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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 ... 13 14 15 16 17 ... 70 140 210 280 350 420 490 525 · «PREV / NEXT»
odium
odium


Known Hero
posted October 14, 2010 12:55 PM

I feel as well that the modifications they made to the Necro faction are an improvement over the older lineups.

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PeterFarkas
PeterFarkas


Adventuring Hero
LeBronTosaurus
posted October 14, 2010 01:01 PM

Quote:
Quote:
I knew it! That means that the flyer creature/(sphinx), would be an elite. i just can't wait to see the special abilities of that namtaru creature.

I hope it will be the first ever Tier7/Champion Tier caster.
Almost all Tier7/Champion creatures so far have been melee powerhouses, exception being the Titan and to some extent the Cyclops.


Seraph could be a quite effective caster in ToE as well.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 14, 2010 01:16 PM
Edited by Zenofex at 13:16, 14 Oct 2010.

Necropolis definitely needed new top tier creature, the old Bone Dragon was hardly anyone's favourite and was powerful enough to be noted only in HoMM IV. A welcome replacement.
What I'm more interested in though is whether Inferno still has the Devil as its most powerful creature and if yes - how will it fare against the Angel...

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PeterFarkas
PeterFarkas


Adventuring Hero
LeBronTosaurus
posted October 14, 2010 01:38 PM
Edited by PeterFarkas at 13:40, 14 Oct 2010.

In H3 and H5, Bone Dragon was one of the weakest lvl7s, yeah. But the fact that it is undead and it is much easier to resurrect and keep them ... well, I wouldn't say alive so let's say, in your army that gave them an advantage.
In H3, this advantage was less because Animate Dead was lvl3, and Resu was lvl4, in the same school. That's why the difference between Bone Drag and others was not so great (morale penalty and especially the Ghost Drag's aging ability were still very useful ones)
In H5, the difference was bigger but Bone Drag had the greatest growth rate among lvl7s and Animate Dead was lvl2 while Resu was lvl5.
Personally, I liked the Bone and Ghost drag and I really wonder how will the developers balance with Necro's new Champion level unit.

Edit:
Inferno doesn't have Devils anymore, Juggernauts thrashed them.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 14, 2010 01:48 PM

Quote:
In H3 and H5, Bone Dragon was one of the weakest lvl7s, yeah. But the fact that it is undead and it is much easier to resurrect and keep them ... well, I wouldn't say alive so let's say, in your army that gave them an advantage.
In H3, this advantage was less because Animate Dead was lvl3, and Resu was lvl4, in the same school. That's why the difference between Bone Drag and others was not so great (morale penalty and especially the Ghost Drag's aging ability were still very useful ones)
In H5, the difference was bigger but Bone Drag had the greatest growth rate among lvl7s and Animate Dead was lvl2 while Resu was lvl5.
Personally, I liked the Bone and Ghost drag and I really wonder how will the developers balance with Necro's new Champion level unit.

Edit:
Inferno doesn't have Devils anymore, Juggernauts thrashed them.

I agree that the Bone Dragons/Ghost Dragons have their uses, but generally they are far below the average top tier.
Regarding the Juggernaut - it's an Elite creature, not Champion, for all we know.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 14, 2010 02:03 PM

Quote:
In H3 and H5, Bone Dragon was one of the weakest lvl7s, yeah. But the fact that it is undead and it is much easier to resurrect and keep them ... well, I wouldn't say alive so let's say, in your army that gave them an advantage.
In H3, this advantage was less because Animate Dead was lvl3, and Resu was lvl4, in the same school. That's why the difference between Bone Drag and others was not so great (morale penalty and especially the Ghost Drag's aging ability were still very useful ones)
In H5, the difference was bigger but Bone Drag had the greatest growth rate among lvl7s and Animate Dead was lvl2 while Resu was lvl5.
Personally, I liked the Bone and Ghost drag and I really wonder how will the developers balance with Necro's new Champion level unit.



I play the Necro as much as anything. I feel the same way. You explained it well. I'll add; Then get vampirism to boot and get another necro creature doing the vampire bit...hard to stop the Boney Guys

Make it great

____________
"Do your own research"

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 14, 2010 02:19 PM
Edited by markkur at 14:21, 14 Oct 2010.

Quote:
I know the one you mean - we're just not sure yet if these preset AIs are in H6 or not.


I kinda figured you knew that, but hey, it was a discovery for me and I just had to share

If I may, I'll add this about A.I. Stategy-Design. I hope that they will give us that same 'preference' in picking the level of play with clear defintions . i.e. Builder instead of Easy etc. because it defines what we might prefer clearly. Or in a more important case 'Warrior' could fight everything around its town and really beef up before meeting you in battle or 'Warrior' that is really, rush to you, rush to you

I hope you care alot about this too.

Thanks for being our Rep. You're doing a job.

Edit= I just caught myself not doing a double-up post when I could have. I'm getting it. Slowly
____________
"Do your own research"

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PeterFarkas
PeterFarkas


Adventuring Hero
LeBronTosaurus
posted October 14, 2010 02:40 PM

Quote:
Quote:
In H3 and H5, Bone Dragon was one of the weakest lvl7s, yeah. But the fact that it is undead and it is much easier to resurrect and keep them ... well, I wouldn't say alive so let's say, in your army that gave them an advantage.
In H3, this advantage was less because Animate Dead was lvl3, and Resu was lvl4, in the same school. That's why the difference between Bone Drag and others was not so great (morale penalty and especially the Ghost Drag's aging ability were still very useful ones)
In H5, the difference was bigger but Bone Drag had the greatest growth rate among lvl7s and Animate Dead was lvl2 while Resu was lvl5.
Personally, I liked the Bone and Ghost drag and I really wonder how will the developers balance with Necro's new Champion level unit.

Edit:
Inferno doesn't have Devils anymore, Juggernauts thrashed them.

I agree that the Bone Dragons/Ghost Dragons have their uses, but generally they are far below the average top tier.
Regarding the Juggernaut - it's an Elite creature, not Champion, for all we know.


Yeah, we are talking about the same thing, I guess.
If I had to choose from fighting 20 Bone Drags and 20 of any other lvl7, I would surely choose Dragons. (except in H3, depending on hero skills I would consider Hydras as well)
But when fighting alongside a hero, their weaknesses could almost disappear.
Juggernauts are not Champions? Sorry, I must have misunderstood something, probably my bad.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 14, 2010 06:22 PM

Quote:
I knew it! That means that the flyer creature/(sphinx), would be an elite. i just can't wait to see the special abilities of that namtaru creature.


Yes, it is possible he said. Not that is actually is
Thanks Markkur
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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PhoenixFlare
PhoenixFlare


Hired Hero
Rebirth
posted October 15, 2010 05:07 AM

Quote:
I agree that the Bone Dragons/Ghost Dragons have their uses, but generally they are far below the average top tier.


That is almost necessary, given that Bone/Spectral Dragons (i) cost only roughly 2/3 the amount of resources to purchase compared to other Tier 7 creatures; (ii) have multiple immunities because they're Undead; and (iii) can be raised using Dark Energy by Necromancy. I thought it's quite reasonable being below the average top tier.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 15, 2010 08:49 AM
Edited by Elvin at 08:50, 15 Oct 2010.

Not really, if you played multiplayer you must have noticed that few ever built them and only in really long maps with tiier 7 dwellings. Too high ore/mercury requirements, desperately needed elsewhere. Even their horde dwelling required too much, now add double the mercury for their upgrades.. They were simply not needed because necro is a primarily rushing faction and dragons could never be used effectively in a rush without sacrificing more important buildings. now if you consider them as a lategame tool.. Again they don't help much since necro is still weaker than most in lategame, dragons or not.

Poor guys were horribly implemented in H5 given how the faction plays out, would be better if they were more accessible early.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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odium
odium


Known Hero
posted October 15, 2010 11:12 AM
Edited by odium at 11:29, 15 Oct 2010.

Looking at the Q&A with Archangel fansite I see this about the campaign:
"She traveled with her master to the Naga islands of the Jade Sea in order to free the Mother Namtaru, a powerful aspect of the Spider Goddess."

I guess it's pretty safe (if it wasn't already ) to assume that Naga is the new faction.

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admira
admira


Promising
Famous Hero
posted October 15, 2010 01:01 PM

Hi, continuing my question on Q&A thread (Somehow is not appropriate to ask in the thread, so I was supposed to ask in Area of Control Thread, in which was locked by mod). So please let me ask the question here, regarding Area of Control:
Case 1: I flag a control point, there is 1 mine inside my control point that is still neutral mine. If my opponent flag the mine instead, what happened to the mine when he left the mine? a. The mine automatically becomes my possession (in which my opponent do the favor for me) or b. It will be converted back to neutral mine?

Case 2: Regarding Dwelling, that is now Tier based not unit based, that automatically add the first batch once flagged. My question is: 1. Will the Dwelling Faction based? or Tier based? (which means we lost the uniqueness of adventure map object as for Unique Faction Dwelling ).

Case 2a: IF the dwelling is faction based, how it will be treated in case of different castle? For example Haven castle control a Necro Dwelling? Since the "batch" is automatically added to the Dwelling's tier's control point, how the Necro Batch enter the castle?

Case 2b: IF the dwelling is not faction based. is it means the control point is the faction based building? Which means the Faction based building is actually the object that is convert-able to specific faction?

Still have a lot of questions. But let see the result of this. Anyone can help? clarify? thanks.


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 15, 2010 01:34 PM

Any unguarded non neutral mine becomes the property of the one who controls the area. As far as I know there will be different dwellings for core, elite and champion units. I'm also pretty sure you can hire their units in town regardless of what faction they belong in but dwellings can be converted anyway.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Frederik360
Frederik360


Adventuring Hero
Looking to the sky
posted October 15, 2010 01:52 PM
Edited by Frederik360 at 13:53, 15 Oct 2010.

Quote:
Looking at the Q&A with Archangel fansite I see this about the campaign:
"She traveled with her master to the Naga islands of the Jade Sea in order to free the Mother Namtaru, a powerful aspect of the Spider Goddess."

I guess it's pretty safe (if it wasn't already ) to assume that Naga is the new faction.


Okay so it's been some time since I last wrote a post, but think it's time to end the radiosilence. So since everything points toward Naga being the new faction(if we could get a link to confirm) I started to wonder about their heroes(I'm all about the heroes!) both might and magic and how they would look, act and what creature they would ride. Also since my previous lecture from MrDragon I checked up on the naga lore(from wiki, so don't blame me if it is incorrect) and thought it to be very cool if their champion unit or hero actually could be the incarnation of Garuda. Could also be a water dragon, a hydra or a chinese style dragon, but think dragons are becoming a bit sterotype in heroes. Don't get why the ultimate unit almost always have to be a dragon. Personally I think it's great, that they replaced the bone/spectral dragons with the new incarnation of the spider mother. Never liked those dragons.

Another thing I really wanted to discuss was how to balance might heroes to magic heroes, which was a problem in heroes 5. Some people may have thought of the same before me, but think it could be good to have different strikes for a might hero. By levelling up, the hero would gain different attacks such as a combo attack(3 strikes at the same unit) or horizontal strike(hitting 3 tiles in a column). They could also revive the stunning blow, excruciating strike or even the weakening strike and add them as well. These skill shoul of course cost a small amount of points(mana?) since they might heroes tend no to have the greatest amountof mana.

Any thoughts on these subjects?

Forgot to mention, that if they do make the elves, then let the heroes ride on a stag/deer/bambi. Would be way better!    

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 15, 2010 02:10 PM
Edited by MrDragon at 14:14, 15 Oct 2010.

Quote:
Looking at the Q&A with Archangel fansite I see this about the campaign:
"She traveled with her master to the Naga islands of the Jade Sea in order to free the Mother Namtaru, a powerful aspect of the Spider Goddess."

I guess it's pretty safe (if it wasn't already ) to assume that Naga is the new faction.


As much as I am placing my bet on the Sanctuary (Naga) being a 5th faction.
Anything could happen.

Edit:
Also, yes please stick Sylvan Heroes (if they appear) on Stags, at least the male ones, unless you REALLY want to prove my point and stick them on Unicorns which traditionally only accept female virgins as riders.

Finally, yes Might Heroes should get more to do then just spam basic attacks on their turn.
Orc Warcries were a step in the right direction, as were many Demon Lord abilities that augmented basic attacks.

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admira
admira


Promising
Famous Hero
posted October 15, 2010 02:30 PM

Quote:
Any unguarded non neutral mine becomes the property of the one who controls the area. As far as I know there will be different dwellings for core, elite and champion units. I'm also pretty sure you can hire their units in town regardless of what faction they belong in but dwellings can be converted anyway.

I see, thanks for the clarification.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 15, 2010 06:56 PM
Edited by markkur at 18:56, 15 Oct 2010.

[Any thoughts on these subjects?

Forgot to mention, that if they do make the elves, then let the heroes ride on a stag/deer/bambi. Would be way better!    


Agreed. Let it be Elks. They can get quite large. How about a BattleMoose? Just kidding about the later idea, just put it in for laughs. But seriously, Buck-Elks have awesome horns and are probably more dangerous than a horse.

I like your ideas about improving the 'fighting hero'. Hope someone w/clout is looking on.

Make a great day, Markkur

____________
"Do your own research"

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Frederik360
Frederik360


Adventuring Hero
Looking to the sky
posted October 15, 2010 07:47 PM

Quote:
[Any thoughts on these subjects?

Forgot to mention, that if they do make the elves, then let the heroes ride on a stag/deer/bambi. Would be way better!    


Agreed. Let it be Elks. They can get quite large. How about a BattleMoose? Just kidding about the later idea, just put it in for laughs. But seriously, Buck-Elks have awesome horns and are probably more dangerous than a horse.

I like your ideas about improving the 'fighting hero'. Hope someone w/clout is looking on.

Make a great day, Markkur



Great to hear some appreciation! Would also like to hear on the other subject I posted along with a way how to improve the melee hero.

As for the melee hero I thought about 2 other abilities, which could be interesting. First of it would be elemental imbue. Since we are back at different elementals I bet there would, or could be something like the elemental chains from heroes 5. This would actually mean that melee heroes would benefit from having access to elements such as fire, water, wind earth... The second would be a vengeful strike, that increases in power dependant on the number of units the targeted unit have killed. Lastly there could be an evil or good strike, which works good against light and dark factions(don't like this one as much since heroes 6 is all about the grey zones of each faction).


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MattII
MattII


Legendary Hero
posted October 15, 2010 08:41 PM
Edited by MattII at 20:46, 15 Oct 2010.

Quote:
Agreed. Let it be Elks. They can get quite large. How about a BattleMoose? Just kidding about the later idea, just put it in for laughs. But seriously, Buck-Elks have awesome horns and are probably more dangerous than a horse.
Well I must say that one of the units in my still-to-be-completed prospective Sylvan lineup is the Dainn (Norse, one of the four Stags that browse on Yggdrasill itself) upgrading to either the Qilin (Chinese/Far Eastern mythical animal) or Cerynitis (the stag with the bronze hooves, who's capture was Hercules third task).

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