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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: The perks of producing 6 hero classes per faction
Thread: The perks of producing 6 hero classes per faction This thread is 5 pages long: 1 2 3 4 5 · NEXT»
Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 31, 2015 06:05 PM

The perks of producing 6 hero classes per faction

Knight.
Confessor.
Blademage.
Sheriff.
Enchanter.
Boneguard.
Reaper.
Chieftan.
Earthsaper.
Darkblade.
Shadeweaver.
Windwalker
Beastmaster

11, perhaps 13 hero classes designed for the astonishing amount of one hero per class. 22 for 2 heroes? Such a well use of your tight budget, simply brilliant!
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ChrisD1
ChrisD1


Supreme Hero
posted August 31, 2015 06:12 PM

There s going to be a twitch live stream or smth tomorrow. It would be interesting to ask them about this and what they will say.
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Minastir
Minastir


Promising
Famous Hero
posted August 31, 2015 06:22 PM

Don't bother asking, I know what they will say, that the skill wheel for each hero is something that makes them 'unique' from each other so if you want certain skills you will choose this hero because of that... bla bla

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cleglaw
cleglaw


Famous Hero
posted August 31, 2015 06:22 PM

*enter heroes 6 critisizm and h7 bash post here*

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted August 31, 2015 06:25 PM

On the other hand :-P
The less there are, the more unique they are :-D
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We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 31, 2015 06:27 PM

Minastir said:
Don't bother asking, I know what they will say, that the skill wheel for each hero is something that makes them 'unique' from each other so if you want certain skills you will choose this hero because of that... bla bla


Then ask different questions. For example, why the lack of certain map locations, like the seer's huts, or why renaming tavern to Hall of Heroes, or changing the classic resources to new ones (which are claimed as hard to remember)? All lies in details.

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Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted August 31, 2015 06:29 PM

Windwalker and Beastmaster? Interesting...
As for the question in the OP: let's definitely ask Limbic tommorow, for I thought that each class will have male and female forms...
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Minastir
Minastir


Promising
Famous Hero
posted August 31, 2015 06:30 PM

EnergyZ said:
Minastir said:
Don't bother asking, I know what they will say, that the skill wheel for each hero is something that makes them 'unique' from each other so if you want certain skills you will choose this hero because of that... bla bla


Then ask different questions. For example, why the lack of certain map locations, like the seer's huts, or why renaming tavern to Hall of Heroes, or changing the classic resources to new ones (which are claimed as hard to remember)? All lies in details.

Oh no, I'm going to ask but not about the skill wheel, since i know the answer lol I will ask for example about pathetic recruitment window

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted August 31, 2015 06:32 PM

Storm-Giant said:
11, perhaps 13 hero classes designed for the astonishing amount of one hero per class. 22 for 2 heroes? Such a well use of your tight budget, simply brilliant!

I cannot make myself believe that putting 10 skills in one set and creating a name for such a set is that expensive, especially when all Might and Magic classes in one faction share the same model. Overall, devs decided that the class system would be a substitute of specializations. And while yes, it differentiates heroes from themselves, it also limits their possibilities of development. This is where the whole system breaks apart - highly limited number of combinations of skills. Add to that only 3 skills having a Grandmaster ability (and no limitation in terms of number of GMs per player,) four skills are available at Expert level (making them less attractive choice than Master skills) and voila, number of possible strategies dwindles even further.

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GenyaArikado
GenyaArikado


Bad-mannered
Supreme Hero
posted August 31, 2015 06:33 PM

Depending of how they "wrote" the game, adding more heroes should be easy. Instead of those halfassed creature images they should have spent more on hero portraits.

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The_green_drag
The_green_drag


Supreme Hero
posted August 31, 2015 07:26 PM
Edited by The_green_drag at 19:34, 31 Aug 2015.

Don't you need to control beasts to be a beast master

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 31, 2015 07:34 PM

Storm-Giant said:
11, perhaps 13 hero classes designed for the astonishing amount of one hero per class. 22 for 2 heroes? Such a well use of your tight budget, simply brilliant!

Well on the other hand, you can say that with only one hero in each class, this is pretty close to unique heroes which in principle I find fine. Imo. a more relevant question is: Why do they make 3 magic classes and then give almost them all the same magic school as their major skill?
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What will happen now?

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 31, 2015 07:37 PM

Storm-Giant said:

11, perhaps 13 hero classes designed for the astonishing amount of one hero per class. 22 for 2 heroes? Such a well use of your tight budget, simply brilliant!


It is a different variation of Blood/Tears mechanic, giving them offensive or defensive (or balanced) skills. Such is the way of having to live with the MM team's desires.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 31, 2015 07:45 PM

Dave_Jame said:
The less there are, the more unique they are :-D

quite.
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GenyaArikado
GenyaArikado


Bad-mannered
Supreme Hero
posted August 31, 2015 11:47 PM

They should have at least give two heroes to each class so it didnt come off as half assed.

They should also make the campaign heroes unlockable by finishing the campaign maps.

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romanov77
romanov77


Known Hero
posted September 01, 2015 12:51 PM

Look at the Embalmers' page, they didn't even bothered making a new portrait for Kaspar, they just slapped the old HommV picture...they didn't even resized it correctly

https://mmh7.ubi.com/en/factions/necropolis/class/embalmer



Oh boy, cannot wait for launch day, it's going to be GLORIOUS FUN
I bet this is going to require a minumum of 3 post-release patches just to be playable!

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natalka
natalka


Supreme Hero
Bad-mannered
posted September 02, 2015 04:01 PM
Edited by natalka at 16:07, 02 Sep 2015.

You just sit and hate here. I enjoyed the beta a lot. I only agree with you about 2 heroes per class.

I can counter argument all your complaints.

Limiting options

I see it this way.
If I play full random than every time I roll sylvan I can play it in 6 different ways because even creeping changes when your hero has def or offense as GM.

If I play with hero picking than I will choose the most OP hero per matchup and play him with the same skills and everything will be the same every time in this matchup. Yes but it was the same story in all heroes series. What is your problem then?

Relax and have a good time.



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Maurice
Maurice

Hero of Order
Part of the furniture
posted September 03, 2015 09:28 AM

natalka said:
If I play with hero picking than I will choose the most OP hero per matchup and play him with the same skills and everything will be the same every time in this matchup. Yes but it was the same story in all heroes series.


Because it wasn't? With the random system of previous titles up to H5, you could only hope for a certain set of skills during end game. In H6 and H7 you can design your Hero's skill path before the first turn even begins and knowing for sure you will end up that way.

Given the apparent imbalance in the skills and given time, "optimal" builds for each skill wheel will surface before too long and choosing anything less than those "optimal" builds means you're gimping yourself for no real other reason than to gimp yourself.

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natalka
natalka


Supreme Hero
Bad-mannered
posted September 03, 2015 07:22 PM

Then play with random skills.

In h5 multiplayer I always had the same skills minus 1-2 perks .

Free skilling is cool but if you like you can always play like before.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted September 03, 2015 08:22 PM

natalka said:
Then play with random skills.


The point is, H7 doesn't have them. I refuse to call the system they implemented in H7 a random skill system that lives up to what we had in previous titles (H3, H4 and H5 mainly). It's a fallacy, nothing more.

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