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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 patch 1.1.1 - Discussion thread ~
Thread: ~ Heroes 6 patch 1.1.1 - Discussion thread ~ This thread is 23 pages long: 1 ... 10 11 12 13 14 ... 20 23 · «PREV / NEXT»
Gweret
Gweret


Adventuring Hero
posted October 26, 2011 12:28 PM

Quote:
So having a tier 3 skills is not a big advantage? they are the closest thing to an I win button and you did not mention time stasis and terror which are OP.

Dispel, purity mass, purge, cooldown.
Having one 3tier spell more than your enemy is not "I win button".

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rpgguy
rpgguy


Adventuring Hero
Scholar
posted October 26, 2011 01:06 PM
Edited by rpgguy at 15:15, 26 Oct 2011.

Since you can save/respec points its not just 1 point. And I never said its an I win button. My point is its a significant advantage.
Not everyone have/use those "counter" spells - I don't recall the AI use them much and sometimes dispelling won't really help since by the time you cast your dispel the victim have already suffered the consequences ( terror spell ). Not to mention when you attack hero less armies they wont have any dispels for sure.

I thought about it some more, There are some other nice stuff you get with a higher level:

- Few points to might/magic ( discussed already )
- Tiers open up ( discussed already )
- Faction ability levels up ( Guardian angel etc...)
- There is a level cap on the Blood/Tears abilities.
- Dynasty weapon levels up ( Enlightenment affect this? )
- Some buildings are level dependent giving you higher bonuses when you enter ( +1 on level 1-10 +2 on level 11-20 ) etc...
- Many skills improve upon a level up ( not all skills are might/magic Dependant )
- The more xp you have the better teacher you can be to your other heroes if you took the mentor skill
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 26, 2011 02:33 PM

It's true, when you get to level 5 and 15 opening up the next ranks 2 and 3 for skills/abilities is advantageous, I mean getting mass spells, etc. is better.
The one thing I am finding is that it's not so different getting a might ability when you're a magic hero (and vica versa), for instance "pressed attack" for a magic hero can be very beneficial and works the same in battle as if you are a might hero....

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Gweret
Gweret


Adventuring Hero
posted October 26, 2011 06:54 PM

Quote:
and sometimes dispelling won't really help since by the time you cast your dispel the victim have already suffered the consequences ( terror spell ).

You need to have high initiative to use it, even then it will not work for more than one round.
Also with this you are going to lack some "low" mana spells or other might skills.
You will cast a terror, and this will only work one round, then it will be dispelled. you have effectively lose more mana for one round effect.
But then, you still need initiative for this, since you are going to save skills I doubt you will have low level skills like Ambush?

You are aware that we are talking about having enlightenment and being one level above your human opponent?


Theory craft.

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rpgguy
rpgguy


Adventuring Hero
Scholar
posted October 27, 2011 05:56 PM

Quote:
Quote:
and sometimes dispelling won't really help since by the time you cast your dispel the victim have already suffered the consequences ( terror spell ).

You need to have high initiative to use it, even then it will not work for more than one round.
Also with this you are going to lack some "low" mana spells or other might skills.
You will cast a terror, and this will only work one round, then it will be dispelled. you have effectively lose more mana for one round effect.
But then, you still need initiative for this, since you are going to save skills I doubt you will have low level skills like Ambush?

You are aware that we are talking about having enlightenment and being one level above your human opponent?


Theory craft.



Yes, all the points I mentioned above are about the benefits of starting with enlightenment and thus having more XP and 1 higher level. Even in a multi player game you will still face neutral armies and hero less combats.

But lets just say for argument sake I agree with you about the Level 3 skill , Whoever took enlightenment still have the same number of skill points since he is one level higher so we can have the exact same skills. However the higher hero still have the upper hand because of the other bonuses I mentioned earlier.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 28, 2011 07:58 AM
Edited by DoubleDeck at 07:59, 28 Oct 2011.

They've posted "Heroes VI funny demo reel" video....didn't we see this like 4 months ago already?

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted October 28, 2011 09:40 AM
Edited by kodial79 at 09:43, 28 Oct 2011.

Even in normal difficulty, it's ridiculously easy. I played the first Necropolis campaign and I went on a rampage from start to finish, totally annihilating everything on my path.

I had only minimum casualties, lost a couple ghouls to the cyclopses guarding the soulreaver stuff and a couple skeletons against the first hero I fought.

The fight with the pit fiends guarding that other dynasty weapon, the glories in the end and the last siege against Salvatore? No casualties, not even wounded creatures! As everyone was healed to full life by the time the fights were ending.

I had no care about management, in the beginning I was lacking in crystals without a mine, but even so they couldn't stop me. No secondary heroes, I employed two who remained inactive but kept them only for their passive boosting my creature growth.

I wasn't even spending mana and she's supposed to be a Magic Hero. Only a mass life drain every now and then, in case I was fighting an enemy Hero with multiple stacks.

I got reminded of Doom II's famous quote "To kill the Cyber Demon, shoot it until it dies". That was all there was to it, click on the enemy stacks to kill them and don't leave anything alive on the map. The only real tactic involved was knowing the best time to heal either through life drain, necromancy or ghosts so as to keep everyone up and in full health.

Is it that Necropolis is so overpowered or that the game is generally too easy? Is it both or is it just me being too damn good? In any case, I will play the next scenario in the hardest settings just in case it gives me more of a challenge.


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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 28, 2011 10:15 AM

"Hard" is a bit more challenging but playing with Necropolis is a joke generally, so yeah.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 28, 2011 11:48 AM
Edited by DoubleDeck at 11:49, 28 Oct 2011.

Only using Ghosts + defending them (not attacking) + regeneration spell + necromancy + heroic strike = a joke.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 28, 2011 11:32 PM
Edited by Nocturnal at 05:05, 29 Oct 2011.

I don't know if I am the only person that finds Artifact restrictions a little bit too strict. Every piece of armor is for might affinity, how am I supposed to increase my mage's Might Defense? Might Affinity heroes can use most of the artifacts that gives Magic Defense, but the contrary is not available for Magic Affinity heroes. I am at the last map of Sanctuary and my hero is magic affinity, and she hasn't ever had anything for her chest through the campaign.

Also, Kensei and Mizu-Kami do very little damage that I most don't use them at all. I understand the reason they do little damage, with Kensei's Four Winds he attacks again and again and Mizu's Pain Mirror the attacker takes damage, but whenever you use them you will at least lose some units from the stack.
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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted October 29, 2011 01:32 PM
Edited by kodial79 at 13:33, 29 Oct 2011.

Having listened to you, that it's just Necropolis being overpowered, I went on and played the first Stronghold campaign again with everything set on normal difficulty settings.

Once again, the whole campaign was just a walk in the park. Casualties kept to a minimum. Only a very few, very large fights saw any deaths from my side, 1 orc or 1 goblin or maybe rarely 1 centaur, etc.

Ofcourse I picked up healing spells to keep my units up and fighting even though I played as a Might Hero. Why? Because I can. The game gives me freely the chance to become invincible without putting any real effort into it.

It was ridiculous. It was like a walk in park, as easy the previous Necro ride. From start to finish, again, I destroyed everything effortlessly in my path. Did not have to restart a single battle, did not have to formulate any specific strategies and this time around, I did not even rely in tactics as much as I did with Necropolis.

My secondary heroes remained inactive in their cities. The whole army gathered under the banner of Sandor and my cities were completely undefended but never threatened.

This game is far too easy, even a kindergarten kid can beat it. It's not the Necro being overpowered, it's the design of the maps that favours a single route, the various healing spells that provide with cheap resurrection and a stupid AI who cannot oppose you.

Today I'm going to play the first Sanctuary scenario in the hardest settings. Just in case it gets more challenging but I seriously doubt it.
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Archheretic
Archheretic

Tavern Dweller
posted October 30, 2011 01:29 PM
Edited by Archheretic at 13:30, 30 Oct 2011.

Just wait until you test custom games, that's the definition of easy.
No matter what race you pick its a walk in the park.

Just tested Sanctuary, was my first time and knowing how bad the AI is I picked Hard aggressive AI. Not once did it defend its castle, thats the most popular AI tactic, if you come with an army that can match theirs they will just flee, even if they are on the last castle.
Then they will just wait in the wilderness to die, instead of atleast trying to take their castle back.

The only times I lose troops is sometimes on the first crystal mine, and when I manage to jump their heroes, it will then cast a spell and immediately flee.

Until they fix the AI, the game is broken.
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Damian777
Damian777


Hired Hero
posted October 30, 2011 02:42 PM

Griffin dont have special attack...

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 31, 2011 06:51 AM

Quote:
Griffin dont have special attack...


Griffins do, it's the Imperial Griffins that don't....

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted October 31, 2011 07:41 AM

Quote:
Quote:
Griffin dont have special attack...


Griffins do, it's the Imperial Griffins that don't....


Aren't they supposed to have both diving attack and diving assault as they call them?
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 31, 2011 08:38 AM

Griffins have diving attack (one enemy stack). It works fine.
Imperial Griffins have diving assault (attacks all enemies in line of flight), except it doesn't do any damage so doesn't work.

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted October 31, 2011 09:04 AM

Quote:
Griffins have diving attack (one enemy stack). It works fine.
Imperial Griffins have diving assault (attacks all enemies in line of flight), except it doesn't do any damage so doesn't work.


No kidding? How did that go unnoticed by the devs so far?
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 31, 2011 10:22 AM

There are like 50-60 blatantly obvious bugs which are not fixed (some of them - since the beginning of the beta), nothing unusual here. Just get used to the modern trend widely supported by Ubisoft "never release a technically good product, patch as long as possible".

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted October 31, 2011 10:59 AM

So wen can we expect the 1,2 patch.. ahs been some times since the 1,1,1

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 31, 2011 11:20 AM

I think it would be patch 1.1.2 as 1.2 would be related to an expansion

Just on griffin ability, the downgrade I much prefer anyway, as the diving attack focuses on the enemy stack no matter where it moves...but the upgrade dives in a line which is fixed and doesn't move according to the enemy stacks.

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