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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 - Discussion thread ~
Thread: ~ Heroes 6 - Discussion thread ~ This Super Thread is 525 pages long: 1 70 ... 113 114 115 116 117 ... 140 210 280 350 420 490 525 · «PREV / NEXT»
Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted January 15, 2011 08:21 PM

A Dungeon-like town would actuelly appear if we had a heroes game where the Wizzards used beastman as units.
Minotaurs, Harpeis, Centaurs and others. So there is a bright future for those who hope.
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted January 15, 2011 08:25 PM
Edited by Jabanoss at 20:27, 15 Jan 2011.

That's a great idea! if the wizards are Troglodyte Warlocks and Overlords...

Another thing that would be awesome as well would be if the Overlords had dwarfs as slaves. cool huh? I liked it in H3 where the dwarfs only had one unit. it fits so much better. I mean dwarfs are not a numerous people, that can't make huge armies on their own...
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted January 15, 2011 08:30 PM
Edited by Zenofex at 20:30, 15 Jan 2011.

Quote:
I guess because it's a Dwarf faction. And melee dwarf has been there since Heroes 1 , so i guess he desrves some respect
Which reminds me that the Peasant, who's in Heroes since the first game, deserves to have a faction made exclusively of peasants.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted January 15, 2011 08:30 PM

Bad formulation, my bad.
It was meant to by like this

"If we had a game from the time when Ashan wizards used beastmen as there units" (the period After the orc crusade). So possibly in Heroes VII?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 15, 2011 08:39 PM

Wouldn't want to see that to be honest. Bad@ss evil-themed mythological creatures don't really match academy's theme, besides who cares about slaver-themed wizards when you can have cool warlocks? One beastman is enough for academy either way, I'd rather the rest to have more magic ties.
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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted January 15, 2011 08:52 PM bonus applied by alcibiades on 15 Jan 2011.
Edited by kodial79 at 20:55, 15 Jan 2011.

Quote:
Quote:
Wait till you hear my opinion about H3 Fortress, Tower, Conflux and Stronghold. You're going to think I love H3 Dungeon then!

Do tell. Conflux I can understand but why the rest? Also is the criticism compared to H2 or just personal dislike?


Personal dislike, more likely.

Well, I have been an enthusiast about fabulous monsters and legendary creatures ever since I was a kiddo, and this affection carried on even when I grew up. That's how I first became acquainted with the Heroes series. "Armies of monsters fight each other, you're going to love it!", so said my friend. Back then it was Heroes 2. I didn't think much of it cause I never got a copy of it for my own and really get into the game. Though I did like it, back then for me, it was Doom or bust! My monster "fix" was more than satisfied with AD&D, anyway.

Later, I happened across a 'Heroes of Might and Magic III: Complete' in a video game store. Remembered Heroes 2 and that it was good, and decided to go for it. Back then, it quickly became my favorite game due to the gameplay and not the concept. I just loved that managing towns thingie and raising armies compined with Heroes leveling up and getting powerful artifacts.

But the concept, I had a problem with. Like I said, I love monsters and I felt that in Heroes 3, they just grabbed them and thrown them into the game without considering what they were and what did they stand for. Besides being an AD&D fan, I immediately spotted the similarities between some units (and in some cases, copies) and although I didn't hate it, I didn't like it either.

I liked Castle, Necropolis and Inferno. I tolerated the randomness of Dungeon and Rampart. I hated the horribly misplaced Tower though I liked the line-up, the AD&D clones of Fortress, and Stronghold for many other reasons.

It was Stronghold's Orc Axe-thrower that I hated the most. Ever since Warcraft, the Orcs became my favorite High Fantasy race. They still are! You can't possibly begin to understand how big my disappointment was that the only Orc of the game was a ranged unit and not one to rush headlong into battle.

That was the main reason that I started to make up my own line-up's back then. Because I wished for more Orcs into Stronghold, and guess what? They were race based! Before even Heroes IV was made, I was thinking of race based line-up's! 3-4 units of the same race in each faction and then other creatures that would really make sense for being there. Even a dwarven faction, but with not as many dwarves as in H5 Fortress. To be honest, I do think they were one too many there.

Well, then Heroes IV was released, and my disappointment in the changes in the gameplay were so great, that I turned my back to the series. Then after a long while, I happened upon Tribes of the East without even knowing that Heroes V was out. Gave it a go and couldn't believe my eyes... It was like my dreams for the game came true! Well, to some extent... Hehe!

Here's what I really think: Heroes 3 is better than Heroes 5 in everything but concept. That's a matter of taste, ofcourse. But I really feel the need to defend Heroes 5 when they attack it as being uninspiring and boring. I wanna make sure the criticism is being fair. If someone faults H5 Dungeon for not being original, I need to remind them that H3 Fortress wasn't either, for example.  

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted January 15, 2011 09:10 PM

Interesting, very interesting....

Personally I loved the H3 Stronghold, they in my opinion had the most structured army. Just look at the lvl 1 and 2 units for them, the Goblin and the Wolf rider. They had the same armor or uniform if you prefer, That is something I want with Haven.(no I'm not being an idiot, ofc I know that during medieval times for example each different unit had different armors, so it wasn't that structured.(uniforms first became standard in the 17th century i think :/))
In any case, in my eyes H3 was perfect in the aspect that the factions were different and had different amount of racial units. (I just love repeating myself )

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 15, 2011 09:57 PM

I hated the ranged orc too when I played H3. Likewise I had only briefly seen H2 and only got to love the series when I picked up the third, before the expansions were released Orcs felt like.. weaklings really. Never considered rampart as random but more of a 'Tolkien' faction and I knew of forest themed dwarves even if these were not the type. Pegasi, unicorns and dragons worked lovely for a nature faction. Centaurs were savage but hey in this world who else would they join? Academy.. As a solitary, magical faction I thought the units worked pretty fine. Not a common background but still. H5 stronghold owned, amongst my fave races. I was in an orc clan, in fact I suggested it to my clanmates Unfortunately it had certain balance issues but I'm hoping this will not be the case with H6.

As a concept H5 was indeed better designed than the previous ones. But at the same time it deprived some towns of cool traditional units by generic new ones. I did not mind much but I can see why many have trouble with it.
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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted January 15, 2011 11:30 PM

Quote:
Homm3 tower made PERFECT EXTREMO sense actually, if you can't understand why Gargoyles, golems, mages and genies fit into one town its just silly and nagas, sphinxes and rakshasa's are all magical creaturs aswel, they fit all three in there, furthermore the gremlins are slaves and are good with IQ, so that is actually fine aswel.


Yeah, the line-up was good, like I said. It was genius to include gremlins and gargoyles and be rid of halflings and boars. What I didn't like about the Tower, is that although it featured Genies and Nagas, their towns was always up in snowy mountaintops. You may argue that this is just a semantic and not enough to condemn an entire faction, but to me it was all the rage. I couldn't even bear to watch the town screen. Suffice that when I was creating my own maps, Towers were always placed in desert tiles. It was just a simple thing to do when they designed the faction: Place them in the desert. Why didn't they do that, I still wonder...

@Elvin
The randomness of Rampart, lied in the Centaurs and Dwarves that I felt, they didn't belong. I would rather have Dryads and Druids instead, and a Phoenix rather than Dragon. Pretty much the line-up of H2 without the dwarf. My race based faction for them featured three elves, the Pegasi Riders, the Druids, and the Archers. I get the Tolkien-esque feeling of Dwarves allying with Elves too. But remember, in Tolkien's books, Dwarves although they were allies of the Elves they still lived under the mountains. But we can agree on H5 Stronghold: It's my favorite faction too!

@Jabanoss
Close your eyes and think of Slayer as an ogre
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Protolisk
Protolisk


Promising
Famous Hero
posted January 16, 2011 12:10 AM

I guess I agree with kodial on these points. Yeah, the Dungeon faction in H3 was kinda cool with the monsters, but all they seemed to be was just monsters. There never really was any unity. When H5 came out I thought it made a little more sense, but then I found that they got rid of some good monsters (read Evil Eyes, Medusas, and Manticores) and instead placed a Hydra there, which made less sense.
I guess what I am saying is that if they kept most units from H3 but gave it more unity like in H5, then it might be the best Dungeon yet. Of course what ever I think is going to happen never happens. Oh well.
Stronghold seems pretty good now, even though I saw a lack of ranged before, but now I'm afraid we aren't going to see that again. Centaurs are ranged, I can't tell if the Goblins throw or whatever, but Shamans have at least some spells and it seems that Cyclops still throws the sad Gobs, and if the Harpy/Fury still has "no retaliation/flying" it is almost like they *are* ranged. I don't care that they have two "uninspired" brutes, everything else doesn't seem like they can fit the bill (except for Cyclops, who, you know, is a freaking monster.)


(Sorry if I seem to be all over the place, I guess that's just how I am.)

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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted January 16, 2011 07:28 AM

Quote:
All this hate against the HOMM3 dungeon is blasphemy also.

I hope they never ever remake those horrid mistakes that they called HOMM5 fortress and HOMM5 dungeon ever again.



  Pretty strong words you use there, they weren't that horrid of mistakes, Dungeon .. just not well implemented but it's OK.

  Fortress well, they just overused the dwarfs ... and don't get me wrong a dwarf faction should have more than 2 units of the same race because lore wise (in Ashan) they are a secluded race and tray to have as list interaction as possible with the outside world/conflicts or races.

  Now the issues i have with the H5 Dwarfs are:

The Giant unit (Thane) ... lame absolutely out of place (concept like abilities are OK) a frost giant that hurls boulders of snow and ice ... or even a steam engine would have been more appropriate or as DarkLord pointed out the Valkyrie

Quote:
Flyer - Harpy / Valkyrie (i think Valkyrie will fit because it's related to Norse mythology, should be elite though or even a champion)


The Spearwielder just doesn't make sense they live in closed underground with tight corridors, a spear is more of a open plain weapon and the ToE upgrade the Harpooner is even more out of place ... i would have preferred to see a musket of some type or an early fire weapon prototype or incendiary device (like Disciples 2 dwarf unit had Flame Caster).

  So if you had a Fenrir based concept instead of Brawler (with same ability, just reduce the amount of dwarf in the lineup) and another type of creature to replace the giant dwarf (Thane and upgrade) it could have been better (in my opinion) and I'm fairly sure it wouldn't have been that bashed/hated.    

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted January 16, 2011 08:08 AM
Edited by kodial79 at 08:15, 16 Jan 2011.

Take it easy with Thane. It's my second favorite H5 unit after Rakshasa. I would sooner change everyone else rather than the Thane. He was goddamned impressive! An intimidating presence in the battlefield, and then storm strikes and storm bolts wreaking havoc on enemy lines, couple that with a good rune and that he was a teleporter... Probably he was the strongest unit of his tier, in the game! I just like being OP!

The spearwielders were nicely done too, the whole Scottish concept and their background story, especially the very well designed short spears with great blades. They quickly became my second favorite unit of the Fortress line-up. And the crippling strike was a great ability too! I would not have put them into the game, and preffered hobbit stone slingers just for the sake of variety but once I saw them for the first time, well, I just couldn't get it in my heart to wish them gone. The Harpooners I did not like though. They felt like, the devs could not think of anything better for an alternative upgrade.

Every unit in H5 Fortress actually was very well thought out, drawn and they all felt like they served a their own role on the battlefield. However, one dwarf too many, indeed. Bear Riders, Runepriests and Defenders: I cannot imagine the line-up without them. The Brawlers though I like too, I can do without. The only reason for that, is that we could neutral human Berserkers as units, like in H4. It would be nice if some kind of a beast was there instead of the Brawlers. One that would fit though.

The Dwarves didn't play on Viking themes for creatures such as Fenrir, Frost Giants and Valkyries to be considered. But anyway, they're not completely unrelated either due to their faction being native to the snow tileset. But I reject all three of them. Frost Giants were bad guys. Or at least, enemies of the Gods of Valhalla. Dunno why but all I know is that Thor was the number one Giant Killer. If the Dwarves had been inspired by the Viking culture, then Frost Giants would have been their nemesis. Besides there's this classic hatred between dwarves and giants. Fenrir is a unique demonic wolf, son of Loki if I recall right. It makes as much sense to put him in dwarven faction as it is to create a faction of both devils and angels simply because of their common theological background. Valkyries would be nice but here's the thing: Valkyries would be a classic tier 6 creature. Too weak to be a champion, too strong to be anything else. And then you would have to swap Thanes with them, which is a big no!


It's pretty hard to come up with a unit that would fit in the H5 Fortress and respect the whole lore about the Dwarves. Their austere social structure, their points of view and their wariness of stranger folk. I'm willing to bet that the designers really did try to come up with units more than dwarves but they could not think of anything that would fit. Simply adding legendary creatures native to snow or mountains, will not do. Yuki no Onna's, Yetis and Sasquatches, Trolls, wolves, none of them fits.


@DarkLord
Read her post again. She said GREMLINS.
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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted January 16, 2011 09:13 AM

Quote:
Take it easy with Thane. It's my second favorite H5 unit after Rakshasa. I would sooner change everyone else rather than the Thane. He was goddamned impressive! An intimidating presence in the battlefield, and then storm strikes and storm bolts wreaking havoc on enemy lines, couple that with a good rune and that he was a teleporter... Probably he was the strongest unit of his tier, in the game! I just like being OP!

The spearwielders were nicely done too, the whole Scottish concept and their background story, especially the very well designed short spears with great blades. They quickly became my second favorite unit of the Fortress line-up. And the crippling strike was a great ability too! I would not have put them into the game, and preffered hobbit stone slingers just for the sake of variety but once I saw them for the first time, well, I just couldn't get it in my heart to wish them gone. The Harpooners I did not like though. They felt like, the devs could not think of anything better for an alternative upgrade.

Every unit in H5 Fortress actually was very well thought out, drawn and they all felt like they served a their own role on the battlefield. However, one dwarf too many, indeed. Bear Riders, Runepriests and Defenders: I cannot imagine the line-up without them. The Brawlers though I like too, I can do without. The only reason for that, is that we could neutral human Berserkers as units, like in H4. It would be nice if some kind of a beast was there instead of the Brawlers. One that would fit though.

The Dwarves didn't play on Viking themes for creatures such as Fenrir, Frost Giants and Valkyries to be considered. But anyway, they're not completely unrelated either due to their faction being native to the snow tileset. But I reject all three of them. Frost Giants were bad guys. Or at least, enemies of the Gods of Valhalla. Dunno why but all I know is that Thor was the number one Giant Killer. If the Dwarves had been inspired by the Viking culture, then Frost Giants would have been their nemesis. Besides there's this classic hatred between dwarves and giants. Fenrir is a unique demonic wolf, son of Loki if I recall right. It makes as much sense to put him in dwarven faction as it is to create a faction of both devils and angels simply because of their common theological background. Valkyries would be nice but here's the thing: Valkyries would be a classic tier 6 creature. Too weak to be a champion, too strong to be anything else. And then you would have to swap Thanes with them, which is a big no!


It's pretty hard to come up with a unit that would fit in the H5 Fortress and respect the whole lore about the Dwarves. Their austere social structure, their points of view and their wariness of stranger folk. I'm willing to bet that the designers really did try to come up with units more than dwarves but they could not think of anything that would fit. Simply adding legendary creatures native to snow or mountains, will not do. Yuki no Onna's, Yetis and Sasquatches, Trolls, wolves, none of them fits.


@DarkLord
Read her post again. She said GREMLINS.



I`m not saying that the Thane didn't have good abilities and aren't useful in the battlefield but they look to similar to dwarf, as drawing concept, so either differentiate them enough as to not look like a scaled dwarf or replace them with something else (OK so a frost giant wasn't the best example).

   The spearwielders (again the abilities and usefulness are not the major issue) but the naming maybe the dev. either overlooked this or wasn't a issue for them but for me the spear is just not a weapon that can be used successfully in closed courters (OK so the dwarfs have some outside outposts and spears could be used outside) but the major wars are fought in the underground against Dungeon faction.

   I said Fenrir based concept not the actual creature , to elaborate, wolves especially bread for wars bigger and more resistant than they're wild counterparts (upgraded could have some body armor) that would be loosen from behind the Defender's to weaken the enemy until they reach the dwarven front-line.

   But on a closing note I love the H5 Fortress (with said objections), and this are a bit like a wish list for a H6 dwarven faction, and I'm sure, as you proved, there are divergent opinion and likes or dislikes regarding this faction but i really hope we will see a return of the dwarfs in H6 or further installments.  
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MattII
MattII


Legendary Hero
posted January 16, 2011 09:16 AM

IMO the H5 fortress was a mishmash of units, not all of which actually fitted with Dwarves, I mean spears, really, what about big crossbows, those would have been much better. Also, I wouldn't have minded much seeing some sort of miner in there, you know, like we had the Haven Peasant or Academy Gremlin. Also, I felt the brawlers were about two tiers too high, While the Bear rider was at least a tier too low, maybe two. My lineup using the creatures would have been:
Tier 1: Defender
Tier 2: Brawler
Tier 3: Spearwielder
Tier 4: Rune Priest
Tier 5: Bear Rider
Tier 6: Thane
Tier 7: Fire Dragon

Also, one non-dwarf unit I would have liked to have seen would have been a Kobold/Nisse/Tomte, ie, a 'good-luck spirit' for mines pressed into service on the battlefield.

Also, given the amount mythical rearranging that's already gone on I don't see why Giants can't be good.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 16, 2011 09:23 AM
Edited by alcibiades at 11:42, 16 Jan 2011.

Quote:
It's pretty hard to come up with a unit that would fit in the H5 Fortress and respect the whole lore about the Dwarves. Their austere social structure, their points of view and their wariness of stranger folk. I'm willing to bet that the designers really did try to come up with units more than dwarves but they could not think of anything that would fit. Simply adding legendary creatures native to snow or mountains, will not do. Yuki no Onna's, Yetis and Sasquatches, Trolls, wolves, none of them fits.

Actually, I don't agree with this statement.

About the Thanes - yes, they had great abilities that were very unique and useful (at least til the PaoKai came along ...), but everything about the concept is jost WRONG. Think about it, how could you ever imagine to go to a developer and say: Hey, I have this great concept for a Dwarven faction, it's a giant Dwarf that stands taller than a human, and then he teleports. I mean, WTF? You could put in a Thunderbird instead, and give it exactly the same abilities, and it would fit much better (alternative upgrade: Firebird to replace Flamelord). Would Thunderbird fit the line-up? Yes, they are majestic birds that inhabitate the snowy mountain peaks.

About the Bear Riders - simply replace them with an unmanned bear. For a start, the Dwarf placed on top of the bear looked horribly ungainly, and what was with the club? All the special abilities (Paw Strike, Bear Roar) were tied to the Bear anyway, so you could do well without the Bear from start. For style, think the awesome Polar Bears from The Golden Compass.

The Spearwielders were never my favorite concept either. An Axe Wielder with short range and low amo but full Melee capabilities (as long as he didn't throw his last axe) seemed like a much better concept to me, and the fact that there isn't a single Dwarf in the line-up equiped with a regular axe simply seams plain wrong (I don't consder whatever the Thane used a regular axe, nor was he a regular Dwarf).

Finally the Brawler ... I kind of liked this guy, although I think he was too week for his level. The concept of a berzerking, mind-less drunken Dwarf is right on; the implementation, perhaps not so much. I wouldn't mind leaving him out, but I wouldn't mind letting him stay either. He should, however, swap places with the Bears, as they were overpowered for their level, and he was underpowered for his.

Defenders and Rune Priest - perfect units! I mean, perfect, I wouldn't wan't them any tiny bit other way. Defender seemed more powerful than Spear Wielder, so in Heroes 5 world I would have them swap places, but concept was great!

So my line-up, either Heroes 5 or Heroes 6 style could be:

Core
Axe Wielder (level 1)
Defender (level 2)
Brawler (level 3)

Elite
Spirit Bear (level 4)
Rune Priest (level 5)
Thunderbird (level 6)

Champion
Magma Dragon (level 7)
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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted January 16, 2011 09:24 AM
Edited by Dave_Jame at 09:34, 16 Jan 2011.

I 100% agree with kodial79

The problem when making dwarfs in H-VI would be to come up with unites that:
1: Are of non dwarven Origin
2: Are unique and original
3: Are not technicly based
4: Bring something new then a klasikal nordic theme
5: do not look to similar to other dwarven faction i similar games (disciples, kings bounty)

The Thanes were really a great unit but they just didnt fit (funny is, that you have giants in dwarven factions both in D-2 and Kings bounty and nobody ever gived a damned.)

I would actuely like to see a Roc rider or axe huller but these units are not really creative. A nice option would by to make the bear a beast unit instead of a mount. And give the defenders proper weapon, unlike H5.
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted January 16, 2011 09:41 AM

Some people here are taking a completely wrong direction to prove that a stupid design decision was actually good - which is beyond me. The lore this, the lore that, it's hard this, it's hard that. Nonsense! The lore ALWAYS comes second and can ALWAYS be accommodated to the theme of one particular faction. They can make a Fortress line-up without even one dwarf and still explain it as a dwarf faction. No, it's not hard at all - you want me to do it? The thing is that they didn't want to. Ashan is a world of monolithic factions - which is an uncreative concept to begin with - and Fortress just follows the trend, taking it to the extreme. It was a mistake - people were vocally complaining that they don't want any more Dungeons or any more Dragons and they created an ultra-Dungeon with one more Dragon at the top. What's good in that?
So yes, the Heroes V Fortress is among the worst factions in the series, rivalling even the Heroes III Conflux in its lack of creativity.

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MattII
MattII


Legendary Hero
posted January 16, 2011 09:46 AM
Edited by MattII at 09:49, 16 Jan 2011.

Monoracial factions are no more uncreative than a bunch of mythical creatures jammed together for the simple reason that they happen to live in the same environment. Also, you can't remove all the dwarves from the lineup and still call it a Dwarven faction, because it'll become a faction with Dwarves being no more than overlords, which is rather like calling Dungeon a Dragon faction for the simple reason that its most powerful creature happens to be a dragon.

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted January 16, 2011 09:52 AM
Edited by kodial79 at 09:53, 16 Jan 2011.

@Kenishi
It's not that Thanes looked similar to dwarves, Thanes WERE Dwarves! Read their background story. Spear is a weapon that can be used both as a melee and ranged fights successfully. Having plain wolves into a faction, wether they were monstrous or not, is a bit underwhelming. The main reason that wolf unit from H1 and 2 changed into Wolf Rider in H3, was this kind of thinking. Besides, wolf is often described as a ravenous predator and in myths symbolizes hunger. That hardly fits the dwarves. Wolves best serve as low level neutrals, which they were in H5.

@Alcibiades
I know, right! I'd be all WTF too if someone came with the concept of the Thane to me. But they've gone and done it anyway, and in my opinion turned to be the most amazing unit in the entire game along with the Rakshasa.

About the Firebird/Thunderbird, yeah it really does fit! Since Ashan Dwarves have a kinship to fire and destructive magic in generally. But hey, leave the Firebird for a basic Phoenix unit and the Thunderbird for the Roc. Again, they need to be made into Tier 6 units, and no way in the world would I replace the Thane.

About the Bear Riders... Look, having common animals as faction units, is very underwhelming. And besides, come on, man! The only cooler thing than Bear Cavalry, is Bears that shoots lazer beams from their eyes and ninja wizards!

I wouldn't wanna see an axe thrower ever again. He left a very bitter aftertaste in H3. Spearwielders were just fine, for me. Their weapons were very well designs. Short spear, broad blade and a nice story behind the unit. I liked them alot!

@Zenofex
You may say so but I do not agree. For me, like I explained in another post. A unit is divided into four sections that I hold of equal importance. A) Design. B) Animation and Sounds. C) Stats and Abilities. D) Lore. I find the lot of you people mostly judging units by their designs and names. To me that's nowhere near enough. For me, no unit is similar to each other unless it is similar in all sections.


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Zenofex
Zenofex


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Kreegan-atheist
posted January 16, 2011 10:06 AM
Edited by Zenofex at 10:35, 16 Jan 2011.

Quote:
Monoracial factions are no more uncreative than a bunch of mythical creatures jammed together for the simple reason that they happen to live in the same environment. Also, you can't remove all the dwarves from the lineup and still call it a Dwarven faction, because it'll become a faction with Dwarves being no more than overlords, which is rather like calling Dungeon a Dragon faction for the simple reason that its most powerful creature happens to be a dragon.
Some of the seemingly most random Heroes III/IV (I disregard the previous two games for obvious reasons) line-ups actually aren't that random as one will find out if he/she plays not only the campaigns of the two games, but also the Might & Magic games. And Chronicles. Why not give it a try?
As for the dwarves - it is not necessary to be exactly overlords and certainly they don't need to be the strongest creatures (and they aren't the strongest creatures in the Heroes V Fortress either). They can be taskmasters. Or guardians of Sheogh's gates (which they are) of vast knowledge, but insufficient physical power to handle the Demons on their own, who employ various types of Rune magic to control various types of local, summoned and artificial creatures. Or some extreme isolationists who hate to show themselves on the surface and only some chosen and adept (practically altered and considered different kind of dwarves) generals lead their armies when needed. Or a local anti-demon alliance, headed by the included sentient races and the dwarves just happen to be the most influential among the others (first among equal or something). If it is SO necessary, you can add a single dwarf unit to the line-up. But that's all.
@kodial, if I understand correctly, your concept of similarity looks like this:


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