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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Alci's Heroes 6 wishful wonderland
Thread: Alci's Heroes 6 wishful wonderland This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 23, 2011 11:46 AM

ok Like him
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 23, 2011 08:12 PM

What about my comments on the Healer?


Inferno:
Grunt: isn't it overpowered as hell? (no pun intended) It's a core unit that completely minimizes the damage output of core units and severely lowers the damage of elite units. I understand you wanted to make it a tank (although it kinda goes against Inferno's usual strategy), but that might be too much even by Dwarven standards... Unless of course, by "base" damage you  just mean the stack damage before att/def modification and not the damage of each creature in stack as it is written in the stats. If it is indeed the former, then my whole point is irrelevant.

Cerberus: Not really a criticism, it just dawned upon me that Gluttony + 3-Headed attack + No retaliation makes the cerberus an offensive beast.

Seducer: Can seduce fail if the target stack is much stronger?

Breeder: does it have a ranged attack or did you just call it "ranged" because of the imps? Also, can it move?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 23, 2011 08:32 PM
Edited by alcibiades at 20:39, 23 Feb 2011.

Quote:
What about my comments on the Healer?

Eh ... I'll have to look into that later.

Edit > Oh yes
Quote:
Healer/Priestess: First, not sure how morale will work this time around. Second, the atb bar is essentially out in Heroes 6. Third, with all of the abilities of the Priestess she becomes a very fast moving healer who is incredibly hard to target. Might be too strong for a core unit.

I have ATB in my H6 version. So Morale will work as in H5, same for ATB. If she's overpowered? Well again, I can only lay out the overall idea, exact numbers would need testing. But very relevant points as always.

Quote:
Grunt: isn't it overpowered as hell? (no pun intended) It's a core unit that completely minimizes the damage output of core units and severely lowers the damage of elite units. I understand you wanted to make it a tank (although it kinda goes against Inferno's usual strategy), but that might be too much even by Dwarven standards... Unless of course, by "base" damage you  just mean the stack damage before att/def modification and not the damage of each creature in stack as it is written in the stats. If it is indeed the former, then my whole point is irrelevant.

No, you got it right, this is the damage reduction for each creature as it is written. Number might not be right, I've been hescitant to fill in absolute numbers when we don't know how new units scale. But remember that we saw in a screenshot that Marksmen (Haven core) has 30 HP, which means numbers must be a lot higher than in previous games. Thus, 5 points of damage is probably nor more than ~2 points in previous games.

Quote:
Cerberus: Not really a criticism, it just dawned upon me that Gluttony + 3-Headed attack + No retaliation makes the cerberus an offensive beast.

Hmm, yeah, that's the point. As in H5, however, Cerberus will be quite vulnerable, so he'll need to be carefull if he is to have a lot of attacks before being killed.

Quote:
Seducer: Can seduce fail if the target stack is much stronger?

Yeah, I guess there would be a cap at target stack >> Seducer stack, as in H5.

Quote:
Breeder: does it have a ranged attack or did you just call it "ranged" because of the imps? Also, can it move?

It hasn't got ranged attack. I actually have a new version where it's labeled Spawn/Melee which is more accurate. It was called Ranged but now I gave Succubus ranged attack.
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted February 26, 2011 02:18 PM

Grunt: At first I was a bit sceptic both about the absolut values and the risk of it being OP. However I'm starting to like this one since it will be extra resistant towards low-leveled units. Forcing the opponent to use his elite or champion unit to destroy the Grunt.
The other abilities are fitting.
Hell Hound: Very nice abilities for this light offensive unit.
I really like Rush, it's so simple yet perfect.
Succubus: Not much to say it's a good unit, but what do the spell Blur do? (I wonder the same about Decoy, but I assume it should be Decay...)

Breeder: is perfect, this is the way I pretty much imagined the breeder to work the first time it was revealed.
Hell Horse: I'm no big fan of the idea of having a horse in the ranks of demons, but I adore it's abilities so I like it any way.
They are very similar to the ones in H5, which is very good since this unit was actually one of the best IMO there.
Efreet: Nice Awesome that you have giving Explosion to this unit. In H5 it was an interesting ability, but a bit weak. Here however it will be very useful and powerful. How does Ignite work? Will it enhance explosion?

Pit Fiend: With a high priority unit like this, Hateful Retaliation is just invaluable. Same thing with Child of Chaos.
Like you already said, this unit can take it easy just sitting in the back casting spells and then when the enemy units tries to engage he can just crush them with his might.
I think that pretty much sums it perfectly, this is a champion and as such he should be a huge threat which he clearly is.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 26, 2011 03:31 PM

Thanx for the valuable feedback.

Quote:
Grunt: At first I was a bit sceptic both about the absolut values and the risk of it being OP. However I'm starting to like this one since it will be extra resistant towards low-leveled units. Forcing the opponent to use his elite or champion unit to destroy the Grunt.

Yes, this is exactly the purpose of this unit, that it  will itself not be too strong, but that other core units will have a hard time taking it down.

Quote:
Succubus: Not much to say it's a good unit, but what do the spell Blur do? (I wonder the same about Decoy, but I assume it should be Decay...)

No, Decoy is Decoy, and something else than Decay.

Futher explanations of the spells will come later.

Quote:
Breeder: is perfect, this is the way I pretty much imagined the breeder to work the first time it was revealed.

This is actually the unit I'm most sceptic about in terms of abilities, so I'm glad you approve of it. I'm not sure whether I should tie the Mana Leach thing to the Breeder itself (as UbiHole has done) or to the spawned Imps (which is what I prefer). Either way, I'm afraid the Breeder itself will just end up sitting there doing nothing active on its turns, being rather immobile as it is, and being that I imagined the spawning to be a passive ability.
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted February 26, 2011 10:19 PM

Hmm a tear guy huh?
Well then he needs to be defensive or something while still being demonic...
Maybe something that allows him to punish the enemy if THEY ARE being passive/defensive. For example his spells are more effective the less the enemy has acted. This can be used to mass buff the troops or greatly weaken the enemy with destructive spells forcing them to act.
I don't know this is just some theory crafting and ideas flowing.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 26, 2011 10:34 PM
Edited by alcibiades at 22:35, 26 Feb 2011.

Hmmm interesting idea, but actually I think that would work better for a Stronghold Magic hero?

I'll try to move a few things around, maybe that will solve issue. Hang on ...

PS: Suggestions for a name (and possibly ability) for a might class?
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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted February 26, 2011 10:49 PM

Heretic? Or the good old fashioned Demoniac?

Ability - Affecting own creatures by giving them Fire Shield and Fire Damage (like H5 Hellfire)? Not very original though...

Or a damning effect on enemy creatures - when they strike own creature, their defence decreases by the value of victim's attack? Or something along these lines.

Or maybe, if there is a stronger Inferno creature adjacent to the victim, IT retaliates on the attacker instead? And a name could be Infernal Initiative.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 26, 2011 11:12 PM

Tentative Inferno Hero classes are here. Some changes might still come, but feedback so far (class names and abilities) are very welcome. Stats are likely to change in an overall modification. Will try to get them done tomorrow along with some info on spells, but it's doubtfull whether I'll manage to find the time.




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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 27, 2011 02:25 PM

Updated Haven and Inferno Hero classes. Also added a part to the master post about Hero class association with Might/Magic schools. The added part is also quoted below.

Quote:
About Hero classes and Might/Magic schools
There are 4 schools of magic (Light, Dark, Creative and Destructive) and 4 schools of might (Melee, Ranged, Mounted and Siege). Each Faction will have an association with some of these schools, which will determine how likely it is for Heroes to learn skills from the appropriate school, and what spells and techniques that can be learned from their Mage and Warrior's guilds. As an example, Haven is associated with Light Magic (primary) and Dark Magic (secondary) from the Magic schools, and is associated with Mounted Combat (primary) and Siege Combat (secondary) from the Might schools.

The faction core Might class will be associated with the primary school of might, meaning that the Hero starts with a free skill point in this school. Upon achieving an advanced class, the Hero can either further specialise in the same school (gains another skill point) or specialise in the secondary school (free skill point in that school), depending on what advanced class he achieves. Likewise, the core Magic hero will be associated with the primary Magic school.


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soul_blighter
soul_blighter


Adventuring Hero
posted February 27, 2011 08:07 PM



Quote:
About Hero classes and Might/Magic schools
There are 4 schools of magic (Light, Dark, Creative and Destructive)




could u give a hint as to what the creative school is gonna b like? does it have a lot of summoning? sounds interesting...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 27, 2011 11:35 PM
Edited by alcibiades at 23:35, 27 Feb 2011.

Quote:
could u give a hint as to what the creative school is gonna b like? does it have a lot of summoning? sounds interesting...

I can. Creative Magic has Summoning as one of its classes [each Magic Scholl has a total of 4 classes]. Many of the spells belonging to "Summoning" in H5 will appear in Creative, either in the Summoning class or in other classes of this school.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 28, 2011 05:15 PM

Quote:

I can. Creative Magic has Summoning as one of its classes [each Magic Scholl has a total of 4 classes]. Many of the spells belonging to "Summoning" in H5 will appear in Creative, either in the Summoning class or in other classes of this school.


so it will include spells such as summon elemetals,phantom force or arcane crystal?
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 01, 2011 12:21 AM

As I understand it so far, creative magic will cover spells which are exactly that - creating something new (in this plane)...am I right with taht alci? or does the name come from sth different?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 01, 2011 09:53 AM

Yes, Creative Magic is associated with creating things (duh) and thus is the opposite of Destructive Magic. Thus, Creative Magic has the following for subschools: Summoning (obvious), Illusion (Phantom Forces, etc.), Conjuration (Arcane Crystal, Blade Barrier, etc.) and Nature (Earthquake, Wasp Swarm, etc.). So Crative Magic is the equivalent of H5 Summoning Magic.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 02, 2011 10:10 AM

sounds nice
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 01, 2011 06:35 PM

It's been a while, but since I'm soon of for summer, perhaps I should continue this project, just to have something to do. Not sure where this will go, but to kick things off, here are the Necropolis creatures, which I never got uploaded. No big surprises here, I've actually come to like what UbiHole did with this faction this time around.









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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 01, 2011 06:51 PM

well...necropolis looks like the H6 one,but with some names changed and nice abilities.

So when fate weaver's attack a target affected by paralyzing poison it will always do maximum damage?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 01, 2011 07:49 PM

Yes, obviously there will be a chance of success trigger so that not all attacks has this effect. I guess perhaps this should only work when she's in Spider form.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 03, 2011 09:48 AM
Edited by alcibiades at 09:51, 03 Jun 2011.

Thought I'd bring over something from my old Heroes 6 thread which would carry on in this version also, namely the skill system. At this, I diverge from the official Heroes 6, in that I stick to a system that pretty closely follows the Heroes 5 version (which I think was the best skill system we've seen yet, and had potentiel to fulfill all my wishes!).

There are 18 general skill classes not including racial skills. At the moment, I reckon a Hero will be able to learn 7 of these (as I found the 5 of Heroes 5 to be too few, and Heroes 5 had less skills than this), or perhaps 8 (which might be too many). Again, that is not including the racial skill(s) a Hero will have access to.

Skills are divided into 3 groups: General Skills, Combat Skills and Magic Skills. General skills will affect your army by boosting creature stats etc. Combat Skills will improve the combat skills of your Hero in combat; this will work in a way different from what is known from previous games. Magic Skills will improve his magic skills as is known from previous games. Each skill groups has 6 skills.

Each skill comes in 3 levels (basic, advanced, expert), and each skill has 4 associated perk paths which will again contain 3 perks each (for a total of 12 perks for each skill). As in Heroes 5, you can only master a number of perks equal to or less than your skill level in the appropriate skill - thus, to reach third cirkle of perks, you need to have expert level in this skill.

Here is a list of the 18 skills. You can click Combat and Magic skills to read skill description and see basic perks. Like I said, this was also posted in my old thread. General perks are WIP (need to finish some icons mostly).










PS. I just noticed some descriptions are not quite up-to-date with how I envision Hero-in-combat. I no longer think Hero will be affected by spells or damage (i.e. not like in Heroes 4), thus descriptions that imply such will need tweaking.
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