The other thing was that I was becoming rather tired at the time of the posting and that caused me to become less tolerant of things.
That is enemy incompetence. A better strategy to deal with such hit and run tactics would be to go on the offensive, as you can't run from defending your own base. And that is where you will lose.
That strategy you mention is worse, actually. It means the farther away Salamander will simply refer to ranged attacks, which as explained suck.
Essentially the case for all arguments, and the main thing bothering me.
That was the whole point of putting ~20 creatures in a single tile hall way. They were all cramped together to the point that they were having collision problems.
It's ironic that you say that because the Warlocks have the same spell for the same damage. It takes them to Level 8 as well to obtain.
So is a lot of other tactics you're mentioning.
Converted Heroes don't count against the Portal Limit. This may apply to converted creatures as well but I'm not certain. Either way, it is another reason why the TC is overpowered.
3x3. 9 Tiles. 18000 Gold.
1vs1 fights only determine so much. Yeah the BK wins on an equal level but what about when the Vampire resurrects? Fact is that Vampires are to be gained in higher number, being as they ignore Portal Limits. Meaning you won't be facing them in equal numbers, they will surpass. And then resurrect.
Fun fact about Slow, it's also bugged. You can cancel out its effects under various conditions, such as stopping to initiate melee or getting stunned.
Are you sure it's not a case of that? Either way, I actually tried it and with a Level 4 Monk so that they they have to deal with Speed getting in the way. They still had no problem healing.
Within a matter of a few minutes, you're instantly gaining a Level 4-8 unit that would usually take you 10-20 minutes to obtain normally, and it only costs 5000-20000 Mana, which is a very easily renewed resource. Additionally, the converted creature surpasses your Portal Limit and gives you a better advantage over the enemy as it is now 16+ Units versus 15 at the most.
No, the Torture Chamber is not balanced.
You need the defeated enemy to be on your land in order to imprison and capture them. In other words, it's better to be defensive to convert. What's more is that on the defense, aside from having a higher chance to convert as you don't have to worry about rushing to claim enemy land, you have access to all Traps/Spells to help out in battle. You can't get converts until a battle occurs, meaning there's no need to rush to the offensive. If anything, waiting makes things better as the stronger the enemy, the more overpowered the TC becomes.
What? That doesn't even support your "Torture Chamber is not overpowered" argument.
I actually made an error here, you do need the Training Room to get the RG, 25 tiles. Still, you can build them along the wall or something and you won't get a problem with Guards.
Anyways, you're missing why I say it is invalid, because the argument in question is a comparison between the Goblin and the Guard. Goblins are just as outclassed (actually even more outclassed) as Guards, so that argument also works against the Goblin. The fact that Goblins are simply attracted by the Lair makes it worse as they will always come, making them get in the way of a BK. In the Guard case, there are certain easy measures you can take to get around that.
Same argument as the Guard VS Goblin. Same counter. And additionally, you're very wrong there to consider the DM to have use while the Fairy is useless.
DMs are outclassed in melee combat as are Fairies, this we can both agree on, yes? What the DM is useful for is her Lightning, its stun effect. But the Fairy has Lightning at the same level. What's more, it is better than the DM's. It deals double damage and has about half recharge time. It is better in every way.
And no need to bring the Temple here, we've gone over that over and over again. It doesn't effect her raw ability in battle, more so her overall usefulness but the DM is overall outclassed as you admit, making the argument pointless.
You even consider it to be the DM's use when the Fairy does that even better. :/
What are you talking about? I wasn't lying when I said your 10 Goblins to 4 BKs was exaggerating, nor when I said that 10 Goblins to 6 BKs was pushing things. The Combat Pit costs 750 Gold. That's 6750 Gold for a 3x3 Pit, which is what you need to start attracting 2 of them. 12000 for a 4x4, which will get you 5. It costs 300 to build a Lair, which is 2700 for a 3x3 Lair and that's enough to keep creatures coming for a while. It's not a complete room, but the point is to begin attraction sooner and you can just mine for more Gold to finish the rooms as you're waiting for BKs to come.
Therefore, realistically speaking, against a true BK spam tactic, you're only going to get 2 Goblins in at the most before they start bringing in BKs. As far as training goes, if they begin training at about the same time, the BKs will be almost Level 3 by the time the Goblins are Level 4, you forgot to take in consideration the increase of needed EXP to level. They're about 750 EXP away from hitting Level 3. And if you focus more on getting Goblins rather than true BK spamming, then realistically speaking the BK Player will have the advantage of the Combat Pit before the Goblin Player and thus train faster.
"Tiny"? That is extreme exaggeration. The Goblin quantity is 2.5x the Black Knight's and their levels are double the Black Knight's and they still need a 25% higher fear value to not run away. Not to mention, once the first Goblin goes down (which will likely be before the first BK) then the rest will get scared as even with a 25% higher fear threshold, they're barely able to keep their courage in one piece.
Just face is, the Goblin's crappy Fear stat makes him a worthless unit.
Wait, what? Why does the Black Knight player have to have Warlocks? (I'm assuming that's what you're saying, it all sounds like a really confusing statement but either way, it still makes no sense)
I used them in my last DKII match, and so did my opponent.
Traps offer support for your fighters, you don't have your traps go 1-on-1 with enemy creatures.
Sentries deal 250 damage every 6 seconds. 2 of them and you're doing better than the Wizard. Plus they have range. The Lightning Trap deals 4000 damage in 12 seconds, that outright outclasses the Dark Mistress' Lightning. Then there's the Freeze Trap which keeps a creature frozen for 20 seconds. There's Barricades to help defend your Traps. Plus Traps don't count against your Portal Limit last time I checked, so now you have your more powerful support AND main fighting force. Sure you sacrifice 2 Royal Guards for Giants, but 6 Sentries is better than 3 Wizards, and 3 Wizards would cost you 3 Royal Guards. So yeah, Giants and Traps are good.
You don't need 5 Giants to make traps, only 2 at the most due to their ridiculous manufacturing rates. And that doesn't reduce your fighting abilities in the slightest, especially with Traps to more than make up for it. Also, Traps are useful for defending strategic areas. In my last DKII match, we played The Deep End and were placing Traps on the Portals as battles would surely break out there. And they did, the traps most certainly made a difference.