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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 70 140 210 280 350 ... 400 401 402 403 404 ... 420 490 525 · «PREV / NEXT»
DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted June 08, 2011 05:32 PM

Quote:
As for armageddon belonging to fire school, I do think at least some other ultimates will be affiliated to certain magic schools too


Armageddon doesn't belong to fire magic, but to the unique ability of Inferno Magic Tears....(ie don't need fire magic as a pre-requisite)

Quote:
Whaaaaat? No firewall, fire shield, fire trap?


We don't know all the fire magic spells yet......we've seen 4 (firebolt, fireball, fire storm, frenzy) so there's still probably 10 more fire spells to go!


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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted June 08, 2011 05:40 PM

Quote:

Armageddon doesn't belong to fire magic, but to the unique ability of Inferno Magic Blood....(ie don't need fire magic as a pre-requisite)


*Fixed*
Perhaps it's both, the game mechanically might treat it as fire magic for the purposes of effects of say... certain artifacts, creature abilities or hero skills.
Despite not technically being part of the fire magic skill/ability tree.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted June 08, 2011 06:54 PM

Quote:
Armageddon doesn't belong to fire magic, but to the unique ability of Inferno Magic Tears....(ie don't need fire magic as a pre-requisite)

It doesn't prevent Armageddon from belonging to the Fire Magic School and as such to be affected by the Fire Magic passive skill.

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Negativland
Negativland


Promising
Adventuring Hero
but I'm not
posted June 08, 2011 08:14 PM

Yes, that's pretty much what I meant, I just phrased the whole thing really badly (with that wasted slot part). I know arma is a hero ability, and the hero gets it, fire magic or not. But Fire Magic must be affecting it somehow (most probably makes it stronger), so the hero should take them together for maximum effect.

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Karanshade
Karanshade


Adventuring Hero
posted June 08, 2011 09:59 PM

Quote:
Quote:
sure , since now every army will have a max speed creature in its rank , the first to cast will be decided by a flip of a coin, which is certainly a major change in term of control with the ATB bar !
Well there is a change for the following cast tough , now they are decided by completely irrelevant paramaters non related to your hero.
Good System Old is always good ofc !

If you could describe anything as the flip of a coin it was H5 where initiative artifacts were retardedly powerful and 8 init marksmen could play before 10 init master hunters. Now initiative is very specific and you know exactly in what order your units will move.


Ok I can give u that about creatures playing in a simili random order (even so with a few tweak u could have fixed that and still keep atb) but in term of order for spell casting ,I m sorry but creature-initiative based spell-casting order suc..sorry isn t my cup of tea it s a huge drawback even. And might still feel random anyway.

But i give you that , randomness is bad in a tactical game, I hate procs also for the same reason. To quote an excellent article on game design by Zileas from LoL :
Skills are tools. Players count on them to do a job...Random abilities have this problem on reliability -- they tend to be a lot less satisfying, so you have to overpower them a lot more. Small amounts of randomness can add excitement and drama, but it has a lot of downsides. There are other examples of non-reliability, but randomness is the most obvious one
____________

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted June 08, 2011 11:24 PM

The most retarded thing regarding the Heroes V Initiative system was the random bonus at the beginning of the battle - this thing could effectively screw whatever tactic you have in mind. And of course my all time favourite hero - Wyngaal. Sir Mulich in Heroes V.
The system itself was just underdeveloped - meaning far from perfect but holding some promise. Yet I don't mind the return to the old one, it provides a fair amount of tactical options (I'd say more than its Heroes V cousin).

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted June 08, 2011 11:30 PM
Edited by DoubleDeck at 23:34, 08 Jun 2011.

@Zenofex: agreed

@MrDragon & others on Armageddon:
Yes, armageddon is of course linked to fire magic, but is not part of the fire magic available spell slots, it fits into inferno clas ability....
I mean, imagine being Deleb (Master of Fire ability) and going Magic Blood route (Pyromancer - armageddon) and on top Fire Magic...this will definetaly help the efficiency and power of armageddon!

Nice that Armageddon in H6 deals damage to all "non-infernal" troops...Armageddon in H5 dealt damage to all troops susceptible to fire....

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted June 08, 2011 11:45 PM

In an ideal world, Armageddon would be linked to earth magic, because we all know very well what movie that spell is based on:

Don't you deny it!

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Crayfish
Crayfish


Known Hero
posted June 09, 2011 12:00 AM
Edited by Crayfish at 00:06, 09 Jun 2011.

I'm fine with it going back to the older HOMM turn order. H5 initiative was ok but it made some units useless most of the time (hydras, treants) and big boosts to initiative felt too powerful to me (Jhora).

The older system is easier to understand too.

Fire magic is pretty much as expected. Hoping for some more interesting info for the next two days. Frenzy was the only thing worth talking about so far (already knew about armageddon).

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted June 09, 2011 11:01 AM

Two new buffs fore fire magic, a morale boost and morale static making buff (cannot be reduced for two turns) which will certainly be useful against a variety of spells and abilities.

And, well it looks a bit like bloodlust but with an iniative boost as additional effect.

Simple but effective and useful spells.
____________
Mr.Dragon Factions in production.
Citadel: 7/7 creatures, 2/2 hero base classes. (complete, for now)

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Crayfish
Crayfish


Known Hero
posted June 09, 2011 11:44 AM

Wonder if these will go mass at tier 2/3 or with another ability. They'd both be pretty good massed, especially the morale fixing spell.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted June 09, 2011 12:11 PM

The two new Rank 1 spells are cool. Dig the description "inner fire"....like you burning with anger....kind of reminds me of an ex-girlfriend

Mass versions? Hmmmm not sure.....would love to see Fire Magic skill tree.


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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted June 09, 2011 12:55 PM

I want unique spellcasting animations for all the spells. All of them.

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mike80d
mike80d


Famous Hero
Map Maker
posted June 09, 2011 12:57 PM

Burning Determination is a great looking spell.  I love the mechanics of it.

Also, the blood & tears music is tremendous

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Crayfish
Crayfish


Known Hero
posted June 09, 2011 02:37 PM
Edited by Crayfish at 14:41, 09 Jun 2011.

New screenshot. Jungle battlefield looks very nice. Fireball looks like a meteor.

Mermaids have fairly high HP. Elvin did say that creatures don't die as easily in H6. Will this make for extended battles?

I take it that the ring in the lower right that's about a quarter full with yellow is the hero class ability charging?

Battle UI layout looks alright. Wonder what green and red flags mean on creature icons? What about the helmet-arrow-helmet button?

Only UI criticism is that some of the buttons on the bottom right are really tiny, like surrender... I suppose they're not pressed too often though.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted June 09, 2011 02:42 PM

Quote:
New screenshot. Jungle battlefield looks very nice. Fireball looks like a meteor.
Mermaids have fairly high HP. Elvin did say that creatures don't die as easily in H6. Will this make for extended battles?
I take it that the ring in the lower right that's about a quarter full with yellow is the hero class ability charging?
Battle UI layout in general looks alright. Wonder what green and red flags mean on creature icons?


Mermaids are elite creatures so high HP.
The ring quarter full is faction ability (eg. gating, honour, etc.) not class ability.
Think the green arrows are buffs and the red debuffs....

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Karanshade
Karanshade


Adventuring Hero
posted June 09, 2011 02:48 PM

Quote:
Wonder what green and red flags mean on creature icons?


under a buff / debuff effect ?
Quote:

What about the helmet-arrow-helmet button?


the wait button ?
____________

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 09, 2011 02:50 PM

Mermaids are elite so it's not much of a surprise. Anyway all the screenshot suggests is that their hp is higher than 113/2 But yes I'd say that the pace of battle is a little slower for H6, for one luck only gives 50% bonus, second action after leadership comes at half movement/damage and I really doubt that any mass spell can give like +60% damage as RM did for H5.

Yep that's the orc rage though not quite as we knew it For one it will offer no damage reduction.

Personally I am bummed that the defend and wiat buttons are on the left I have been trained to click them on the right for years!
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Zeki
Zeki


Supreme Hero
sup
posted June 09, 2011 03:06 PM

What? Mermaids are elite?
How  can such creatures be elite? There are much better core units than Mermaids! Just how can they harm you when their not in water?
____________

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted June 09, 2011 03:12 PM

Perhaps their hair give them super strength...?

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