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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Since H6 is close ('final' lineups proposal)
Thread: Since H6 is close ('final' lineups proposal) This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 19, 2010 12:59 PM

Quote:
Pegasus with a rider would be technically a new unit, similar in feel to a cavalier, but flying and perhaps even ranged attacks too.


Onöy concerning H5. H3 had exactly such a unit. (no ranged attacks, but the rest):


@matt: hmm, yes. Maybe I'll make a new attempt next week.

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bludgeon
bludgeon


Known Hero
posted August 19, 2010 02:44 PM

Quote:
Centaur in Sylvan is not gonna happen, period. In Ashan Centaurs are half-Demon, so there is no way in Sheogh that the Elves will take them in.
What then? I wouldn't mind to see a beastman of some sort, like a werewolf, but that depends on the overall tone of the sylvan faction.

Quote:
Ok the rest of Bludgeon's line-up is not implausible at all.
I tried my best

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Danny
Danny


Famous Hero
posted August 19, 2010 02:47 PM

I can't see Sprite or Unicorn removed, I think the Elves have the least room for change, just something new instead of the Blade Dancer and make the Phoenix come back.

I still want the Rakshasa but I agree the Golem needs to be put to rest.

In the trailer we can see some hints of dragon-like creatures among the demons, wonder if they are to replace Pit Lords or Devils?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 19, 2010 02:52 PM

No golem? Nooo I'd miss them. Though tehy were not so good in H4 and 5, I liked them in 2 and 3 very much!

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bludgeon
bludgeon


Known Hero
posted August 19, 2010 02:54 PM
Edited by bludgeon at 18:05, 19 Aug 2010.

Quote:
Onöy concerning H5. H3 had exactly such a unit. (no ranged attacks, but the rest):
True, true. God I got rusty

Another take, based on feedback:

SYLVAN
1. Road Warden (NEW)
2. Archer
3. Dryad (fast wood-like maiden) (NEW)
4. Unicorn
5. Druid
6. Treant (shambling human-like mass of vegetation)
7. Green Dragon with a elven rider (semi-NEW)

And for the treant and dryad, think this:



Oh, and I'm very glad you like other lineups of mine enough not to propose any alternatives

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 19, 2010 03:04 PM
Edited by Jiriki9 at 15:25, 19 Aug 2010.

Now these are nasty tree-folk!!! Remidns me of WH-fantasy & MTG

EDIT: Also I like the Green Dragon being ridden!

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Danny
Danny


Famous Hero
posted August 19, 2010 03:46 PM

I think it's possible that the Pikeman and the female ghost unit are considered new, because they were not in HOMM5, especially if the latter won't be called spectre/ghost/wight/wraith.

Maybe the spirit thing in Haven is the new spellcaster/shooter so the last missing unit will be another foot soldier (this faction always has at least two of them).

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Minotaur_Man
Minotaur_Man


Hired Hero
posted August 19, 2010 10:34 PM

Quote:
Now these are nasty tree-folk!!! Remidns me of WH-fantasy & MTG

EDIT: Also I like the Green Dragon being ridden!


That is because that is from Warhammer Fantasy.

Click [url=http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440115a&prodId=prod800864]here[/url]

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted August 20, 2010 06:33 AM

Necropolis:
1. Skeleton Pilumer
2. Ghoul
3. Ghost
4. Lich
5. Vampire
6. Spider Queen
7. Sphinx

Haven:
1. Crossbowman
2. Pikeman
3. Griffin
4. Priest
5. Ascended
6. Cavalier
7. Angel

Hmmm...looking from the 2 factions I made up, they seem pretty similar.
1. Ranged
2. Walker
3. Flier
4. Caster
5. Flier
6. Walker
8. Flier

So 3 fliers, a caster, and a ranged...This is going to be interesting...
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Bludgeon
Bludgeon


Known Hero
posted August 20, 2010 09:26 AM
Edited by Bludgeon at 09:28, 20 Aug 2010.

FORTRESS
1. Shieldbearer
2. Bear Rider
3. Brawler
4. Pulverizer (NEW)
5. Runepriest
6. Oathslayer (NEW)
7. Dragon Engine (semi-NEW)

Oathslayer is a powerful melee unit, similar to paladin from Heroes 2. A warrior of superior skill covered with magical runes for extra punch.

Dragon engine - renamed dragon golem from H4, with a dwarf as a pilot and powerful pincer attacks.

Pulverizer - some sort of heavy mining or smelting machine adapted for war.


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xerox
xerox


Promising
Undefeatable Hero
posted August 22, 2010 12:41 AM
Edited by xerox at 00:47, 22 Aug 2010.

Ok, here are my proposed line-ups for H6.

Haven
1. Archer-Crossbowman
2. Sentinel-Praetorian
3. Griffin-Imperial Griffin
4. Monk-Inquisitor
5. Empyrean-Celestial
6. Cavalier-Champion
7. Angel-Archangel

Notes: Empyrean/Celestial is that cool "divine spirit" thing in the concept art.

Inferno
1. Juggernaut-Jugganaut Reaver
2. Succubus-Succubus Seducer
3. Hellhound-Cerberus
4. Fallen One-Nephilim
5. Ifrit-Efreet
6. Pit Fiend-Pit Lord
7. Devil-Archdevil

Notes: I changed a lot here because honestly, I thought Inferno had a pretty bad design in H5. Juggernauts are the new Horned demons and they are tough tier 1 creatures. Succubi are tier 2 shooters, I felt that Inferno suffered a lot from not having an early shooter. Juggernaut tank, Succubi deal damage. Hellhounds are pretty much the same fast and lethal creatures.
Fallen Ones and Nephalim are flyers. In H5, Inferno only flier was a teleporter at the last tier. It was the Devils. The lore on these ones are that they are fallen angels that have been corrupted and twisted. They should look kind of like demonic gargoyles from Heroes 3 but with a more humanoid face etc.
The Efreets make a return and these are basically the embodiment of chaos itself. They are Infernos primary casters.
In H5, Pit Lords were casters and I feel that these enormous demonic creatures with huge blades of chaos did not feel like casters at all so they should have more of a melee role. They would be quite tough aswell but I do not view Inferno as a hugely defensive faction. Finally, there is no Inferno without the Devils!

Necropolis
1. Skeleton-Skeleton Javeliner
2. Ghoul-Frenzied Ghoul
3. Ghost-Banshee
4. Lich-Archlich
5. Vampire Knight-Vampire Lord
6. Spider Mistress-Spider Matriarch
7. Sphinx-Obsidian Sphinx

I think this is pretty much 100% accurate to the creatures that will be in H6. We have seen all of these in cocnept arts it is just the posistion of the creatures (like are spiders or sphinxes the best creature?) that is uncertain.

Sylvan
1. Pixie-Sprite
2. Sprig-Sapling
3. Hunter-Master Hunter
4. Nymph-Dryad
5. Unicorn-Lunar Unicorn
6. Treant-Ancient Treant
7. Green Dragon-Emerald Dragon

I really liked Sylvan in H5 so at first, I thought that I was going to change like one unit but then I tried to think a little creative and see possibilities of creatures that could be changed and swapped and came up with some cool ideas.
Pixies are still the fast tier 1 creatures though I did consider them being replaced by some kind of Scout unit but I figured out it would be boring to reuse a creature from H5. Plus, I thought it would be really cool to make Sylvan a town with less elves and more mythological creatures.
The Sprig/Sapling is tier 2 and basically a fast mini-treant. It also has the ability to root an enemy in place which makes it excellent coupled with the old Hunters in tier 3.
The Nymphs/Dryads are forest spirits that replace the Druids as Sylvans primary casters. Druid is Sylvans Magic hero class instead. The traditional Unicorn, Treants and Green Dragons are still there of course. In H6, Sylvan would be the single faction with Dragons opposed to 3 factions having Dragons in H5.

Academy
1. Apprentice-Disciple
2. Gargoyle-Guardian Gargoyle
3. Wisp-Arcane Wisp
4. Mage-Archmage
5. Djinn-Djinn Sultan
6. Manticore-Scorpicore
7. Colossus-Titan

Honestly, I did not really know what to do with Academy. I really do not like their first three creatures in H5 - Gremlin, Gargoyle and Golem. But I always liked the Rakshasa.
Gremlins are revealed to have been taken away so I replaced them with another shooter, the Apprentice. It basically a lesser mage but I couldnt find anything better.
I actually liked Gargoyles in the previous HoMM games. They would not be clumsy and ugly like in H5.
Wisps fit good with the whole magic theme and could be fast damage-dealing creatures with some good support ability. Mages will always be here and act as spellcasters and the Djinn/Genie is also a very traditional unit.
H6 promises great changes in the line-ups for all factions and changing like 2 low level creatures wasnt enough for me. So I replaced the Rakshasa with the only thing I could come up with. I looked up persian and arabic mythological creatures and found the Manticore. I also like the idea of Scorpicores a lot and the Scorpid thing fits with the Desert Theme.
The Titans can never be replaced!
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Danny
Danny


Famous Hero
posted August 22, 2010 01:06 AM

Not sure if it's a hint to a HOMM3 looking Pit Lord coming back but this is what the Inferno promo pdf says:

Quote:

Powerful Demons usually style themselves Lords of sorts
[...]
the lesser demons often need to be driven along by massive, whip-wielding taskmasters


I'm kinda on the fence about the Efreeti, good point about the Chaos thing, but it's still too similar to the Djinn and it's the Necromancers who mirror the Wizards with the "death-mage" of the Lich already, wouldn't make sense to break up the opposites, so I don't know...

As for the Academy, I think the Golem-Mage-Djinn-Titan quartet is too classic to be changed. The first two levels will include some other shooter non-human creature (or if they are really inspired by the Ottoman, a gun-wielding younger-looking mage) and some other small flyer, some mythological animal. No clue how could they replace the Rakshasa though but it's one of the few Nival creations, so I don't expect it to stay unfortunately...

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 22, 2010 10:26 AM

@ Xerox.
There's a few things I'd like to say about your line-up.

First of all let me say that the Haven and Necropolis line-up seems completely plausible. Given what we know, that's pretty much what's likely. Though I'm a bit skeptical about the Monk, as we know that 3-4 creatures will be new.

Ok, next is Inferno. I am pretty doubtfull about that one. I realy doubtfull they've scrapped Imps. I think Juggernauts are to low on the line-up. And I think that Pitlords have been scrapped.
I must say that I find it indeed likely that Efreeti will return as casters, seeing how many fans clamour for their return.

Sylvan. There is no way in Sheogh that's gonna happen in the way you describe it. The main reason is that there is only 1 Elf in your line-up. Ubisoft is big on their racial basis for factions and with only 1 Elf that's not gonna happen. The other reason is that there are only 2 new units in there.

Academy, last but not least. Ok we know Gremlins got scrapped. And I agree that the Mage-Djinn-Collossus combo will likely stay. But I highly doubt Manticores will be in the hands of the Wizards. I also hope that Gargoyles get out of Academy, as they are to macabre/gothic for the Arabic/Ottoman theme. But I highly doubt they'd be so low down the line.


Ok, I know that I've been pretty critical lately without coming up with something myself. So I'll do that when I get back later today.
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Danny
Danny


Famous Hero
posted August 22, 2010 11:26 AM

Quote:
Sylvan. There is no way in Sheogh that's gonna happen in the way you describe it. The main reason is that there is only 1 Elf in your line-up. Ubisoft is big on their racial basis for factions and with only 1 Elf that's not gonna happen. The other reason is that there are only 2 new units in there.


I agree, the Druid is definitely staying and they will replace the War Dancer (I don't expect any of the H5 originals to stay) with another melee elf unit.

However, I don't see every faction having 3-4 units changes, if that was the case, they could have easily said "around half of the units will be new" instead of the 40%. Thus, it's entirely plausible Haven & Sylvan will only have 2 new units (not counting some renames i.e. Dendroid - Treant), the only other Sylvan unit I expect to change is the dragon, but can't really think of anything in particular...

Necropolis seems to be featuring more new than old (3 new units plus the female ghost coming back from HOMM1-2) but unfortunately I can't see that happening for the rest...

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xerox
xerox


Promising
Undefeatable Hero
posted August 22, 2010 11:31 AM

Haven only has 1-2 new units... the divine spirit thing and maybe the pikeman/praetorian.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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bludgeon
bludgeon


Known Hero
posted August 22, 2010 11:43 AM

Quote:
Haven only has 1-2 new units... the divine spirit thing and maybe the pikeman/praetorian.
Cavalry was also remade somewhat, we will if much enough to constitute a new unit.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 22, 2010 09:03 PM

If 40% of the creatures are new, than that means that an avarage of 2,8 creatures per faction not counting upgrades. So I'm gonna stick to 3 per faction as I'm sure we'll see some neutrals returning. Also I'm counting things that weren't in HoMMV as new. A few of them will have been in previous installments.

Ok so this is about 50% hope and 50% educated guesses. However they also said that they looked at defining creatures of a faction. So I'm also gonna indicate what I think are defining creatures in a faction. By theD)

Ok so here goes, asuming there will be 7 tiers.

Haven:
1: Crossbowman > Marskman
2: Sentinel > Preatorian
3: Griffin > Imperial Griffin (D)
4: Crusader > Templar
5: Martyr > Sanctified [The divine spirit thing, providing that isn't the new Guardian Angel skill]
6: Cavalier > Paladin (D)
7: Angel > Archangel (D)

Necropolis:
1: Skeleton > Skeleton Legionair (D)
2: Ghoul > Rabid Ghoul
3: Ghost > Banshee (D)
4: Cultist > Necrolyte [I still don't think their Liches]
5: Vampire > Vampire Lord (D)
6: Tomb Guardian > Sphinx
7: Death Aspect > Death Avatar [Spider-lady, death should be interchangeable with Asha here]

Inferno:
1: Imp > Familiar (D)
2: Magog > Magog Pyromaniac
3: Hellhound > Cerberus (D)
4: Juggernaut > Dreadnaut
5: Hell Charger > Nightmare
6: Efreet > Efreet Sorceror
7: Devil > Archdevil (D)

Academy:
1: Nomad > Nomad Raider
2: Student > Aprentice
3: Golem > Automaton (D?)
4: Mage > Archmage (D)
5: Djinn > Djinn Sultan/Caliph (D)
6: ?
7: Colossus > Titan (D)

Sylvan:
1: Thornling > Shurbman (Instead of walking trees, these are walking thornbushes)
2: Scout > Warden
3: Hunter > Master Hunter (D)
4: Druid > Elder Druid (D)
5: Stag Rider > Glade Runner
6: Unicorn > Silver/ Ivory Unicorn (D)
7: Green Dragon > Emeral Dragon


If there will be expansions, and I think there will be, I suspect that the first will focus upon the first War under the Mountain and in so will introduce Dungeon and Fortress.
The Second will probably feature the Orcs, Naga and the mysterious 10th Race.
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Danny
Danny


Famous Hero
posted August 22, 2010 09:37 PM

Well if they really looked at defining creatures, you'd think the Death Knight and the Bone Dragon would be in. I'd say Sprite and Treant are as defining for the Elves as they could be...

Stag rider sounds too similar to the Unicorn, another 4 legged mammal just it has an elf mount.

Also, the Nomad would be too barbaric and out of character for the Wizards, we know they prefer to create beasts/machines.

Otherwise I agree, except of course the Inferno is still missing a certain whip-wielding individual.

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Minotaur_Man
Minotaur_Man


Hired Hero
posted August 22, 2010 10:00 PM

Quote:
Otherwise I agree, except of course the Inferno is still missing a certain whip-wielding individual.


I have been thinking to my self about this for the last few minutes, and I don't think the old-style pit lord with the whip will return. I think that the "whip-wielding taskmasters" are going to be devils instead. I imagine them possibly looking like the Balrog from the LotR films.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 22, 2010 10:09 PM

Quote:
Well if they really looked at defining creatures


Danny, I think you're looking at it wrong. It is not what would make a faction good by including it. It is what would make it suck monkeys if people took it out. Also you have to look what remains constant throughout the games.

For Haven/Castle it is definatly the Angels, the Calaviers and either the Swordsmen or the Griffins. Ok Angels and Griffins only got there in HoMMIII, but they found a pretty good Niche here with the Knights and their kinsmen.

For Necropolis it is the Vampires, the Skeletons and to a lesser extent the Ghosts. It's been doing fine without the Deathknight for some time now. And the Bone Dragon is not necesary to make it have the Necro feel.

For Inferno it's the Imps, the Cerberi and the Devils. Thos have been the one constant in the vast and varying ranks of Demons throughout the Games.

For Academy/Tower it is the Magi, the Titans and the Genie/Djinn or the Golems. But as the Golems have not made their mind up wether they're magical or mechanical, so we'll go for the Genie/Djinn.

For Sylvan/Rampart is the Elven Archer by whatever name it goes, the Unicorn and the Druid. The Elves have done perfectly well without the Treants or the Pixies in past times. I'll give that the Druid has been in the ranks of their Heroes for some time, but they never left.

Quote:
Stag rider sounds too similar to the Unicorn, another 4 legged mammal just it has an elf mount.


Is it realy? The Elves have been about hitting fast and hard, then legging it back into the forrest again to outflank their opponent again. Elves on stags seem perfect for that.

Quote:
Also, the Nomad would be too barbaric and out of character for the Wizards, we know they prefer to create beasts/machines.



I don't think so. If the Wizards go back to the tundra, then yes. But they'll most likely still be in the Desert, as this is still Ashan. Also note that this is set in the past. The Wizard would not have advanced as much in ways of magic and would likely have to rely more on the people in their cities and the surrounding desserts.

and I agree that the ones who wield the whips to keep the demons in line will likely be the Devils.
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