cabbagemeister
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- Joined
- Jun 26, 2008
- Messages
- 517
I've never before understood what the big deal was with Duin, or why he was so strong that there would need to be a game option to remove him from the game. As far as I saw it, he was a somewhat strong unit (just like a mithril-equipped Stygian guard) who occasionally spawned weak units that didn't help you war effort much except as free city garrisons. He doesn't have the hero promotion, so while his base strength is high, he was too hard to level up into anything particularly unstoppable or unbalancing.
Then came patch q.
Duin's werewolf generation chance was upped from 25% to 75%, and all the lesser werewolves had their generation chances tripled as well. As a result, Duin is now an lycanthropic army-generating monster. Send him into war with the rest of your troops, and you'll get a constant stream of lesser werewolves running around behind enemy lines, threatening workers, blocking roads, and generally harassing and disrupting the enemy's ability to mass defenses. A few of them will survive and will join you as champion-strength units to help defend your stack. One or two will advance to be Greater Werewolves and will join in the werewolf-generating fun. Alternately, if you're not at war, send Duin alone into a big barbarian-controlled area and he will emerge on the other side with about 30 werewolves trailing behind, because the Ravenous werewolves almost always find some weak barbarians to kill and easily advance to Blooded werewolves. Then you can send a leveled Duin and his army off to war if you want, and just leave a few Greater werewolves in the area to keep generating more werewolves.
In short, Duin is really strong and maybe overpowered, but I don't care because he's ridiculously fun to play with. He's definitely my new favorite unit, even more fun than vampires.
Then came patch q.
Duin's werewolf generation chance was upped from 25% to 75%, and all the lesser werewolves had their generation chances tripled as well. As a result, Duin is now an lycanthropic army-generating monster. Send him into war with the rest of your troops, and you'll get a constant stream of lesser werewolves running around behind enemy lines, threatening workers, blocking roads, and generally harassing and disrupting the enemy's ability to mass defenses. A few of them will survive and will join you as champion-strength units to help defend your stack. One or two will advance to be Greater Werewolves and will join in the werewolf-generating fun. Alternately, if you're not at war, send Duin alone into a big barbarian-controlled area and he will emerge on the other side with about 30 werewolves trailing behind, because the Ravenous werewolves almost always find some weak barbarians to kill and easily advance to Blooded werewolves. Then you can send a leveled Duin and his army off to war if you want, and just leave a few Greater werewolves in the area to keep generating more werewolves.
In short, Duin is really strong and maybe overpowered, but I don't care because he's ridiculously fun to play with. He's definitely my new favorite unit, even more fun than vampires.