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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 70 140 210 280 350 420 ... 469 470 471 472 473 ... 490 525 · «PREV / NEXT»
Nelgirith
Nelgirith


Promising
Supreme Hero
posted August 12, 2011 05:13 PM

Quote:
Quote:
Quote:
Also, we'll get a RMG.

Sorry guys, not in the release

6. What can you tell us about Random Map Generator for Heroes VI?
For the moment we can only say that you will find the Random Map Generater in Heroes VI.


so in H6 but not in release ? wtf is that supposed to mean

Exactly what they said a few monthes ago, that they'll include it in a free patch (not in an expansion)

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 12, 2011 05:19 PM
Edited by Cepheus at 17:21, 12 Aug 2011.

Careful with spinning the old rumour mill there guys. That Q&A mention is a misworded slip up from Irina: there's no confirmation of RMGs for Heroes VI at this time.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Elvin
Elvin


Admirable
Omnipresent Hero
Warm and fuzzy
posted August 12, 2011 05:37 PM

Quote:
Exactly what they said a few monthes ago, that they'll include it in a free patch (not in an expansion)

I don't remember that being directly promised but personally I'd bet on it.
____________
Good design isn't more expensive, bad design is.
-Vitirr

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 12, 2011 06:19 PM

So, the changelog is out for the new Beta version. I'm very excited about the new experience levels, I hope they remembers to edit Chest XP so that it gives normal XP (500/1000/1500) on mid level.

This is just lame, however:
Quote:
- Heal cooldown increased to 4 (from 3)
- Heal, Mass cooldown increased to once per battle
- Regeneration cooldown increased to 4 (from 3)
- Regeneration, Mass cooldown increased to once per battle

All that will do is prolong battles because players will have to wait longer to use Heal. Why is it they can't fathom that you don't balance an overpowered thing by making it more difficult to use, but that you should make it balanced. Adding restrictions like this will just make the game less fun to play.
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What will happen now?

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Wckey
Wckey


Famous Hero
posted August 12, 2011 07:11 PM
Edited by Wckey at 19:17, 12 Aug 2011.

I was expecting that we could at least fight one boss map, even if it was the Inferno vs. Mother Namtaru. Oh well, at least I can fail at playing games online
Quote:
All that will do is prolong battles because players will have to wait longer to use Heal. Why is it they can't fathom that you don't balance an overpowered thing by making it more difficult to use, but that you should make it balanced. Adding restrictions like this will just make the game less fun to play.

I have to agree. And healing spells are more usefull than mass healing most of the times, so only allowing mass healing spells to be used once won't change anything if you can use normal healing spells as many times as you want.
____________
Come back soon, Elvin!

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted August 12, 2011 07:24 PM
Edited by OmegaDestroyer at 19:27, 12 Aug 2011.

Quote:
The abilities Siege Master II and Siege Master III have been switched


Eh, so what?  Siege Master is a garbage ability.

As to the rest of the abilities, I agree to making a broken ability harder to use is not really fixing anything.  Most of the changes don't look like they will solve the alleged problems the game is facing.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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Negativland
Negativland


Promising
Adventuring Hero
but I'm not
posted August 12, 2011 08:14 PM

Medusas get full range? They were already strong (and many) to begin with, and with the right skills they were downright crazy. IMO they should have added range penalty to all core shooters, not remove it.

The exp multiplier fix is good news!

Quote:
Dump file is sent from beta players' computer in case of crashes


OH THANK GOD.

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Elvin
Elvin


Admirable
Omnipresent Hero
Warm and fuzzy
posted August 12, 2011 08:15 PM

The experience multiplier values are the highlight for me as I considered X3 unplayable and X10 as poorly balanced where early levels are concerned.

Weakening week effects, fixing town conversion costs, scaling destructive spells, rebalancing the wail in a tasteful manner and toning down the incorporeal physical reduction, reducing the heal charges and improving the tormentors were all very good changes.

------

What is missing however is that..

1) Siege master is still ineffective. It cannot aim, and some damage over time at siege master II won't do much against a throng of marksmen that can decimate your stacks in a matter of few turns.

2) Core units are still as strong as ever  

3) Plenty of abilities remain underpowered.

4) Castle and champion dwellings are too damn expensive.

5) Sanctuary still sucks in sieges due to a lack of fliers. I'd like to see kirin fly and spring spirit to pass through walls or at the very least fix siege master.

Anyway that's why we have the beta, I hope we get some decent feedback on those with the second phase.

------

What I just do not like:

Coral maidens having full range is kinda overkill. And while I do not mind some extra cooldown for heal/regeneration, having their mass versions depleted after a single cast rather sucks. I can see why they did it, I just wish they gave it a long cooldown instead. Because it IS that powerful and it DOES resurrect every goddamn stack while being tier 1.
____________
Good design isn't more expensive, bad design is.
-Vitirr

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted August 12, 2011 08:21 PM
Edited by Nelgirith at 20:22, 12 Aug 2011.

Siege Master 3 would be more interesting if it gave us control of the catapult or if it was shooting a second time.

The healing changes are a step in the right direction, but I still think they need either to lower the general hitpoints pool of creatures or reduce the total healing.

I don't get why they reduced the effects of Acolyte of Fortune and Natural Born Leader ... seriously ... +4 Chance or Morale is like nothing ... + 2 is just useless.

Also, did Sanctuary really need Priestesses getting full range ?

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Wckey
Wckey


Famous Hero
posted August 12, 2011 08:41 PM

Quote:
Also, did Sanctuary really need Priestesses getting full range ?

I think this shows that developers are being a bit lazy. Instead of, like Elvin said, change some abilities of other creatures to make them more usefull in sieges, they prefer to go the easy way.
Still, with the Kappas ability and the fact that the core creatures are too strong, I don't think that Sanctuary has much problems in sieges.
I honestly hope they are doing something important with the game now, because the changes between betas don't justify the time we had to wait between the previous beta and the new one, imo.
____________
Come back soon, Elvin!

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Kitten
Kitten


Known Hero
Roar
posted August 12, 2011 09:00 PM

Town conversion cost scales with the constructed dwellings
Wail of the Netherworld direct heal reduced from 5 to 2 Now her heal is quite useless, only 2 HP per unit.

As Nelgirith said, it would be nice to have one of the siege abilities to either control the catapult or shoot twice.

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Elvin
Elvin


Admirable
Omnipresent Hero
Warm and fuzzy
posted August 12, 2011 09:04 PM

Quote:
Town conversion cost scales with the constructed dwellings

Would it make more sense to you that a lvl 1 town costs the same as a fully built town to convert..?
____________
Good design isn't more expensive, bad design is.
-Vitirr

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Kitten
Kitten


Known Hero
Roar
posted August 12, 2011 09:11 PM

Quote:
Quote:
Town conversion cost scales with the constructed dwellings

Would it make more sense to you that a lvl 1 town costs the same as a fully built town to convert..?

It's not a matter of making sense, but I totally understand your point.
Resources aren't too plentiful and you need to conserv and use the little you got and the little you gain wisely. A neutral town with all those elements is hard to get early on and even if you do you won't have much resources to build on that new town anyway.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 12, 2011 09:34 PM

Quote:
Medusas get full range? They were already strong (and many) to begin with, and with the right skills they were downright crazy. IMO they should have added range penalty to all core shooters, not remove it.
Yeah, previously it was a very strong ability if a ranged unit had no range penalty, now they made battlefield much larger AND gave almost all ranged unit full range. Huh?

I also think that the idea of making Spring Spirits able to pass through objects is rather brilliant. Not only would it fit nicely with the concept, it would also give the unit some sort of justification in the line-up, making it specificly usefull in sieges. Flying Kirin is not needed imo., then we would be back to the "just another dragon" situation.
____________
What will happen now?

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted August 12, 2011 09:42 PM

Yeah, we already have a 'just another spirit' situation on our hands.
We don't need another one.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted August 12, 2011 09:47 PM
Edited by OmegaDestroyer at 21:48, 12 Aug 2011.

Quote:
Medusas get full range? They were already strong (and many) to begin with, and with the right skills they were downright crazy. IMO they should have added range penalty to all core shooters, not remove it.


I agree.  Giving Medusas fall range is a poor decision.  The unit already blows most level 1 units away.  However, if they keep it with full range, I support not giving the Sanctuary any fliers or ability to pass through walls.  Make them weak at sieges.  Give them some disadvantage.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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Elvin
Elvin


Admirable
Omnipresent Hero
Warm and fuzzy
posted August 12, 2011 09:50 PM

They *are* weak at sieges.
____________
Good design isn't more expensive, bad design is.
-Vitirr

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 12, 2011 09:53 PM

Quote:
They *are* weak at sieges.
I guess there's also a line to walk there, because while no faction should be completely crippled in central aspects of the game like sieges, it can also be a way to distinguish the factions - i.e. Sanctuary is quick in creeping but poor at sieges, to give an example.

Obviously there should be some viable skills to make up for that, however, and while I don't remember how Siege Master works (it probably looked bad enough for me never to pick it), I agree that controling the catapult and/or giving extra shots is pretty much a no-brainer.
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What will happen now?

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted August 12, 2011 09:55 PM

Catapults in this game are worthless.  Without being able to manually control them or get another shot, it takes way too long to break through the walls.  Even hammering on the gate will take several turns which will be spent being turned into a pincushion.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 12, 2011 09:59 PM

Quote:
Catapults in this game are worthless.  Without being able to manually control them or get another shot, it takes way too long to break through the walls.  Even hammering on the gate will take several turns which will be spent being turned into a pincushion.


I second this.
____________
Iron from Ice.

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