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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 70 140 ... 161 162 163 164 165 ... 210 280 350 420 490 525 · «PREV / NEXT»
mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 12, 2011 03:39 AM

Quote:
Yeah, the fact that the upgraded shaman can cast those spells worries me a bit. I wonder if the mass versions work differently than in Heroes V. Otherwise, that's a very powerful ability. Maybe it has less of an effect or only covers a certain area.

well they do work differently, we already know that initiative won't be coming back.

And i am with sphere about mass spells. IMO casting a single spell should grant immense benefits whereas a mass spell will be weaker.
Like mass haste gives your army a 20% boost while regular haste gives a unit +50% boost.
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soul_blighter
soul_blighter


Adventuring Hero
posted February 12, 2011 07:32 AM
Edited by soul_blighter at 07:33, 12 Feb 2011.

speaking of orc shaman spells....i wonder why they left out bloodlust from their casting abilities....bloodlust is to orcs as resurrection is to angels.

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MattII
MattII


Legendary Hero
posted February 12, 2011 08:40 AM

This is 400 years in the past, the Orcs haven't worked out all of their own biology yet, so Blood Rage (assuming that was what you meant by Bloodlust) probably isn't going to be possible for a while.

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Valen-Teen
Valen-Teen


Famous Hero
UFOlolOgist
posted February 12, 2011 09:06 AM

There is Blood rage but it works other way now.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted February 12, 2011 10:32 AM

I agree that orc shamans should have bloodLUST. (not blood rage, the spell bloodlust as in Heroes 1,2,3)
It's kind of a signature Orc magic across almost all fantasy franchises.

As for Haste and Slow, bear in mind that we no longer have initiative as turn frequency, just turn order.
So either mass Haste and mass Slow still effect iniative and you basicaly get the first moves every round of combat OR it's back to being a spell that alters speed instead of initiative, in which case I imagine mass Haste being extremely benificial to Orcs who rely on getting up close and personal.

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vicheron
vicheron


Known Hero
posted February 13, 2011 01:47 PM

They could split haste and slow into two spells each, one that affects movement and one that affects initiative. You would have haste, which increase speed, celerity, which increase initiative, mire, which decrease speed, and slow, which decrease initiative.

It would also be nice if the effectiveness buffs and debuffs depended more on spell power.

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted February 13, 2011 04:04 PM

@Vicheron - I agree about splitting them.

I'm going to be different here, IMO Heroes functions well BOTH with and without initiative. Although the bad side to lack of Initiative is the monotony and an artificial look of all units acting in a sequence, whereas with Initiative, it's quite unfair that some units literally act 5 times before a different one acts once, and even that action can be disrupted by e.g. a spell or bad morale.

My solution: have Initiative, but decrease the difference of various creatures.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted February 13, 2011 04:12 PM

Quote:
I'm pretty sure there's no more initiative...

There's no ATB system, that doesn't mean there's no initiative.

I kinda hope they'll go back to the H4 system where each creature had its speed (initiative - showing how fast a unit was acting in the turn) and its movement (showing how far a unit could move).

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 13, 2011 04:53 PM

Quote:
Quote:
I'm pretty sure there's no more initiative...

There's no ATB system, that doesn't mean there's no initiative.

I kinda hope they'll go back to the H4 system where each creature had its speed (initiative - showing how fast a unit was acting in the turn) and its movement (showing how far a unit could move).

Exactly, even with H3 system, you can have Initiative and Movement as different counters. And I agree, we should have spells like:

Haste: Increase Initiative (unit will act sooner)
Mobility: Increase Movement (unit will move longer)

Slow: Decrease Initiative
Fatigue: Decrease Movement
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 13, 2011 05:17 PM

I'm really not for spells that kill your speed. Speed is an insanely crucial stat of an unit and it's reduction doesn't scale anywhere near as well as iniative reductions or boosts. Having 20% more iniative is completely different from having 20% more movement speed. Speed is a very very fragile stat so I'd be very careful when dealing with it.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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vitorsly
vitorsly


Known Hero
Joker!
posted February 13, 2011 08:29 PM

WOW. At weekdays this gets more 5 pages but this now is so quiet!
I know! Lets discuss the lack of news in weekends!
I would love if they worked at weekends. Even if it wasnt Work but atleast give us a neutral creature artwork or a map screenshot!

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted February 13, 2011 08:36 PM
Edited by Aosaw at 20:38, 13 Feb 2011.

It could be that they meant that it doesn't exist in the same way it did before.  i.e. old initiative is gone, and now we have new initiative.  It's a way of disassociating you with what came before so that your mind is open to what comes next.

Kind of like what they didn't do when they released D&D 4th Edition - instead of pointing out all the differences that they had made, they tried to sell it as "the same game", which of course was a lie, and it alienated a lot of fans.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted February 14, 2011 07:56 AM

Quote:
Quote:
Quote:
I'm pretty sure there's no more initiative...

There's no ATB system, that doesn't mean there's no initiative.

I kinda hope they'll go back to the H4 system where each creature had its speed (initiative - showing how fast a unit was acting in the turn) and its movement (showing how far a unit could move).

Exactly, even with H3 system, you can have Initiative and Movement as different counters. And I agree, we should have spells like:

Haste: Increase Initiative (unit will act sooner)
Mobility: Increase Movement (unit will move longer)

Slow: Decrease Initiative
Fatigue: Decrease Movement


Remember they told us this about H6:

"Initiative system: Back to H3 mechanics but with a H5-like ATB bar interface."

Combat rounds as you know them from H1 - H4 were gone in H5, and 'initiative' was introduced (where it was possible for a high-initiative creature to attack 2 times before a low-initiative creature attacks).

Back to H3 mechanics tells me that "Speed" will determine who goes first, no more Initiative. Speed will affect two things:
- WHEN a creature will act per combat round (turn)
- HOW FAR a creature can move on the battlefield (movement)

The ATB bar will show us the order of turns, but maybe this is a hint that there will be some random % added to starting speed to (like 0 to 0.25 in Heroes 5)....

So a creature with the highest "Speed" will go first, but in the combat round ALL creatures will have a turn. Makes sense, cos in H5 most creatures with high initiative could go all the way across and make attacks on first go (Nightmares, Emerald Dragons, Blood Sisters). Likely too that shooters will have low speed so won't go "early" in the combat round.

Spells like "Haste" and "Slow" will affect a creature's turn position in each combat round but they will still have a turn in the round, but there are new spells (hinted in Igromir's leaked video) like "Quicksand" that will affect the battlefield and reduce creature movement (not speed).

This is obviously just my opinion. What it means is my favorite artifact from H5, "Ring of Speed" (+20% initiative) won't be in the H6 game...boo hoo! But looking forward to returning to H3 mechanics!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 14, 2011 08:29 AM
Edited by Elvin at 08:30, 14 Feb 2011.

Good Lord. Let's make this simpler.. Have you played H4? Yes like that.

Btw quicksand is hardly new.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted February 14, 2011 10:44 AM

Could this one hell of a big skeleton, be an indirect hint that a Bone Dragon boss is in game? Good screenshot anyway!
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Signature? I don't need no stinking signature!

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soul_blighter
soul_blighter


Adventuring Hero
posted February 14, 2011 10:50 AM

i dont think the dragon skeleton implies anything....i guess it just a special type of map decor made to fit the necromantic and undead vibe that comes with the necromancer faction....pretty disappointed by the sotd...could have given us something more to talk about....

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 14, 2011 11:04 AM
Edited by Elvin at 11:05, 14 Feb 2011.

@soul_blighter
Then look forward to the rest, some amazing pieces to come There should also be some questions answered.

Btw during my week without internet I started playing clash of heroes again. I noticed statues of namtaru which I had overlooked and.. hellfire launches Seems the demons while on general not that bright they do have *some* technology.






Oh and did I tell you that I defeated Ludmilla with sir Skelton's ring that reduced my hp to 10%(7hp) and doubled my unit attack power Took 2-3 tries, no wraiths.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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soul_blighter
soul_blighter


Adventuring Hero
posted February 14, 2011 11:42 AM

@elvin

looks like you had good fun !! thnx for the heads up about the upcoming news tho

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted February 14, 2011 01:08 PM
Edited by Nelgirith at 13:09, 14 Feb 2011.

Assaldir on Archangel Castle made an interesting find (that I illustrated with piccies )


In the upper part of the picture, some of us were a bit intrigued by the ground mark below the flag of the sawmill :


Zoom on the sawmill :


See that thing ? Why is it longer than the others ? Could it be pointing at something ?


Let's zoom back ! and it points at ...



Could it be safe to assume that the mark will point towards the control point the mine is linked to ?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 14, 2011 01:50 PM

Didn't notice the arrows before. However, the ones in the new one look odds, looks like there's something standing behind the flag, except the 3D layering is off, as the symbol goes in front of the flag.

@ Jabanoos > Maybe the arrows will only be visible once you've discovered or even captured the control point?


... still waiting for HiRez version of today's screenshot.
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What will happen now?

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