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>>2399637
>Does anyone plays or knows Disciples 2?
My brother in Highfather, I'd say that at least every other Slav who played Heroes of Might & Magic most likely played D1 and/or D2 as well.
>which fraction was your favourite?
Empire, cause they're just so OP.
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>>2401071
>yeah, elves are worst fraction
Nah, that would be the dwarves. Don't get me wrong, I love my short kings (and queens, shout out to Yataa' Halli) but their lack of healing units, inability to stunlock and especially their low initiative is really fucking them up the ass.
In contrast, Elves have the highest average initiative in the game and can heal in combat (as well as re-apply elemental wards), so even if they can't stunlock a dangerous unit into submission, they can at least burst it down.
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>>2401468
Right and lacking that and healing and initiative and a flying hero makes clans bad. But it's ok because this was never meant to a competitive game and dwarves are cool
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>>2401796
>lacking a flying hero
This is true but Clans also have access to both Forestwalking and Seafaring spells which are cheap and arguably make land heroes move faster than flying heroes at times when it counts the most. They also have Haste spells which regains 100% of movement instead of 50% like the Empire version. Clans shoulde rarely hampered by movement issues.
>lack of healing units, inability to stunlock and especially their low initiative is really fucking them up the ass.
Clans collectively have a much larger the average HP pool (to counteract the low Initiative) which makes it it even more important to rotate units into towns for regen, since regen is % based their higher HP benefit more from it.
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>>2401978
>>2401796
This is why warrior Lord is one of the best choice for Clans, the innate 15% regen from Warrior lord, which stacks with town regen btw, does a huge amount of work with their high HP pool.
The other thing is Clans can hit very VERY HARD in combat with their damage buffs capable of one-shoting low level enemies. They also have armor and damage buffs and potent direct damage spells at level 1-2 spells which can make one-shoting even easier or cause the AI to just run scared.
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>>2401448
The Elves and Dwarves are my least fav fractoins because elves are weak and there is only 1 tree with 5 level units and also their saga isnt ineteresting. Dwarves are very slow very difficult to leveling up, and their saga is more interesting but also boring, the best fraction (my opinion, not the fact) is legions of the damned, because they are difficult for leveling up too but they are very strong, enough HP mid initiative and speed, peak animations and portraits, interesting upgrade and peak saga
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>>2415114
>elves are weak and there is only 1 tree with 5 level units
Personally, Elves for me are the second or third strongest faction in the game. The biggest issue with them is the lack of meaningful choices in the evolution of their units, as you've pointed out. Their front line is absolute doo-doo and your real option in Sagas and longer Quests is using Centaur Savages (cause using Griffins and Skylords is just a waste of space). Their back line is pretty solid but that means that using a Guardian or a Dryad hero almost feels like that you're taking up the spot of a much better Ranged or Mage unit. You can do something like picrel, but that only works if your hero has enough health to soak up a hit or two.
Their spells are also middling: you have a poor man's Haste and Paralysis (though they're both lvl1 spells), a healing spell, a health-increasing spell, a couple of summoning, damaging and debuffing spells and an ability to add trees to the terrain or destroy Rods. It's not bad, but Empire does self-buffing and healing better, Clans have better mobility and armor spells, and Undead/Hordes have better debuffing and damaging spells.
>>2413947
>Polymorph > paralysis
Polymorph is useless when cast on a Capital Guardian, so no.
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Okay, a few days after writing this I rechecked if I unfairly accused the Elves of their roster lacking meaningful evolutions and it turns out that they indeed lack a few to be on par with other factions. Here's a breakdown of the number of evolutions available to each faction for each unit class:
>Elven Alliance
Fighter: 3; Mage: 3; Ranged: 8; Support: 4; Aditional Unit (Griffins): 1
Total: 19
>Mountain Clans
Fighter: 8; Mage: 4; Ranged: 3; Support: 5; Aditional Unit (Yeti): none
Total: 20
>Empire
Fighter: 9; Mage: 4; Ranged: 2; Support: 6 Aditional Unit (Titan): none
Total: 21
>Undead Hordes
Fighter: 6; Mage: 9; Ranged: 2; Support: 4; Aditional Unit (Werewolf): none
Total: 21
>Legions of the Damned
Fighter: 3; Mage: 9; Ranged: 2; Support: 7; Aditional Unit (Fiend): none
Total: 21
Elves have the most developed ranged line out of all factions and are the only ones who gave an evolution to an additional unit. They could've had an additional evolution for their underwhelming Fighter and Mage tree, but it is what it is.
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god this game was my whole childhood.
I didn't even understand the story of what the fuck was going on but the narrator voice is stuck in my mind ever since. I remember being 9 and looking up the words in a spanish/english dictionary so I could actually complete each level. It's also the reason I play undead on every game I can.
The feeling of seeing a cool as fuck evolution for the first time cannot be compared. Also one of the few games where the humans are as cool as the rest of the factions.