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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 ... 90 91 92 93 94 ... 140 210 280 350 420 490 525 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 06, 2011 10:39 PM

How about a hint then?

Quote:
Imperial Griffins have spent many years with their human allies, and have learned the tactical importance of weakening an enemy line in battle..


Yeah I love the descriptions
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 06, 2011 10:43 PM

I feel your pain War-overlord. Don't get me wrong I'm all for the descriptions like this I love it!! The thing is it's just a bit hard to understand if you haven't seen it yet. I for example didn't understand a thing the Vampire did. Except that I knew one of those things had to be lifedrain. The middle ability sounds like some form of laststand+incorporality or something but no idea really. But I don't mind that one bit. It's all good.

You should check out the Screenshots, especially the one with the Archer. You can see that there are new stats introduced and apparently they've changed the luck system (unless the archer REALLY has 10 luck in the same way a unit would have 10 luck in H5).
____________
"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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MarceS
MarceS


Hired Hero
posted January 06, 2011 10:44 PM

The Juggernauts have made a pact with Ur-Khrag, the Overlord of Destruction. In exchange for their promise to destroy all that Asha has created, they have been given an organic armor that mutates constantly, making it impossible to hamper magically .

100% magic immunity. Love it

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 06, 2011 10:45 PM

You've got to love everything else about them too. The Juggernaughts are so awesome.
____________
"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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veco
veco


Legendary Hero
who am I?
posted January 06, 2011 10:46 PM
Edited by veco at 22:47, 06 Jan 2011.

hamper doesn't mean harm, I suppose they're immune to debuffs
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none of my business.

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Willis
Willis


Known Hero
posted January 06, 2011 10:48 PM
Edited by Willis at 22:50, 06 Jan 2011.

The Juggernaut descriptions got me hoping they could just ram straight through a castle wall. I doubt that will be the case, though. Getting my main stacks (not gated) through walls was always an issue for me as Inferno. I guess they'll be able to beat it down, at least.

edit: ^^ the explanations are not particularly native-english friendly, either.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 06, 2011 10:50 PM

Quote:
Also the ghoul has 2 very boring non-suiting special-abilities, where is the corpse eating thing that suits ghouls like a glove?

Weren't you the one that did not want homm to be wowfied?

Ghosts are not incorporeal in an H5 sense, your attacks won't miss anymore.
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted January 06, 2011 11:25 PM

Quote:
EDIT what about a randomness switch? You can put randomness on or off with a click of your mouse... chaotic players like myself turn it on and players that are more into order put it out, this is win-win situation people!

hahaha Yeah I agree maybe not a ingame one though, but when I play single player I have nothing against randomness.
But when I (hopefully) going to play multiplayer I don't want randomness to stop me from winning

Randomness should be used in things like RANDOM MAP GENRATOR


by the way anyone else who really loves Wail of the Netherworld?
I mean it will work the best on a unit that is completely in the heat of the battle AWESOME!
____________
"You turn me on Jaba"
- Meroe

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted January 07, 2011 12:06 AM

There seems to be a lot of abilities in Heroes VI; each upgrade seems to have both a passive and an active. Interesting...
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They can take my swamp, they can take my town, but they will never take my FREEDOM!

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 07, 2011 12:18 AM

Quote:
There seems to be a lot of abilities in Heroes VI; each upgrade seems to have both a passive and an active. Interesting...


Many many abilities indeed, with great variation and compexity. They seem to have thought it out quite thoroughly. You will be spoiled for choice here, so the only problem I could foresee is that it may be a ***** to balance...
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Lokheit
Lokheit


Known Hero
posted January 07, 2011 01:07 AM
Edited by Lokheit at 01:08, 07 Jan 2011.

Nice update for the website When it's supposed to have every unit we currently know?

Only (lesser) things I would complain, if any, is that some 3D models seem unfinished, like the juggernaut that happens to have less horns and spikes than both, the artwork and the one from the trailer, or the ghoul cutting his own leg on the animation. And finally, that the upgraded hellbound receives the multiple target skill but they seems to maintain the same number of heads, so if they have multiple target, the basic unit should have it.

I want to see the Fate Spinner models for both, human form and arachnid form, she is the coolest adition this far *.*

And a question: since the 2 bosses that we have seen so far are like ultimate versions of level 7 units, does this giant serpent boss and that "maybe one of the creatures from the 5th faction is a flyer without wings" means that their level 7 is going to be an smaller water serpents? I think it would be cool.

EDIT: I haven't played online but I have played a LOT of hot-seat with my friends, I suppose the experience is more or less the same and I recommend playing against other players.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted January 07, 2011 01:14 AM
Edited by Jabanoss at 01:16, 07 Jan 2011.

Okay the Vampires....
As they grow in power, Liches may earn the right to be embraced by the Spider Goddess herself to die and be reborn as Akhkharus, or "Vampires".
So they are older, more experianced? Okay I get that

So Liches...
Huh, never mind I read the other line for the vampire where it said that they gained a rejuvenated body, cleansed from all defects.
Meh I wanted to bash at the vampire for looking so damn stupid

anyways I love the lore for the liches, but they still look better in Dark Messiah
____________
"You turn me on Jaba"
- Meroe

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted January 07, 2011 03:04 AM
Edited by Jabanoss at 03:05, 07 Jan 2011.

I think that is just a lore thing, if not it seems dangerous to engage in small battles where you might not even get to use your Vampires.
Anyway I must also say that the lore for the Vampire is really something that made me excited.
Quote:
As they grow in power, Liches may earn the right to be embraced by the Spider Goddess herself to die and be reborn as Akhkharus, or "Vampires".

They undergo an excruciating ritual but gain a rejuvenated body, cleansed from all defects. Vampires don't need to eat, drink, sleep or breathe anymore as all their organs are "petrified," and it is not blood, but the sacred spider's venom, that now flows in their veins.

However, they need to drink human blood on a regular basis to thin this venom down, and prevent it from dissolving their body from the inside.


A "normal" vampire(the more common interpretation) would drink human blood and then that human would also become a vampire, or if the vampire made some kind of ritual while drinking. However in my opinion nither of those would fit the well in Ashan, but the way that they are created in this lore is really awesome
It gives a new kind of respect for the Vampires of Ashan
The Heroes of the Necropolis have intresting ways of achieving power or preserve it. Become a Lich and then maybe a Vampire if you wish to have the looks. In any case I'll be immortal
____________
"You turn me on Jaba"
- Meroe

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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted January 07, 2011 07:02 AM
Edited by Kenishi at 07:09, 07 Jan 2011.

Quote:


I want to see the Fate Spinner models for both, human form and arachnid form, she is the coolest addition this far *.*




   Not only that if it was up to my I would make her as a high end resin figurine instead of Michael.
 
   As I read through the Necro units description they seam to have taken seriously the hole faction Warfare description "A dead enemy is a good ally"
   Vampires (as I see) have there Out of Time ability allowing them to withstand more and give the the ability to regenerate as less dmg they take the more dmg they deal resulting in more hp from regeneration.
    Than you have ghost that act like healers and Lich to which are able steal life and give to another and gives bonus to the heroes magic spells.

    The griffin ability Diving Assault well i think the "enemy line in battle" refers to attacking all units on a line (similar to the alternative upgrade in H5 ToE) and "at the moment they think the greatest danger has passed" i guess it refers to the moment the designated unit attacks or retaliates

    The Cerberus have "Two heads" ... o well is just off but nothing i can live with.

JUGGERNAUT and the Unstoppable Charge well be useful at clearing obstacles on the battle filed and (I really hope) for dmg. the castle walls, while Taunting Presence hmm i guess would divert attack from a allied unit close by to himself (maybe even magic?!)

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No Gods, no Masters. Knowledge is Power, and Power is Freedom

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 07, 2011 08:17 AM
Edited by alcibiades at 08:18, 07 Jan 2011.

Quote:
There are people who will miss the old incorporeality??

I actually didn't mind it too much. I think it added an interesting element of strategy to the fight when you were up against ghosts, because you had to plan for some fodder to eat their retaliation (in case you missed) and then storm them before their next turn to take out the stack.

I think there should have been counters - certain Light spells like for instance Divine Strength should have given a guaranteed hit, or at least increased chance - but the idea itself didn't bother me too much.

Damage reduction essentially just is increasing their HP by a huge amount, which makes it less unique. I gather (in contrary to what someone suggested) that damage reduction is *only* to physical and *not* to magical damage - otherwise, the ability would indeed be pointless.
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What will happen now?

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Knut_Are_M
Knut_Are_M

Tavern Dweller
posted January 07, 2011 09:25 AM

on the issue of dwellings there are a few issues.
in previous heroes of might and magic games haveing 1 huge stack often beats 2 half sized stacks. especially in melee.
another issue is creature growth.
and here i do hope they increase core/elite growth per dwelling+ per upgrade. The reason is if they do not then it is often a waste of money to get the other creature dwellings even if they are just as good.
You would most of the time just pick one core dwelling and just jump to elite after that and then champion because it costs you too much to get them all.balance decides when you will choose to get the upgrades.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 07, 2011 09:51 AM

If they go for the Heroes Kingdoms approach (rock-paper-cissor), then a single stack of one creature will be a risky bet.

In HK, units were spread in 3 categories : shooters (anything that shoots arrow, bolts, magic), melees (the slow tank unit), cavalry (the fast and frail units) with the rule shooters > melees > cavalry > shooters.

This means that (in HK) a shooter attacking a melee will do X% more damage, but they'll do X% less damage vs cavalry
Likewise, cavalry will do X% more damage vs shooters but X% less vs melees. And melees will ofc do X% more damage vs cavalry but X% less vs shooters.

IF they take such an approach, a Haven player who would only recruit Marksmen (shooters) could be easily countered by a Stronghold player who would only recruit Harpies (Cavalry). That same Haven player would also have a hardtime clearing his area if the neutral monsters guarding his mines/artifacts are mostly cavalry.

Time will tell us, but Ubisoft said in one of the early Q&A that they were working on balancing the creatures between each tier.

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hahakocka
hahakocka


Known Hero
posted January 07, 2011 10:01 AM

A background music would be welcome from Heroes VI soundtrack I think, for this great looking new official page.

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Knut_Are_M
Knut_Are_M

Tavern Dweller
posted January 07, 2011 10:49 AM
Edited by Knut_Are_M at 11:07, 07 Jan 2011.

not really you just do 1 shooter core for creeping. and 1 elite tank for protection. (it may hold a huge risk but the reward is great)
oh and counters depend on math, but alot of the time there will be a faction that can use a unit to break the rules.
Exsamples of units that often cause huge headaces.
fast ranged units.
huge HP tanks combined with destructive magic.
fast no retaliation units.

Ps melees cannot counter cavalry in heroes of might and magic 1-6
reason is melees cannot reach cavalry at all.
cavalry waits, and does strike and return and ends archers.
unless you are going to remove the wait command that is.

cavalry >all if they are fast enough to reach archers in 1 turn.
Tanks >all if the heroes destructive magic is good enough.

Ps ubisoft should be very careful with gateing, as in perhaps make gateing go next to the unit that is doing the gateing. Homm5 gateing with 1 move per turn would make archers a very poor choice vs inferno.


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 07, 2011 11:11 AM

On the issue of hoarding a specific unit.

Even in H5 a huge amount of cavaliers would lose to a slightly smaller cavalier stack aided by two small inquisitor and zealot stacks. Of course those are pure support units so you do not need to sacrifice much cavalier growth, other situations in H6 might be more interesting to figure out.
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Map also hosted on Moddb

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