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Heroes Community > Heroes 7+ Altar of Wishes > Thread: More creature abilities in H6
Thread: More creature abilities in H6 This thread is 2 pages long: 1 2 · «PREV
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 12, 2007 01:19 PM

The Last Idea is excellent!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 12, 2007 06:29 PM

Quote:
id have a titans setting up a cloud that makes it so the enemy cant see the area for several turns


Well, isn't that exactly what the new Cloud Titan does?
____________
What will happen now?

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 12, 2007 07:08 PM

Not sure that you are serious Alcibiades but he was referring to an effect on the adventure map.

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Stankelbenet
Stankelbenet


Adventuring Hero
bringer of nostalgia & darknes
posted November 24, 2008 04:59 PM

I don't like the idea about many abilities. A strategy game needs some complexity, but not that much. A few creatures from each faction and all neutral creatures having a special ability would good enough for me.
Specializing creatures is not necessary done by giving it a special ability. It could also be done by lowering HP while giving it more attack.
I didn't like HOMM 5!

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del_diablo
del_diablo


Legendary Hero
Manifest
posted November 24, 2008 05:24 PM

In H4 lots of abilitys was needed, there was also 6 factions.
In H5 there was spammed abilitys like heck, i don't like it. H3 did a better job because the grunts are the grunts and the special grunts would be the special grunts.
We also got faction abilitys like ex Bloodrage, it works so who cares
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