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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Attack, Defense, Spellpower, and Knowledge change
Thread: Attack, Defense, Spellpower, and Knowledge change
rmcmurtry
rmcmurtry


Hired Hero
posted December 03, 2008 01:34 AM
Edited by alcibiades at 08:18, 03 Dec 2008.

Attack, Defense, Spellpower, and Knowledge change

I think that there should be two different categories for attack, defense, spellpower, and knowledge. One for permanent and the other for temporary. I think that the only way that one should be able to get permanent is to either level up the hero or through the actually hero skills.

Otherwise it is a temporary for one scenario only. I think the increases in attack, defense, spellpower, and knowledge that come from each scenario should be temporary and of course armor and weapons. I think this would help balance the game and make level ups even more important. It will also make the skills more important. For Example Arcane Brilliance give +2 spellpower. That is not a big deal if you are on scenario three and already have 12 spellpower. Making the spellpower from previous scenarios go away like this however will make this level up most important and noticed. Also it will make it more challenging to make a rogue character which is good. A Knight should find it difficult to go a Spellpower route of Destruction magic. These changes would make it that the way to create that rogue character would mean that you would probably Need Sorcery to go along with that Destructive Magic or you might be hard pressed to make it effective.


What do you think?
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted December 03, 2008 02:27 PM

Just to clarify:

By meaning "scenario", do you mean campaigns, or single scenario story maps or normal maps with no storyline and just objectives to meet.

Your idea seemed to only apply to campaigns, where there is a carryover of heroes between scenarios.

If you are meaning that only level-ups and hero skills/abilities can give permanent buffs to the four primary stats, for any type of map, the following may happen:-

(1) Adventure map locations giving increase in the four stats (such as school of magic and arena) would be ignored (increase is for the next battle only, anyway)
(2) Certain artifacts giving only increase in stats (robe of Sar-Issus, Helm of Necromancer) would be only useful for the next battle, after that they can be sold.
(3) Players would not even think of rogue paths (or non-typical hero paths) since it becomes much more challenging and much less rewarding.

As it is, the abilities that increase stats are generally poor (arcane brillance is the slightly better one, some abilities, like resistance, seemed really useless).
There is also the fortuitous sanctuary that gives temporary boosts to creatures depending on the day visited.  Some days do give increases in attack and defence.

Your idea could be good, it could be that I intepreted your suggestion wrongly, so your clarification would help.  Thanks.

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/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
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rmcmurtry
rmcmurtry


Hired Hero
posted December 03, 2008 06:01 PM
Edited by rmcmurtry at 18:10, 03 Dec 2008.

I do mean campaigns. I just really think we need to improve the way we are developing our heroes. You are right and it is the intention to make it more difficult to create rogue characters in addition to balancing the game out more. In addition it has the intention of making items like: Arcane Excellence, Arcane Brilliance, Resistance, Graduate, and Wizard's Reward much more valuable.

I tend to disagree that adventure map locations giving increase in the four stats would be ignored. Why? Because if your spellpower is say 8, an adventure item on the map increasing the spellpower by 2 would increase damage by 25% to the end of the scenario. That is something to consider.

There are other considerations and thoughts, maybe for example there could be abilities that would allow you to start keeping those abilities in a specific area. For example making it an requirement to have expert defense before retaining scenario based learn defense on the permentent bases.

The way it could be for example, at the basic level you retain 25% of scenario learned ability. At advanced you retain 50%, at Expert you retain 100%. Not sure this would work but it is a thought.

I just do not like when I have a knight with say 10 spellpower I have picked up through the campaign, when I focus the knight on attack and defense, then that is what his focus should be on, if I start roguing him then the door could be opened a little more.




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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted December 10, 2008 02:36 PM
Edited by broadstrong at 14:37, 10 Dec 2008.

Quote:

There are other considerations and thoughts, maybe for example there could be abilities that would allow you to start keeping those abilities in a specific area. For example making it an requirement to have expert defense before retaining scenario based learn defense on the permentent bases.

The way it could be for example, at the basic level you retain 25% of scenario learned ability. At advanced you retain 50%, at Expert you retain 100%. Not sure this would work but it is a thought.



If I gather correctly,
Attack skill for attack stat, Defense skill for defense stat, Sorcery skill for Spellpower stat, Enlightenment skill for knowledge stat?

Not a bad idea, though I am not sure if this would make these skills a must-learn skill for heroes, which somewhat reduces skill-choosing flexibility (which is the most in H5, H3 had some must-choose skills and H4 system makes combat and tactics skills a must).

Also, if such a system is to work for campaigns, what about those games on normal maps for those single-player/multiplayer games?  Retain the same system, and there is difficulty in deciding what type of buffs are "permanent" and what are not. (For example, only level-up buffs count?  Or will specific buildings like arena also give permanent increase in attack or defence?)  

Use back the normal system, and the programmers need to program for two types of skill advancement systems, dragging production time and increasing costs.

I see the interesting mechanism in this, but in-game it may require tweaking to make it at least balanced.
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The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.

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