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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 gameplay
Thread: Heroes 6 gameplay
Nejisan
Nejisan

Tavern Dweller
posted October 14, 2011 12:10 PM

Heroes 6 gameplay

What do you think about the game play so far?

My brother and I played a hotseat, him as Haven and me as Sanctuary. I had big expectations for heroes 6. The trailers were cool, the concept brings much needed innovation and the artwork beckoned me. However, certain elements spoiled my party.

First of all, they obviously haven’t toyed around with spells, because offensive spells are incredibly weak. Skill points are hard to come by, and having my icebolt hit for 192 at level 11 is quite pathetic. With 1 point spent for the +3 water magic spellpower and another for the spell itself, I’d expect something worthy out of a 3 rounds cooldown.

But spells are not the only nuisance in Heroes 6. The creatures are poorly balanced, and when I say that, I speak about the ‘core creatures own everything’ sort of balance. Compared to what Sanctuary gets later on(Mizu Kami, those frost rangers, Kensei and Kirin), the core creatures are totally overpowered. And it’s not only their numbers. For a tier 6 unit, I expect my 8 Kensei to do a little more than 100 damage, compared to my shark warriors, who are 100(each with its own 30 hp) and do over 300 damage.

Heaven has some downsides as well. While I understand that it’s a defensive castle and units are balanced around preventing damage rather than dealing it ( good hit points, resurrection+ healing abilities and a nice crowd control from blazing spirit ), it took this a little bit too far. Sun crusaders, angels and griffins are a sad example of how little damage expensive units can dish out.
Only marksmen and upgraded priestess were reliable on dealing heavy damage.

Could it be because I played a mage class? I always favored spell casters, but in this game I don’t think they’re as useful as they were in Heroes V because there aren’t many spells to go by, and you need to spend ability points in order to gain them.

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LRN
LRN


Adventuring Hero
posted October 14, 2011 12:20 PM
Edited by LRN at 12:24, 14 Oct 2011.

Quote:


But spells are not the only nuisance in Heroes 6. The creatures are poorly balanced, and when I say that, I speak about the ‘core creatures own everything’ sort of balance. Compared to what Sanctuary gets later on(Mizu Kami, those frost rangers, Kensei and Kirin), the core creatures are totally overpowered. And it’s not only their numbers. For a tier 6 unit, I expect my 8 Kensei to do a little more than 100 damage, compared to my shark warriors, who are 100(each with its own 30 hp) and do over 300 damage.

Heaven has some downsides as well. While I understand that it’s a defensive castle and units are balanced around preventing damage rather than dealing it ( good hit points, resurrection+ healing abilities and a nice crowd control from blazing spirit ), it took this a little bit too far. Sun crusaders, angels and griffins are a sad example of how little damage expensive units can dish out.
Only marksmen and upgraded priestess were reliable on dealing heavy damage.





Bear in mind that elite =/= Tier 6. This is not the classic case of 8 Treants wiping the floor with 100 peasants. Core units have been empowered a lot compared to the game's previous incarnations. I'd certainly expect 100 Sharkmen to do more damage than just 8 Kensei. Evidently you acted expecting the old Tier 1-7 system instead of the new core/elite/champion system.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 14, 2011 12:31 PM

Icebolt formula is curious.. My flood conjuger at lvl 30 could kill 9 ravagers which was a pleasant surprise after seeing how weak it was in the beginning. It still freezes a unit and allows combos with the icebreaker but.. We'll make sure they fix that.

Core aren't as imbalanced as they initially look like, you are just used to the old lvl 1-2 weaklings whereas they are between the old lvl 2 and lvl 3. The longer the game gets the more balance shifts towards elites and champions as you will see. But I'll have to admit that I'd prefer to see the elites dealing more dmg.. Just a matter of preference.

Sun crusaders, angels and griffins deal might dmg so they are obviously not going to be as powerful with a cleric just like a blazing glory won't be as good with a knight. I mean a cleric has about 5 att by lvl 30, do the math..

Magic heroes are pretty good right now. They only need to fix destructive spells a bit.
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 14, 2011 12:40 PM

900 damage with a level 30 hero is nothing impressive, in a normal game you'll probably have around 100 Ravagers by the time when you manage to level up that far so killing 9 of them will make little difference.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 14, 2011 12:45 PM

100 ravagers? By the time I faced my opponents in H5 I didn't even have half that amount of tier 5
____________
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Map also hosted on Moddb

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 14, 2011 12:51 PM

And your hero wasn't level 30 also.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 14, 2011 01:02 PM

H5 didn't have fancy xp modifiers and duels do not include spellpower artifacts. I still wish that destructive get a partially percentage-based dmg but I do not know if we can hope for that
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 14, 2011 01:40 PM
Edited by Zenofex at 13:41, 14 Oct 2011.

Ugh, I hope you're not talking about this "Fastest" abomination, I don't really see it as a corner-stone of the MP games (hopefully). On any lower setting a level 30 hero will remain imaginary on all but the biggest maps where you'll most likely get these 100 Ravagers before the final encounter. It remains to be seen though.

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Nejisan
Nejisan

Tavern Dweller
posted October 14, 2011 02:01 PM

Quote:
Quote:


But spells are not the only nuisance in Heroes 6. The creatures are poorly balanced, and when I say that, I speak about the ‘core creatures own everything’ sort of balance. Compared to what Sanctuary gets later on(Mizu Kami, those frost rangers, Kensei and Kirin), the core creatures are totally overpowered. And it’s not only their numbers. For a tier 6 unit, I expect my 8 Kensei to do a little more than 100 damage, compared to my shark warriors, who are 100(each with its own 30 hp) and do over 300 damage.

Heaven has some downsides as well. While I understand that it’s a defensive castle and units are balanced around preventing damage rather than dealing it ( good hit points, resurrection+ healing abilities and a nice crowd control from blazing spirit ), it took this a little bit too far. Sun crusaders, angels and griffins are a sad example of how little damage expensive units can dish out.
Only marksmen and upgraded priestess were reliable on dealing heavy damage.





Bear in mind that elite =/= Tier 6. This is not the classic case of 8 Treants wiping the floor with 100 peasants. Core units have been empowered a lot compared to the game's previous incarnations. I'd certainly expect 100 Sharkmen to do more damage than just 8 Kensei. Evidently you acted expecting the old Tier 1-7 system instead of the new core/elite/champion system.


That's true, but those elite units are quite expensive, and the maps I've played require the player to trade gold for crystals at all times. With that perk available at level 5, the trades are convenient, but the crystal cost has yet to justify the weakness of certain elite creatures. Mizu Kami and Kenseis, during weeks 2(if you are rich and want to invest) and 3-4 are simply weaker than the core creatures. Later, this gap only amplifies, for the core creatures have a huge growth.

And let's not even speak about champions. For that cost, they are disgraceful. If they want to keep them close to elites, fine, but at least remove the crystal cost of the creatures!

The best solution I can come up with is strength through abilities. Give each elite an activated ability, and I am more than happy. Upgraded champions should even have two activated abilities.
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