the wrong place thank you.
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  7. #7
    i didn't start with necro so I do nto knwo about teh curve.. but it is a very powerful faction latetr on.. My necro deck is probably my best
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  8. #8
    i also play necro, and must say its quite hard.

    my easiest opponents are always other necros and there i also have won most of my matches.

    can't say bout green and blue much, since hardly anyone is playing them. or i'm just unlucky to always fight red,white black?

    what i can say is, that red has the most powerful creatures way stronger than black ones and for less mana cost. together with the lighning bolts and their destructive speels its kinda hard as necto to get something on the table. almost all creatures get killed instantly by some bolts, frenzy, or other stuff. the opponent does not even need to use his creatures often against mine. where as black i only got that 4mana kill a crature spell wich is pretty expensive.

    white, well the hardest opponents overall i guess, the healing/melee,range guard/+1mana hero is absolutely unbreakable and as it seems every halfway competent white player is going for that combo, as it is well - simply the best.
    can not do damage cus the melee/range guard protect everything. if you do damage, the healer heals it all back to full. if you still manage to get a stronger creature down either that tornado or holy light combo kills it fast.
    if you even manage to get creatures down in time cus the other hero gets +1 mana every round an simply floods you with creatures...

    where is a black combo that works similar? cus that infect is useless and simply does not work out when you can not do any damage. also on retaliation the infect skill is not used either so no way to score a point in the first place :/
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  9. #9
    inferno is strong when u don't have so many cards because most of the powerful inferno cards are common (except ravager & fireball) The weakness of inferno is thier life and their dependence on melee creatures. Every incorporeal & melee guard/ranged guard deck absolutly destroys inferno.

    As Necro you need some archlich and vampire knights as soon as you have some of them everything gets so much easier.

    Against haven the you need a nergal deck with lots of earthquake and insect swarm. You clean up is board once or twice and then he will run out of steam and controlling the game should be easy.

    Past 1k rating there are some really potent undead decks. Nergal or incorporeal Deck with the Hero which gives them + 1 HP. The key is getting those uncommon cards. To Buff necro i think 1 of those cards should be made common.
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  10. #10
    Jinklez's Avatar Junior Member
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    Apr 2007
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    Melbourne, Australia
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    16
    I think the issue with Necro atm is with the starting hero you're confined to what seems to be rarer magic and creature types with just water and dark magic which doesn't give the deck much versatility.
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