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Heroes Community > Heroes 5 - Temple of Ashan > Thread: What are the worst skills in game and how u would change them?
Thread: What are the worst skills in game and how u would change them? This thread is 8 pages long: 1 2 3 4 5 6 7 8 · NEXT»
theluCas
theluCas


Adventuring Hero
thiNk
posted January 10, 2007 04:13 PM

What are the worst skills in game and how u would change them?

I think, the most useless skill is
1)recruitment
Solution: Make it work, when is hero outside of town too, and make it with %, example:level1)20% 2)15% 3)10% , if two hero, has the same skill
               level1)30% 2)20% 3)15%
in game are many useless skills, i have one question, should be in game useless skills or not? Every player compare one skill to other, he pick up some, and some not. Should be it changed? Should be every skill good?
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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted January 10, 2007 10:21 PM

There are many useless skills unfortunelately, but yes Recruitment is really crap! And if it did work cumultive outside the castle it would have helped a lot. You could even boost it further with +4 +3+2 +1 for a lvl 4 creature. The way it works now it is a joke.

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Shauku83
Shauku83


Promising
Famous Hero
posted January 10, 2007 10:51 PM
Edited by Shauku83 at 22:56, 10 Jan 2007.

Recruitment works wonders for Sylvan and Dungeon. It is also somewhat useful for Haven, Academy and Inferno (more familiars)

There are many abilities that are ultimately worthless because of the requirements taht you will never meet. But if we leave those out... One of the worst ones is Elemental Balance. I doubt there is a change for it to be useful once in a lifetime.

It was slightly more useful when the Summon Elemental spell was stackable, and therefore everytime enemy would use it you would gains more troops also. Anyhow, even then it was an ability against a SINGLE spell. Now that it has been nerfed, there is no point for the ability.

I don't know how to make it better. I'd think they should just remove it alltogether. To improve Summon Elemental spell is essential in everycase. Either give the option where you want it on the battlefield, or give a choise between 2 elementals what you want to summon.

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theluCas
theluCas


Adventuring Hero
thiNk
posted January 10, 2007 11:37 PM

Quote:
Recruitment works wonders for Sylvan and Dungeon. It is also somewhat useful for Haven, Academy and Inferno (more familiars)

There are many abilities that are ultimately worthless because of the requirements taht you will never meet. But if we leave those out... One of the worst ones is Elemental Balance. I doubt there is a change for it to be useful once in a lifetime.

It was slightly more useful when the Summon Elemental spell was stackable, and therefore everytime enemy would use it you would gains more troops also. Anyhow, even then it was an ability against a SINGLE spell. Now that it has been nerfed, there is no point for the ability.

I don't know how to make it better. I'd think they should just remove it alltogether. To improve Summon Elemental spell is essential in everycase. Either give the option where you want it on the battlefield, or give a choise between 2 elementals what you want to summon.


Recruitment could make wonders, if u have it with secondary heroes, and those heroes stay in a town. That are requirements nearly immposibble to met.Elsewhere it is wasted skill. And this is point of my thread, i want from ubisoft to remake some skills, many things are still iracional.
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Shauku83
Shauku83


Promising
Famous Hero
posted January 10, 2007 11:48 PM

When Dungeon, sometimes you may find Talanar or Ellaine in te tavern, That is recruitment immediately. Also Kythra only need 2 levels (if lucky) to get Recruitment. I have many times taken an extra chest for her just to get it, it would be worth it only for those 2 Furies more you get.

But yes, for others it isn't that much of a joy.

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Homer171
Homer171


Promising
Supreme Hero
posted January 11, 2007 12:07 AM
Edited by Homer171 at 00:08, 11 Jan 2007.

I have never liked the skill Scholar also Arcane Intuition aren't that great but atleast you can learn some of your creatures spells whit it.

Recruitment aren't great either but it's allright for your secondary hero. Think about Ellaine as your secondary hero in Haven army she starts whit Recruitment skill and when she is mainly allways in the town she can have allthose Peasants in her army when they pay double money that way!

And if you take Leadeship for your main hero you might not need to take
Recruitment skill ever when Knight for instance have more secondary skills in Leadership that he/she can skip the Recruitment completely.



EDIT: I was little late

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theluCas
theluCas


Adventuring Hero
thiNk
posted January 11, 2007 12:22 AM

Yes, it is possible to find use for recruitmen, scholar, or arcane intuition, but my point is, that this skills are snowty compared to others. I dont think, that is right. With little patience, every skill can make be fine, useful, like learning now, it adds stats. Learning from h3 was absolutely on snow. This is way it should go with every skill. Many skill will not use good players, regardless type of town playing.
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 11, 2007 01:46 PM

i would change knight's fallen strike. it could cast vulnerability, which is cumulaitive. with retaliation strike it could be more useful

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 11, 2007 02:32 PM

Quote:
I have never liked the skill Scholar also Arcane Intuition aren't that great but atleast you can learn some of your creatures spells whit it.


You can no longer learn spells from your own creatures.. Zoltan doesn't want to learn from his arch liches >_> So, yes, arcane intuition became crappy. Also scholar got wasted, it was used i.e. to get animate dead earlier on, since vladmir was certain to appear in your tavern (after 2,3,4 weeks or more but he eventually did). now that every necromancer starts with raise dead, and the spell is weakened, it's no longer that good.


Quote:
Recruitment aren't great either but it's allright for your secondary hero. Think about Ellaine as your secondary hero in Haven army she starts whit Recruitment skill and when she is mainly allways in the town she can have allthose Peasants in her army when they pay double money that way!


With recruitment she can get awesome 6 gold per day more, whooah.. besides, peasants need like 3 months to give any profit, in the first month they barely make up for their costs.. taxpayer sucks.

Quote:
And if you take Leadeship for your main hero you might not need to take
Recruitment skill ever when Knight for instance have more secondary skills in Leadership that he/she can skip the Recruitment completely.


Well, in fact, the only purpose for those skills is to unlock the better abilities by taking them. Say, you need recruitment to get the skill that gives +20 bonus to gating. So, you take it only because you must. Otherwise it sucks.

Recruitment would be a bit more useful if it worked outside town, too. Warlocks would certainly enjoy a bit higher growth of creatures like blood furies. For now on, it's a total sh*t.

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theluCas
theluCas


Adventuring Hero
thiNk
posted January 11, 2007 02:58 PM

these replies inspire me to do a list of things, we want to change and than post is to ubisoft. But every suggestion must be supported with arguments why to change it and with possibly solution.
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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted January 11, 2007 03:54 PM

Quote:
You can no longer learn spells from your own creatures.. Zoltan doesn't want to learn from his arch liches


Really? What does Arcane Intuition do then?
____________
Bask in the light of my glorious shining unicorn.

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Shauku83
Shauku83


Promising
Famous Hero
posted January 11, 2007 03:58 PM

Is Arcane Intuition really nerfed? Are you sure you wern't trying to learn Suffering without dark Magic?
If it really is like that, it is a wasted skill. The only use of it was to learn some spells from your own creatures, all else is luck dependant.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 11, 2007 04:18 PM

I'm certain, Zoltan had adv. darkmagic and couldn't learn even a weakness spell.. but when I fought with neutral archliches, he learned suffering without any problem. The description says hero learns from enemies only and unfortunately, it works that way now. So, yes, it's useless ~~

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted January 11, 2007 05:32 PM

Yes, I just tested it.  Doomforge is correct.
____________
Bask in the light of my glorious shining unicorn.

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emilsn
emilsn


Legendary Hero
posted January 11, 2007 06:29 PM

No one have said the worst skill, Navigation. Now this skill never gets taken or I don't ! And atleast not when there are no Island maps. In the whole HoMM history this skil has been a tradition, but no one really wants it...

But since its here it should be used! ! And that is what >I< hate about this skill system, You see when you look at the different races skill board you can see they almost all have to choose between: Scholar or Arcane intuation to get a "greater skill" but why not intelligence? I think that is just as good! And now for logitics the samething: Either pathfinding or scoutin! I know navigation suck but this way makes the races just as eachother! and i hate it...

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 11, 2007 06:36 PM

that element of luck in level-ups is the part of a tradition

But, with small H5 maps (compared to h3 maps..) with little islands there, the skill really offers little use indeed. But it's the design's fault (non-archipelago maps, tiny maps) rather than skill's redundancy.

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dschingi
dschingi


Famous Hero
the guy with the dragon golem
posted January 11, 2007 09:50 PM

Here are some ideas from me


- Scholar: It is only useful to avoid to go back to mage guild when you want to learn new spells but often your weaker heroes can't learn the spell they should transfer to the main hero, so it is not very useful.

Solution: Hero can still swap spells and additionally learns a spell for every 5 levelups (similar to enlightenment). if this spell should be random or the highest spell you can learn or depending on hero level must be balanced carefully, of course.


- Dark Ritual: Spending a whole day to regain mana is too much for the main hero in most cases.

Solution 1: Make it usable in combat, e.g. hero spends two turns to get 1/2 of his maximum mana back (he cannot have more than 1/2 of his max. mana after using this skill to prevent abuse)

Solution 2: Hero spends only 1/2 day


- Navigation: Useless on most maps. Even if a map has much water I don't like to have a skill which makes a hero travel 50% faster than his opponents. But this is just my personal opinion, I don't like the fact that Logistics is there, either.

Solution: Remove it from the game. Sorry, I really can't come up with a good solution for this one.

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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted January 11, 2007 10:08 PM

Quote:
these replies inspire me to do a list of things, we want to change and than post is to ubisoft. But every suggestion must be supported with arguments why to change it and with possibly solution.


Ubisoft don't alsmost respond to fatal bugs, so if they bother listening to this "little" problem, I doubt.

But it is a good iniative of you to do so.

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blink
blink


Adventuring Hero
posted February 08, 2007 06:21 AM

I know this thread is a bit old but I had to bring it up when I realized no one had mentioned what I consider to be the worst ability of all time:  Master of Earthblood.

This ability claims to increase spellpower of Fire Trap and Earthquake by +4.

Earthquake!  EARTHQUAKE!!!  What the hell is Nival talking about?!  This spell is not affected by spell power.  Its damage is entirely dependant on the level of summoning mastery you possess.  It might as well say it increases the spellpower of earthquake by +10,000.  While it's at it, it could increase the spell power of phantom forces too.  Nival has improved several of the skills throughout the patches but this one's never been mentioned!

All the ability really does it increase the spellpower of Fire Trap by +4.  While Fire Trap is not as useless as many people probably think, it's certainly not all that great of a spell.  You will use it extremely rarely, and even then, usually only versus neutrals when you know the path they're going to take and you can lay 8 mines, and you can guarantee where most of them are going to show up (like if there are only 12 passable tiles in the 5 x 5 square).  This skill is not only flat out terrible, but half of its alleged ability does absolutely NOTHING.  Even the instruction book published by this site (which by the way I think is fantastic) seems to have overlooked this problem because it notes that earthquake's spellpower can be increased by +4 but it doesn't bother to say that this makes no sense.

To make this skill a little better, it should at least increase Firewall by +4 instead of earthquake.  Not that this would make it a great skill, but at least it would make sense.  In fact, the 3 basic abilities that go with so summoning are incredibly uncreative and they should probably all be changed just so they can be more interesting (and the only one that's good is master of conjuration anyway).

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Sanyu
Sanyu


Known Hero
posted February 08, 2007 02:44 PM

So let me do a summary of crappy skills:

those in blue are subjected to personal opinion

Elemental Balance
Master of Earthblood
corrupted soil
dark renewal
recruitment
soulfire
chilling bones
last stand
cold death
guardian angel
tear of asha vision

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