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Heroes Community > Heroes 6 - The New Beginning > Thread: Complete 1.5 Balancing list!
Thread: Complete 1.5 Balancing list! [ This thread is 12 pages long: (1) 2 3 4 5 6 7 8 9 10 11 12 ]
Elvin
Elvin

Hero of Order
Stillness within Movement
posted June 24, 2012 03:09 AM
Edited by Elvin at 14:48, 12 Jul 2012.

Complete 1.5 Balancing list!

For those interested here are some of the upcoming changes. They come on top of my head so I have likely missed some and I certainly do not remember exact numbers for all. If I get lucky I might be able to share the data file with you, has a few bugs but it should be worth trying it out.

EDIT!

COMPLETE BALANCING LIST

o Abilities Modifications

§ Healing Spells

· Heal bonus values are the same (580/667/767), no more limitations uses, cooldowns reduced to 3 turns but the mana cost is increased to 25
· Mass Heal bonus values are the same (278/320/368), unlimited uses, cooldowns no longer than 3 turns, Mana cost increased to 60
· Regeneration bonus increased to 272/313/360 (from 227/261/300), unlimited uses, 3 turns duration, mana cost increased to 25
· Mass Regeneration bonus values are the same (109/125/144), unlimited uses, 3 turns duration, Mana cost increased to 50
· Mass Life Drain power slightly reduced to 12/14/16 (from 12.6/14.5/.16.7), 3 turns duration, Mana cost increased to 45
· Vampirism (Life Drain) power is reduced to 25/30/35 (from 34/39/45), 3 turns duration, Mana cost increased to 20
· Resurrection power reduced to 960/1104/1270 (from 1200/1380/1587), Mana cost increased to 55

§ Direct Damage Spells

· Monsoon power increased to 445/512/589 (from 342/394/453), unlimited uses, Mana cost unchanged
· Lightning Bolt power increased to 932/1069/1233 (from 847/972/1121), average damages are now 847-932/972-1069/1121-1233, Unlimited uses, Mana cost unchanged
· Implosion power increased to 1162/1331/1537 (from 894/1024/1182, Mana cost increased to 55
· Ice Bolt power increased to 424/488/560 (from 326/375/431)
· Chain Lightning power increased to 748/861/989 (from 575/662/761) with a reduction damage per hit reduced to -15%, Mana cost increased to 50
· Circle of Winter power increased to 581/668/768 (from 447/514/591), Mana cost increased to 50
· Fire Ball power increased to 735/845/972 (from 565/650/748), no more damage reduction around the center, Area of effect increased to 4x4, Mana cost increased to 40
· Fire Bolt power increased to 782/900/1034 (from 652/750/862), Cooldown reduced to 2 turns, Mana cost unchanged
· Fire Storm power increased to 619/446/819 (from 387/446/512), Area of effect increased to 5x5, Mana cost increased to 65
· Watery Grave power increased to 1001/1152/1325 (from 834/960/1104), Mana cost increased to 50
· Armageddon power increased to 556/640/736 (from 428/492/566), Damage to structure increased to 2
· Blizzard power increased to 477/549/633 (from 159/183/211), Chilled effect is working now, 3 turns duration, Mana cost increased to 50
· Poison Cloud now called &#8220;Acid Cloud&#8221;, power increased to 440/500/578 (from 220/250/289), apply Earth damage, Permanent duration until the end of the a fight, Mana cost increased to75
· Mass Agony power increased to 216/247/284 (from 120/137/158), no limited duration anymore, Cost mana increased to 45
· Weakness power increased to 29/33/38 (from 19/22/25
· Mass Weakness power increased to 11/17/20 (from 7/11/13)
· Inner Fire bonus reduced to 8 (from 10)
· Despair power increased to 39/46/52 (from 30/35/40)
· Mass Despair power increased to 14/17/20 (from 11/13/15)

§ Creature Abilities

· Heal power reduced to 5 (from 6), only available for Vestal (upgraded Sister &#8211; Haven Faction)
· Pacification power reduced to 5 (from 6), only available for basic Sister (Haven Faction)
· Waves of Renewal now only available for Pearl Priestess (upgraded Coral Priestess - Sanctuary Faction)
· Eye of the Medusa now only available for Coral Priestess (Sanctuary Faction)
· Death Seal now available for Ghost (Necropolis Faction)
· Blade of Epiphany power reduced to 43 (from 54), considered now as Seraphim ability
· Blade of Mercy power reduced to 41 (from 51),considered now as Celestial ability
· Asha˘s Embrace Dark Magic vulnerability power reduced to +15% (from +20%)

§ Hero Passive Abilities

· Enlightement bonus reduced to 20% more XP gain (from 25% more XP gain)
· Arcane Exaltation II bonus increased to +3 (from +2)
· Arcane Exaltation III bonus increased to +5 (from +3)
· Arcane Ward I bonus increased to +2 (from +1)
· Arcane Ward II bonus increased to +3 (from +2)
· Arcane Ward III bonus increased to +4 (from +3)
· Assailant I bonus increased to +2 (from +1)
· Assailant II bonus increased to +3 (from +2)
· Assailant III bonus increased to +4 (from +3)
· Charismatic Leader I bonus increased to +2 (from +1)
· Charismatic Leader II bonus increased to +3 (from +2)
· Charismatic Leader III bonus increased to +4 (from +3)
· Defender I bonus increased to +2 (from +1)
· Defender II bonus increased to +3 (from +2)
· Defender III bonus increased to +4 (from +3)
· Destiny˘s Chosen I bonus increased to +3 (from +1)
· Destiny˘s Chosen II bonus increased to +5 (from +2)
· Destiny˘s Chosen III bonus increased to +8 (from +3)
· Mentoring bonus reduced to 50 of Hero˘s XP (from 75% of Hero˘s XP)
· Magic Affinity II bonus increased to 5% per turn (from 2% per turn)
· Magic Affinity bonus regenerates 10 Mana per turn instead of 2 Mana per turn

§ Hero Active Abilities

· Mass Stand Your Ground bonus increased to 6/8/10 (from 5/6/7)
· Evasive Manoeuvers duration increased to 3 turns (from 2 turns)
· Mass Heroism damage bonus increased to 12 (from 10)
· Archery I bonus increased to 10%/12%/15% (from 6%/7%/8%)
· Siege Master II damage bonus increased to 90/120/140 (from 32/42/48)
· Duck and Cover bonus increased to 20/35/50 (from 12.5/14.4/16.5)
· Toughness I bonus increased to 3/4/5 (from 2/3/4)
· Toughness II bonus increased to 4 (from 2%)
· Toughness III bonus increased to 5 (from 2%)
· Grounded duration increased to 3 turns (from 1 turn)
· Rock Walls Mana cost reduced to 20 (from 50), Cooldown decreased to 3 turns (from 4 turns)
· Earthquake Mana cost increased to 50 (from 45), Area of Effect increased to 4x8 (from 4x4)
· Fireshield Mana cost increased to 18 (from 15), Duration increased to 4 turns (from 2 turns)
· Ice Wall Mana cost reduced to 20 (from 30)
· Frozen Ground Mana cost 20 (from 30)
· Despair/Mass Despair are now considered as Tears Reputation (instead of Blood Reputation)
· Eternal Winter Chilled Effect duration increased to 2 turns (from 1 turn)

§ Reputation Abilities

· Father Sky˘s Wrath power increased to 321/399/495 (from 247/307/381)
· Abyss Gate units now appear instantly and reappear every turn (instead of 1 turn to wait before the units appear)
· Anathema duration increased to 4 turns (from 3 turns), power increased to 4 & 6%/5 & 8%/6 & 10% (from 3 & 3%/4 & 4%/5 & 5%)
· Martyr power reduced to 9/10/12 (from 10.8/12.4/14.3)
· Mark of the Necromancer power reduced to 15/17/20 (from 19.9/22.9/26.4)
· Face of Death power increased to -4 Luck malus (from -3), Might & Magic defense vulnerability effect increased to -5% (from -3%)
· Stormwinds power increased to 20/25/30 (from 10/11/13)
· Stormwinds II power increased to 272/312/358 (from 194/223/256)

§ Creature Characteristics modifications

· Sanctuary (only Core Units were balanced)
o Shark Guard
§ Minimum Melee Damage increased to 3 (from 2)
§ Morale increased to 7 (from 6)
§ Might Defense reduced to 4 (from 5)
§ Magic Defense reduced to 2 (from 3)
o Wanizame
§ Might Defense reduced to 6 (from 7)
§ Magic Defense reduced to 2 (from 3)
§ Morale increased to 7 (from 6)
§ Cost reduced to 130 (from 140)
o Coral Priestess
§ Might Defense reduced to 1 (from 3)
§ Magic Defense reduced to 4 (from 5)
§ Eye of the Medusa healing ability replaced now the Waves of Renewal ability
o Pearl Priestess
§ Minimum Range Damage reduced to 4 (from 5)
§ Minimum Melee Damage reduced to 2 (from 3)
§ Might Defense reduced to 2 (from 4)
§ Magic Defense reduced to 6 (from 7)
§ Cost increased to 160 (from 150)
§ Eye of the Medusa healing ability is now only available for Pearl Priestess
o Kappa
§ Magic Defense reduced to 5 (from 6)
§ Magic Defense reduced to 4 (from 6)
o Kappa Shoya
§ Magic Defense reduced to 7 (from 9)

· Necropolis
o Skeleton
§ Might Defense reduced to 3 (from 4)
§ Magic Defense reduced to 1 (from 1)
o Skeletal Spearman
§ Maximum Range Damage reduced to 6 (from 7)
§ Might Defense reduced to 5 (from 6)
§ Magic Defense reduced to 3 (from 4)
o Ghoul
§ Health reduced to 23 (from 25)
§ Might Defense reduced to 5 (from 6)
o Ravenous
§ Health reduced to 30 (from 32)
§ Might Defense reduced to 7 (from 8)
o Ghost
§ Health reduced to 19 (from 21)
§ Might Defense reduced to 3 (from 5)
§ Movement increased to 6 (from 5)
§ Death Seal ability replaced now the Wail of the Netherworld ability
o Specter
§ Weekly Growth reduced to 8 units (from 10 units)
§ Health reduced to 23 (from 27)
§ Might Defense reduced to 4 (from 6)
§ Movement increased to 6 (from 5)
§ Wail of the Netherworld ability is now only available for Specter.
o Lich
§ Minimum Range Damage reduced to 14 (from 16)
§ Maximum Range Damage reduced to 17 (from 19)
§ Minimum Melee Damage reduced to 7 (from 8)
§ Maximum Melee Damage reduced to 9 (from 10)
§ Might Defense reduced to 10 (from 12)
o Archlich
§ Minimum Range Damage reduced to 16 (from 18)
§ Maximum Range Damage reduced to 20 (from 22)
§ Minimum Melee Damage reduced to 8 (from 9)
§ Maximum Melee Damage reduced to 10 (from 11)
§ Might Defense Damage reduced to 13 (from 15)
o Lamasu
§ Weekly Growth increased to 5 units (from 4 units)
§ Magic Defense increased to 14 (from 11)
§ Movement increased to 6 (from 5)
o Putrid Lamasu
§ Weekly Growth increased to 7 units (from 6 units)
§ Health increased to 85 (from 80)
§ Magic Defense increased to 16 (from 13)
§ Movement increased to 7 (from 6)
o Vampire
§ Characteristics unchanged
o Vampire Lord
§ Weekly Growth reduced to 5 units (from 7 units)
o Fate Spinner (Human)
§ Minimum Melee Damage increased to 49 (from 47)
§ Maximum Melee Damage increased to 55 (from 52)
§ Movement increased to 6 (from 5)
o Fate Weaver (Human)
§ Minimum Melee Damage increased to 53 (from 51)
§ Maximum Melee Damage increased to 59 (from 56)
§ Movement increased to 6 (from 5)
o Fate Spinner (Arachnid)
§ Minimum Range Damage reduced to 54 (from 57)
§ Maximum Range Damage reduced to 59 (from 62)
§ Minimum Melee Damage reduced to 27 (from 28)
§ Maximum Melee Damage reduced to 30 (from 31)
o Fate Weaver (Arachnid)
§ Minimum Range Damage reduced to 57 (from 60)
§ Maximum Range Damage reduced to 64 (from 67)
§ Minimum Melee Damage reduced to 29 (from 30)
§ Maximum Melee Damage reduced to 32 (from 34)

· Haven
o Sentinel
§ Health reduced to 21 (from 23)
§ Maximum Melee Damage increased to 4 (from 3)
§ Magic Defense reduced to 1 (from 3)
§ Cost reduced to 75 (from 80)
§ Shield Guard passive ability bonus reduced of 35%
o Praetorian
§ Health reduced to 30 (from 32)
§ Maximum Melee Damage increased to 5 (from 4)
§ Magic Defense reduced to 2 (from 5)
§ Cost reduced to 110 (from 120)
§ Shield Guard passive ability reduced of 35%
o Crossbowman
§ Might Defense reduced to 3 (from 4)
§ Magic Defense reduced to 1 (from 2)
§ Cost increased to 110 (from 95)
§ Armor Piercing passive ability bonus reduced of 35%
o Marksman
§ Might Defense reduced to 4 (from 5)
§ Magic Defense reduced to 1 (from 2)
§ Cost increased to 150 (from 140)
§ Armor Piercing passive ability bonus reduced of 35%
o Sister
§ Health reduced to 17 (from 19)
§ Might Defense reduced to 1 (from 3)
§ Magic Defense increased to 8 (from 6)
§ Pacification ability now replaced the Heal ability
o Vestal
§ Health reduced to 22 (from 25)
§ Might Defense reduced to 2 (from 4)
§ Magic Defense increased to 10 (from 8)
§ Heal ability is now only available for Vestal
o Griffin
§ Health increased to 80 (from 75)
§ Magic Defense increased to 14 (from 10)
o Imperial Griffin
§ Health 90 (from 85)
§ Minimum Melee Damage increased to 15 (from 14)
§ Might Defense increased to 16 (from 15)
§ Magic Defense increased to 16 (from 10)
§ Cost reduced to 600 (from 630)
o Radiant Glory
§ Health increased to 70  (from 65)
§ Morale reduced to 7 (from 9)
o Blazing Glory
§ Health increased to 75 (from 70)
§ Minimum Melee Damage reduced to 13 (from 14)
§ Maximum Melee Damage reduced to 15 (from 16)
§ Might Defense reduced to 12 (from 14)
§ Magic Defense reduced to 14 (from 16)
§ Morale reduced to 7 (from 9)
§ Cost increased to 525 (from 505)
o Sun Rider
§ Might Defense increased to 19 (from 18)
§ Magic Defense reduced to 10 (from 13)
o Sun Crusader
§ Might Defense increased to 22 (from 20)
§ Magic Defense reduced to 11 (from 14)
o Seraph
§ Characteristics unchanged
o Celestial
§ Characteristics unchanged

· Inferno
o Maniac
§ Weekly Growth increased to 9 units (from 8 units)
§ Might Defense reduced to 6 (from 7)
§ Magic Defense reduced to 2 (from 3)
§ Morale increased to 9 (from 8)
§ Luck increased to 20 (from 10)
o Demented
§ Weekly Growth increased to 12 (from 11)
§ Might Defense reduced to 8 (from 9)
§ Magic Defense reduced to 3 (from 4)
§ Morale increased to 9 (from 8)
§ Luck increased to 24 (from 12)
o Hell Hound
§ Weekly Growth increased to 6 (from 5)
§ Health increased to 25 (from 22)
§ Might Defense increased to 6 (from 5)
§ Magic Defense reduced to 5 (from 6)
§ Luck increased to 18 (from 19)
§ Cost reduced to 135 (from 140)
o Cerberus
§ Weekly Growth increased to 10 units (from 8 units)
§ Health increased to 32 (from 28)
§ Might Defense increased to 7 (from 6)
§ Magic Defense reduced to 5 (from 6)
§ Luck increased to 22 (from 11)
§ Cost reduced to 185 (from 205)
o Succubus
§ Luck increased to 16 (from 8)
§ Cost increased to 110 (from 105)
§ Melee Damage type are now considered as Might Damage (instead of  Fire Magic Damage)
o Lilim
§ Luck increased to 20 (from 10)
§ Cost increased to 160 (from 150)
§ Melee Damage type are now considered as Might Damage (instead of Fire Magic Damage)
o Breeder
§ Minimum Range Damage increased to 14 (from 13)
§ Maximum Range Damage increased to 17 (from 16)
§ Minimum Melee Damage increased to 7 (from 6)
§ Maximum Melee Damage increased to 9 (from 8)
§ Might Defense increased to 12 (from 11)
§ Magic Defense increased to 15 (from 13)
§ Morale increased to 10 (from 2)
§ Luck increased to 12 (from 6)
§ Melee Damage type are now considered as Might Damage (instead of Fire Magic Damage)
o Mother Breeder
§ Minimum Range Damage increased to 16 (from 15)
§ Maximum Range Damage increased to 19 (from 18)
§ Minimum Melee Damage increased to 8 (from 7)
§ Maximum Melee Damage increased to 10 (from 9)
§ Might Defense increased to 14 (from 13)
§ Magic Defense increased to 17 (from 15)
§ Morale increased to 10 (from 2)
§ Luck increased to 15 (from 6)
§ Melee Damage Type are now considered as Might Damage (instead of Fire Magic Damage)
o Tormentor
§ Health reduced to 76 (from 80)
§ Magic Defense reduced to 4 (from 8)
§ Morale increased to 4 (from 2)
§ Luck increased to 20 (from 10
§ Dead Flesh passive ability added
o Lacerator
§ Weekly Growth increased to 5 (from 4)
§ Health reduced to 80 (from 85)
§ Magic Defense 6 (from 9)
§ Morale increased to 5 (from 3)
§ Luck increased to 24 (from 12)
§ Dead Flesh passive ability added
o Juggernaut
§ Luck increased to 20 (from 10)
o Ravager
§ Weekly Growth increased to 5 (from 4)
§ Luck increased to 22(from 11)
o Pit Fiend
§ Health increased to 275 (from 270)
§ Minimum Melee Damage increased to 53 (from 49)
§ Maximum Melee Damage increased to 59 (from 56)
§ Luck increased to 16 (from 8)
o Pit Lord
§ Health increased to 290 (from 280)
§ Minimum Melee Damage increased to 57 (from 55)
§ Maximum Melee Damage increased to 66 (from 64)
§ Luck increased to 18 (from 9)

· Stronghold
o Mauler
§ Weekly Growth increased to 6 (from 5)
o Crusher
§ Weekly Growth increased to 10 (from 8)
§ Minimum Melee Damage increased to 5 (from 4)
§ Maximum Melee Damage increased to 9 (from 8)
o Goblin
§ Weekly Growth increased to 12 (from 10)
§ Health reduced to 19 (from 23)
§ Might Defense increased to 3 (from 1)
§ Initiative increased to 40 (from 35)
§ Cost reduced to 75 (from 80)
o Goblin Hunter
§ Weekly Growth increased to 18 (from 13)
§ Health reduced to 22 (from 26)
§ Might Defense increased to 4 (from 1)
§ Movement reduced to 6 (from 7)
§ Initiative increased to 45 (from 40)
§ Cost reduced to 100 (from 115)
o Harpy
§ Weekly Growth increased to 8 (from 7)
§ Maximum Melee Damage increased to 6 (from 5)
§ Might Defense reduced to 2 (from 3)
§ Magic Defense increased to 4 (from 1)
o Fury
§ Weekly Growth increased to 11 (from 10)
§ Maximum Melee Damage increased to 9 (from 8)
§ Might Defense reduced to 3 (from 4)
§ Magic Defense increased to 6 (from 2)
o Dreamwalker
§ Magic Defense increased to 14 (from 10)
o Dreamreaver
§ Magic Defense increased to 16 (from 12)
o Centaur
§ Characteristics unchanged
o Centaur Marauder
§ Characteristics unchanged
o Jaguar
§ Minimum Melee Damage reduced to 15 (from 17)
§ Maximum Melee Damage reduced to 18 (from 20)
§ Might Defense increased to 11 (from 9)
o Panther Warrior
§ Minimum Melee Damage reduced to 16 (from 18)
§ Maximum Melee Damage reduced to 20 (from 22)
§ Might Defense increased to 13 (from 11)
o Cyclops
§ Health increased to 340 (from 330)
o Enraged
§ Health increased to 365 (from 350)
____________
So the next time your cat leaves a bleeding, twitching corpse on your doormat, remember that she loves you and is just trying to bring out your inner predator.

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alcibiades
alcibiades

Hero of Order
and Light
posted June 24, 2012 03:13 AM

While one can wonder why it took so long to implement these, I think all of it is appreciated.
____________
Heroes 7 - News overview | Heroes 7 - Discussion thread

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted June 24, 2012 03:31 AM

Still no aiming of the catapult?
____________
"Women are like sombreros. They're nice and all, but realy shouldn't put one on your head." -Ronald Goedemondt

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Elvin
Elvin

Hero of Order
Stillness within Movement
posted June 24, 2012 03:37 AM

Not yet. And not for luck of our ranting There is still a lot that is planned to change but overall those should be fine for starters. There is still spirit form lasting infinite turns, out of time exploit, first blood giving +2 speed, counterstrike III and retribution III overkill..
____________
So the next time your cat leaves a bleeding, twitching corpse on your doormat, remember that she loves you and is just trying to bring out your inner predator.

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Danny
Danny


Famous Hero
posted June 24, 2012 04:53 AM

Quote:
- Heal and waves of renewal has been moved from the basic sisters/pearl maidens to their upgrades. The basic units have received pacification and eyes of the medusa in compensation. I think their charges have been reduced to 1.


Not happy about this at all, Coral Priestesses are going to be useless now, but I understand the reason why they had to be balanced.

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Dave_Jame Online
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted June 24, 2012 05:05 AM

Quote:
Quote:
- Heal and waves of renewal has been moved from the basic sisters/pearl maidens to their upgrades. The basic units have received pacification and eyes of the medusa in compensation. I think their charges have been reduced to 1.


Not happy about this at all, Coral Priestesses are going to be useless now, but I understand the reason why they had to be balanced.


I disagree.. Coral priestess eye of the medusa combined with Thunderclap and Storm Arrows is still one hell of a strong unit...

Btw An changes done to Storm arrows?
____________
I'm just a Mirror of your
self.

We see, we look, we gather,
we
store, we teach. We are
many,
and you can be one of us.

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Minion
Minion


Legendary Hero
posted June 24, 2012 05:28 AM

I can't wait. I haven't played H6 for months now, so waiting to start a fresh.
____________
Our consciousness should be global, our footprint local.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted June 24, 2012 05:46 AM

Quote:
Inferno has been generally boosted
Any plans to make Boundless Hate (Pit Lord) actually useful? It's currently the worst upgraded Champion ability and makes the upgrade economically undesirable in quite many cases (10 extra HP and some damage hardly cost 15k gold and whatnot).

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Xerox
Xerox


Promising
Undefeatable Hero
posted June 24, 2012 06:42 AM

What about nerfing Necromancy and the Healing SPELLS (not abilities) plus skills such as Reinforcements?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 24, 2012 06:53 AM

Why would anyone do that?
The healing spells as such are no problem - they cost mana, and after 1.5 they cost even more mana plus everyone can pick them one way or another (Life Drain has been nerfed, by the way).
The problem comes from 3 factions having FREE healers from the beginning, while others have not without compensation.

So what 1.5 will try is the following: Sisters, Priestesses and Ghosts will have their skills reversed with their upgrades, which will make the game rather different. You can still pick healing skills for your heroes, but at the same time they will deplete your mana faster (which is a different kind of nerfing).

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Valen-Teen
Valen-Teen


Famous Hero
UFOlolOgist
posted June 24, 2012 07:12 AM

Good list!

But MY SISTERS!!!!!!!
____________
Look forward HEROES VII

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Xerox
Xerox


Promising
Undefeatable Hero
posted June 24, 2012 07:52 AM
Edited by xerox at 07:54, 24 Jun 2012.

because i'm against all kinds of early game ressurections that are "must takes" for certain factions

and where are you seeing that spells will cost more mana?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted June 24, 2012 08:03 AM

Good, this is a huge step forwards. Not only in balance, but in acknowledgement of the fans complaints. I'm a little annoyed they are giving out more luck rather than making luck better, but at least it is better.
____________
Hath not the potter power over the clay, of the same lump to make one vessel unto honor, and another unto dishonor?

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted June 24, 2012 08:05 AM

Most of these look good indeed.
Sounds like the most substantial patch (balance-wise) up to date.

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Elvin
Elvin

Hero of Order
Stillness within Movement
posted June 24, 2012 08:09 AM

JJ knows It's amongst the things that I forgot to mention.
____________
So the next time your cat leaves a bleeding, twitching corpse on your doormat, remember that she loves you and is just trying to bring out your inner predator.

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Minion
Minion


Legendary Hero
posted June 24, 2012 08:14 AM

I am super-exited actually. I always loved inferno, so that explains a lot probably.

-Luck doubled for Inferno units. It fixes the gating AND helps early game creeping a lot with split succubus stacks. A very bold move, I never thought they would do so much.  
-Ravages finally have enough material to work as a tank and protect Cerberi/Tormentors ^^
-The biggest cry of them all, the Cerberi! MOAR of them
-Tormentors are ok with the extra defence I guess, but I thought they were quite ok without. Oh well, good anyways.
____________
Our consciousness should be global, our footprint local.

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Elvin
Elvin

Hero of Order
Stillness within Movement
posted June 24, 2012 08:20 AM
Edited by Elvin at 08:22, 24 Jun 2012.

Good news, I have the file

Clicky!

Just put the file in your Might&MagicHeroesVI folder (along with .orc files you already have there) to apply the changes. You can just remove this file to return to original values. Better to keep a backup of your original file if there is another with the same name, also you'd better have 1.4 installed.
____________
So the next time your cat leaves a bleeding, twitching corpse on your doormat, remember that she loves you and is just trying to bring out your inner predator.

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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted June 24, 2012 08:33 AM

Like the changes. Albeit I'm rather sceptical about healing nerfs Don't get me wrong, those in 1.00 were a joke (you could take on powerful neutrals with 0 loses using next to no units at all...), but I really don't want to see another game where loses in creeping are inevitable due to lame/non-existent healing. loses are frustrating, that just leads to the development of cheesy creeping strategies like in HoMM3 or 5
____________
I regret nothing, I expect nothing.
NONE OF YOU ARE SAFE!

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Elvin
Elvin

Hero of Order
Stillness within Movement
posted June 24, 2012 08:49 AM

I feel you. This isn't the case here, what has changed is that healing will generally be more expensive and spells like life drain will get a reduced percentage though it's still pretty damn handy. At some point limiting them to charges was considered but that would be.. unsatisfactory. They would limit the spells early but then the spells would be near useless later on. Not to mention that charges are no fun..

As for the ghost/maiden/sister trio, they keep the healing but you'd have to upgrade them first. So it just delays how fast it comes in play, if you choose to go that way you might have to sacrifice an elite dwelling.
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PitLord
PitLord


Known Hero
posted June 24, 2012 08:56 AM

nice patch, there is still hope for h6

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