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Thread: [Project] Heroes VI Community Patch | This thread is pages long: 1 2 3 · «PREV |
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Falconian
Adventuring Hero
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posted March 02, 2012 07:21 PM |
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I think vamps are pretty balanced. Much weaker than H5 vamps.
If you played H5 you know the value of vamps, their no retaliation AND self healing ability AND teleporting AND great movement made them self-sufficient creatures you could rely on during any battle.
Now they are indeed more resilient, but nowhere near as useful or self-sufficient as they used to be.
I think a good way of fixing balance could also be removing the new bull system where some creatures' damage is dependant on Hero's spellpower, and make them go back to be might dependant.
If you notice, most of the creatures considered OP are the ones depending on SP rather than usual Heroes system.
It used to be like this:
Might hero -> Strong creatures, average spells
Magic hero -> Average creatures, strong spells
Now the magic hero, when used together with Necropolis, leads to have BOTH powerful creatures and powerful spells.
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Simpelicity
Promising
Famous Hero
Video maker
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posted March 02, 2012 08:20 PM |
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Quote: I think vamps are pretty balanced. Much weaker than H5 vamps.
If you played H5 you know the value of vamps, their no retaliation AND self healing ability AND teleporting AND great movement made them self-sufficient creatures you could rely on during any battle.
Now they are indeed more resilient, but nowhere near as useful or self-sufficient as they used to be.
I think a good way of fixing balance could also be removing the new bull system where some creatures' damage is dependant on Hero's spellpower, and make them go back to be might dependant.
If you notice, most of the creatures considered OP are the ones depending on SP rather than usual Heroes system.
It used to be like this:
Might hero -> Strong creatures, average spells
Magic hero -> Average creatures, strong spells
Now the magic hero, when used together with Necropolis, leads to have BOTH powerful creatures and powerful spells.
They're glass cannons though, they have no defense. And there's another 2 factors that you need to take into account. First off, the majority of creatures have better might defense than magic defense. And second, the magic damage is getting boosted by the liches. Can't just blame the hero for necropolis' strong magic attacks.
As for vamps, yeah they're not as powerful, even I can see that clearly. Maybe just reducing their weekly production could do it.
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"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88
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xerox
Promising
Undefeatable Hero
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posted March 03, 2012 04:43 PM |
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Edited by xerox at 21:58, 03 Mar 2012.
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I've tried some fun modding myself now.
I can edit stats just fine and even turn like Praetorians into flyers lol (obviously it looks retarded since they don't have a flying animation) but I can't seem to edit abilities yet. :/
Some interesting/fun observations or modifications I guess.
- A lot of people have been saying like "Why aren't the Kirins flyers? It doesn't make sense for them to walk!"
Well, I thought so too so I made them flyers. There were some problems.
1. Their mist trail ability doesn't work when it flies.
2. It lacks a proper flying animation (or they have a scrapped one and I havn't found it) so it just "flies" through stuff like the Ghosts.
- I also tried making the Spring Spirits move like the Ghosts by setting their movement to "Ethereal" but that didn't work. I'm also considering making them teleporters if there's a cool water splashy animation for it.
- Some stat changes I've made. Crossbowmen and Marksman have half range, improved Sister and Vestal survivability, improved Vestal, Praetorian and Griffin speed, reduced Radiant Glory speed and health, increased Celestial's damage.
- Increased Wanimazes, Kappa Shoyas and Spring Spirits speed. Increased Spring Spirits damage. Increased Priestess health. Made the damage gap for Wanimazes smaller (was like 3-7, now its 6-7 but not sure if it worked), increased Kenshis health.
Also succeeded in making Spring Spirits teleport with very cool animations!
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Falconian
Adventuring Hero
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posted March 05, 2012 12:53 AM |
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Haha well those are "fun" changes, they would be quite imbalanced
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httassadar
Adventuring Hero
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posted March 07, 2012 06:16 PM |
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Why are succubi flyers... Doesn't make sense for them to fly, also, why make a shooter fly?
Quote:
- A lot of people have been saying like "Why aren't the Kirins flyers? It doesn't make sense for them to walk!"
Well, I thought so too so I made them flyers. There were some problems.
1. Their mist trail ability doesn't work when it flies.
2. It lacks a proper flying animation (or they have a scrapped one and I havn't found it) so it just "flies" through stuff like the Ghosts.
Also succeeded in making Spring Spirits teleport with very cool animations!
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anti-victor
Adventuring Hero
Disciples 2 Map Creator
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posted March 08, 2012 02:35 PM |
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Quote: I've tried some fun modding myself now.
I can edit stats just fine and even turn like Praetorians into flyers lol (obviously it looks retarded since they don't have a flying animation) but I can't seem to edit abilities yet. :/
Hi Xerox where can I find this stats? I tried and lookin' for everything and can't get them
And abielities also interest me especialy no retalation for cerberi and vampires ;p
Help if You can
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LarkinVB
Known Hero
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posted March 23, 2012 10:01 PM |
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Is this project dead ? 1.0 is a good start.
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Falconian
Adventuring Hero
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posted March 23, 2012 11:44 PM |
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Quote: Is this project dead ? 1.0 is a good start.
Nope project is alive, it's the game development to be dead.
I modded everything that could be modded, now it's up to the devs to either make the rest of the code moddable so we fix the game ourselves or make patches that (fail to) fix balance by themselves.
Until they decide to do their job this is the best we can pull off sadly, other stuff is "hardcoded" still.
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