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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Spells/abilities affecting movement range
Thread: Spells/abilities affecting movement range
Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted November 28, 2010 07:52 PM

Spells/abilities affecting movement range

Didn't know where to put this and wanted some input from fellow members so made a separate thread for this...

In H5, there was a serious lack of spells that decrease (or increase) the movement range of a creature. Slow decreased the initiative, not the movement range. Meaning if a creature has enough movement to cross the battlefield in one turn, it WILL screw you sideways EVENTUALLY. The only exception I can recall is the dwarven spear thrower's cripple ability that decreases the movement range (and dwarven rune Charge that increases it).

And as a player who prefers rangers and likes to stay on his side of the battlefield and shoot away, you can imagine how disabling this thing turned out to be.

Was this removal of spells intentional? If so, will it be continued in H6?

And, since my multiplayer experience is not all that much, is it better to have such a spell in the game or does it become too imbalanced?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 28, 2010 08:02 PM

In H5 it was intentional yes. On one hand it makes some units(like zombies) worthless, on the other damage was high compared to unit hp so a powerful unit with boosted speed making could decide the whole battle. Perhaps you remember rune of charge, that introduced some crazy imbalances with the dwarves.

In H6 speed things will be different, who knows
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Aatos
Aatos


Adventuring Hero
Heroic Adventurer
posted November 28, 2010 08:13 PM
Edited by Aatos at 20:50, 28 Nov 2010.

There were a few effects which decrease or increase speed in H5.

Decrease:

Spearwielder: Crippling Wound
Goblin Trapper: Trap
Edit: Hero Ability: Storm Wind (thanks Jabanoss)

Increase:

Hero Ability: Aura of Swiftness
Hero Ability: Familiar Ground
Hero Ability: Death March
Hero Ability: March of the Golems
Item: Windstrider Boots
Rune: Rune of Charge

Maybe I missed something, I don't know.
____________
To fail to plan is to plan to
fail.

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jabanoss
jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted November 28, 2010 08:28 PM

you forgot one(maybe more, I don't know )
Hero Ability: Storm Wind  - decrease

In H5 this was so boring, as a player that loves to rely on speed, it was painful that haste did not improve the movement speed of a creature.
Hope so much that this is changed for H6
____________
"You turn me on Jaba"
- Meroe

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted November 28, 2010 09:15 PM
Edited by Zenofex at 21:27, 28 Nov 2010.

Quote:
In H6 speed things will be different, who knows
One person in this thread looks suspicious for some reason.
There were no Speed-boosting spells in HoMM V for balancing reasons - some faction's initial charge was brutal enough even with 1-2 creatures capable of reaching the opposite end of the battlefield in one turn and with some further increase of the Speed of their slower creatures, even the frail and chaotic balance would have been completely destroyed. Some armies just couldn't stand a full-scale onslaught. Fast vs. slow is always a significant balancing issue in a TBS and Nival did weel not to make any spells increasing the speed (by the way most likely they would have been part of the Light school, which was mainly used by one strong - Haven - and one overpowered - Sylvan - factions, so giving them even more bonuses would have been ugly).
Edit: By the way, Age of Wonders 2 (I haven't played 1, so I'm using the sequel for the example) has quite nice system for movement during battle. The further one melee creature travels before reaching its target, the less attacks it has when it finally starts swinging. Normally this means lower chance to hit and less damage. Translating this into Heroes language means that if the same system gets implemented, the creatures which move beyond certain point(s) of their movement range for one round could get some damage penalty when attacking their target. It will add at least several more tactical layers to the battle planning and management.

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