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Heroes Community > New Heroes - Olden Era > Thread: Heroes of Might and Magic: Olden Era – Official Reveal Trailer
Thread: Heroes of Might and Magic: Olden Era – Official Reveal Trailer This thread is 31 pages long: 1 2 3 4 5 ... 10 20 ... 27 28 29 30 31 · «PREV
Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 09, 2025 07:36 AM

The tier 6 creature specializations that increase creature growth rates are potentially ridiculous, especially the death knight one that increases their growths by 2 but... well, we'll just have to see how they play.

Darkspinner Oona's specialization is hilarious, though. "Lol, only I get to cast Nightshade spells... and also mine are max level. Always. Piss off with your so-called 'dark lords,' I'm the dark landlord and you haven't paid me any damn rent for MONTHS-"
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
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MurlocAggroB
MurlocAggroB


Known Hero
posted July 09, 2025 07:45 AM

The tier 6 specs also start with tier 6 creatures in their army, which can probably clear the starting area of standard maps singlehandedly. That's already pretty crazy. I think they're going to be pretty competitive, or at the very least really fun to play.

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 09, 2025 07:59 AM

Khariseth also turning off opponent's Primal spells, from what I've heard from people in the playtest, seems like it's going to be competitively super potent. Primal is a strong school, and buffing your Primal spells while preventing your opponents from using it will probably give you a leg up against other Hive players, and also against Sylvan and maybe Dungeon? Not sure how much Primal magic appears in Necro, Temple or the secret faction, though, so might be of limited utility there.
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 09, 2025 08:06 AM
Edited by Elvin at 08:08, 09 Jul 2025.

I am 300% against such silly mechanics. Soft counters are cool, completely shutting down someone's magic skill choice is not. If the goal was to make people take more than one school, this is the worst way imaginable of doing that. One simple reason: It's the opposite of fun.
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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 09, 2025 08:13 AM
Edited by Gnomes2169 at 08:19, 09 Jul 2025.

Yeah, making it so that enemy spells of the school have reduced spell levels, or even just suffer reduced spell power, would be a better implementation of those specializations imo. Something like, "Reduce enemy spellpower with X school spells by 1 for every 5 hero levels," or "Reduce the level of spells cast by enemy heroes by the amount increased by this hero (minimum level 0)." Invalidating an opposing hero's entire build from level 1 is just a bit too much.
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 09, 2025 11:26 AM

@Elvin & Gnomes

Agreed.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 09, 2025 02:37 PM
Edited by Elvin at 14:38, 09 Jul 2025.

Imo the whole approach is ill-conceived. If you want people to pick 2 magic skills, give them an incentive to do so. Add some rule or skill that benefits you for having both. Something that outperforms the potential of one more passive skill you could have in its place.
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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted July 09, 2025 03:18 PM

Elvin said:
Imo the whole approach is ill-conceived. If you want people to pick 2 magic skills, give them an incentive to do so. Add some rule or skill that benefits you for having both. Something that outperforms the potential of one more passive skill you could have in its place.


All you have to do is flip the speciality even. Like if Primal magic is twice as effective, now you're thinking "Oh, I might be fighting so and so, so I better take Primal to stay competitive."
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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted July 09, 2025 04:36 PM
Edited by Rimgrabber at 16:37, 09 Jul 2025.

Honestly, a lot of these specializations seem incredibly overpowered. Not only the spell specialists completely shutting down entire schools of magic for their enemies but also:

Logistics, offense, defense, learning, and sorcery specialists started out with essentially an extra level in their respective skill before the per level boosts are added, seemingly in addition to the normal bonus from having the basic version of that skill.

XP specialists essentially getting twice as many levels ups for free even without accounting for the actual XP boosts

Higher tier creature specialists starting out with late game troops in their army

I saw one hero whose entire army will have +3 speed by the late game???

I really hope these are wrong because otherwise... Yikes.
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Cortes
Cortes


Adventuring Hero
posted July 09, 2025 07:08 PM

This stuff looks strong. Very strong but maybe (hopefully) its going to be towned down? I don't think they will outright change/remove some of the stuff, though.

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MurlocAggroB
MurlocAggroB


Known Hero
posted July 09, 2025 10:33 PM

I think they're doing the Dota style of balancing, where everything is broken so nothing is. I only play singleplayer, so it's already got me hooked. I'm much more excited to try out the tier 5 and 6 specialists than I would be if they were just "normal army, creatures get some stats".

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 10, 2025 08:18 AM
Edited by Gnomes2169 at 08:22, 10 Jul 2025.

Elvin said:
Imo the whole approach is ill-conceived. If you want people to pick 2 magic skills, give them an incentive to do so. Add some rule or skill that benefits you for having both. Something that outperforms the potential of one more passive skill you could have in its place.


We know that skill specializations ala Heroes 5 were something coming back, so some subskills that provide synergy for having a second magic school wouldn't be out of order. Something like:

Shadow in the Light Nightshade specialization, can only be taken by a hero that has Daylight magic
-The level of your Daylight spells is raised by 1.
-You gain 2/4/6 increased spellpower for your Nightshade spells, based on your Daylight magic skill level.

Glimmer in the Darkness
-The level of your Nightshade spells is raised by 1.
-You gain 2/4/6 increased spellpower for your Daylight spells, based on your Nightshade magic skill level.

Something like that for each of the spell schools, generic but beneficial, feels like an easy way to get these incentives.

Rimgrabber said:
Honestly, a lot of these specializations seem incredibly overpowered. Not only the spell specialists completely shutting down entire schools of magic for their enemies but also:

Logistics, offense, defense, learning, and sorcery specialists started out with essentially an extra level in their respective skill before the per level boosts are added, seemingly in addition to the normal bonus from having the basic version of that skill.

XP specialists essentially getting twice as many levels ups for free even without accounting for the actual XP boosts

Higher tier creature specialists starting out with late game troops in their army

I saw one hero whose entire army will have +3 speed by the late game???

I really hope these are wrong because otherwise... Yikes.


So, in order:

-The non-exp skill specialists are potent, but probably won't be problematic. The base level is nice, but the scaling is slow and will be outdone by scaling their specialized skills pretty quickly. I'm not too worried about most of them.

-The exp skill, though, is WAY too potent, specifically because it doubles attribute growth. If that was scaled back to, say, 1 extra attribute for every 3 levels, that would be much less ridiculous. I wouldn't cut the extra attributes entirely, though, because exp talents tend to be way less impactful once they've been mathed out than they appear at first glance, typically only giving 2-3 extra levels in the late game (maybe 4 with the numbers we've been given here?) and as pure experience boosters they won't compete with the scaling of other specializations at that point of the game.

-Higher tier specialists do lose their lower-level starting creatures, but... yeah. Just starting with 2 tier 6 creatures is a little stupid. It'll give them a leg up in the early game, and I'm pretty sure it's just so they can have a stack of their specialized creatures before week 2 (when it's typically reasonable to get a tier 5/6 creature, MOST Heroes games don't give you wyverns on day 3. ) I'm more concerned with the late-game growth rate pumping, though, since in a traditional Heroes game that's basically giving you 50% more of your tier 6 creature before upgrading your forts and other population-increasing structures. It's just... a LOT for creatures of that power.

-The speed increasing hero only increases speed, to be fair, so it's not increasing initiative or damage output, but, to be balanced, Hive is also a melee-heavy faction that will make very, very good use of that boost. I don't think it's going to be as powerful as the spell school specializations, but maybe it should scale Initiative instead of speed at higher levels, and just leave the speed boost as a +1. IDK, there are other specializations that definitely need to be toned down first (looking at you, spell schools, tier 5/6 boosters and also Estates because hahahaha what even is that thing? 2,000 gold/ day just for having that hero exist at level 10, even without leveling up the actual Estates skill beyond Basic??? Good lord)

MurlocAggroB said:
I think they're doing the Dota style of balancing, where everything is broken so nothing is. I only play singleplayer, so it's already got me hooked. I'm much more excited to try out the tier 5 and 6 specialists than I would be if they were just "normal army, creatures get some stats".


That could be what they are going for, but it's definitely... a lot, and not every hero gets to have specializations that are nearly that impactful. Sight range, slight improvements to diplomacy, almost all of the "master" spells and bumping the numbers and stats of most creatures is really nothing compared to the insanity of turning off magic or doubling your level-up stats. The tier 5 and 6 creature specializations might get closer to those because of the bonus they give you to early-game creeping and mid/ late game creature stacking, but there are some clear underdogs that need some help even with the DotA "everyone is overpowered" framing.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Etharil
Etharil

Shaper of Lore
posted July 12, 2025 02:13 PM

Another week, another batch!

Remote Foothold
Ancient Crypt
Pyramid
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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted July 12, 2025 08:41 PM

The remote foothold sounds really cool actually. There could be some really fun map making applications for it.
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