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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 · «PREV / NEXT»
Fraudatio
Fraudatio


Famous Hero
posted July 10, 2012 07:15 PM

These changes are very very appreciated. Thanks for the update Elvin!

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jhb
jhb


Famous Hero
posted July 10, 2012 07:36 PM
Edited by jhb at 05:14, 15 Jul 2012.

Quote:
I am kind of dissapointed the way they nerfed necro, not that they nerfed them. But that they nerfed them trough Growthrate instead of actualy changing the stats.


I agree, I'm not sure if it's a good idea to nerf reducing the growth rates. I always looked at the necro concept as a BIG army of weak/moderate units with constant summoning/drain life

I was also expecting a little change to the Undead caracteristic. 20% resistance to water is a bit... weird. Maybe because the undeads are "cold" , but still weird. Maybe they are good swimmers.
I think 20% resistance to darkness and maybe 10% fire vulnerability would make more sense.

Inferno got nice buffs, especially "Plus double luck for all." About the breeders I think they want to reinforce the utility of the mana leech (+8morale), but still melee penalty.

Overall the changes are very good imo.

Edit: I think the 10% fire vulnerability could also nerf the Necros substantially in a scenario Necro X Inferno, which was considered the most "unfair" battle before the patch. After 1.5 just 20% res to darkness instead of water should be enough.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 10, 2012 08:04 PM

Well giving +3 growth on upgrading the vamps was a bit ridiculous..

Quote:
I was also expecting a little change to the Undead caracteristic. 20% resistance to water is a bit... weird. Maybe because the undeads are "cold" , but still weird. Maybe they are good swimmers.
I think 20% resistance to darkness and maybe 10% fire vulnerability would make more sense.

That has actually been mentioned before, I would very much like to see it happen.
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jhb
jhb


Famous Hero
posted July 10, 2012 10:04 PM
Edited by jhb at 22:19, 10 Jul 2012.

Quote:
Well giving +3 growth on upgrading the vamps was a bit ridiculous..

yeah, that's true hehe.. But maybe making the vamps a bit more weak could compensate this
Quote:
That has actually been mentioned before, I would very much like to see it happen.


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lithium_111
lithium_111


Hired Hero
posted July 10, 2012 11:13 PM

Tormentor and its upgrade got nerfed? Damn that unit needed hp so badly to survive

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 10, 2012 11:15 PM

Nerfed? Weaker vs magic yes but 20% might reduction is huge!
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Grownock
Grownock

Tavern Dweller
posted July 10, 2012 11:25 PM
Edited by Grownock at 23:27, 10 Jul 2012.

Do you know at what time patch 1.5 will be available on July 12? At midnight?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 10, 2012 11:39 PM

I don't know but ubi tends to release patches around the afternoon if I remember correctly. We'll know soon enough I'd bet.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 11, 2012 07:51 AM

There is no release date for the patch, yet.
12th is the release date for the adventure pack.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted July 11, 2012 09:18 AM

I thought the patch 1.5 release date is also July 12th.

Don't you need patch 1.5 updated before you are be able to play Pirates Savage Sea?

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted July 11, 2012 09:38 AM

It is. Unless things changed without announcement.
So, tomorrow is day D for both.

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted July 11, 2012 10:08 AM

@Jolly Joker : The patch will be launched tomorrow.It is officially stated on HC,Facebook,Twitter,Official Forums, and many other gaming sites.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 11, 2012 10:23 AM

Then it must be true.

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Grownock
Grownock

Tavern Dweller
posted July 11, 2012 12:58 PM

Quote:
There is no release date for the patch, yet.
12th is the release date for the adventure pack.

What are you talking about? Of course it is - [url=http://might-and-magic.ubi.com/heroes-6/en-GB/news/details.aspx?c=tcm:21-57127&ct=tcm:6-231-32]http://might-and-magic.ubi.com/heroes-6/en-GB/news/details.aspx?c=tcm:21-57127&ct=tcm:6-231-32[/url] 2D townscreens will be integrated in Heroes 6 on July 12 (along with the patch 1.5).

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lithium_111
lithium_111


Hired Hero
posted July 11, 2012 08:02 PM

@Elvin: do u know if if the inferno spell is getting a buff? the one that jumps around

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Minion
Minion


Legendary Hero
posted July 11, 2012 08:07 PM

It gets a +40% damage buff. It is still very expensive with 55 mana and Fireball is clearly better in my opinion.  
____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

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lithium_111
lithium_111


Hired Hero
posted July 12, 2012 08:24 AM

how do u consider the fireball better when u cast it once every 2 or 3 turns while inferno keeps jumping around eating turtling enemies and forces them to move or getting burnt to death, i love the concept behind inferno its my fav! cant wait to try it out!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 12, 2012 07:27 PM

So here are the final changes. Enjoy!

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 “Acid Cloud”, 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 – 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)
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted July 13, 2012 12:49 AM

Quote:

· 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)


Not sure what the (from +1, +2 and +3) mean, as before it was +2, +2, +2 (Luck I, II and III) now with luck III you get +16 luck, good vibes!

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hobo2
hobo2


Promising
Known Hero
posted July 13, 2012 07:26 AM

Quote:
Quote:

· 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)


Not sure what the (from +1, +2 and +3) mean, as before it was +2, +2, +2 (Luck I, II and III) now with luck III you get +16 luck, good vibes!


I think from this:

Quote:
· Assailant I bonus increased to +2 (from +1)
· Assailant II bonus increased to +3 (from +2)


That they mean the total bonus. So for Destiny's Chosen III, you get +8 luck total. So the relative bonus you get is +3 for the third skill point you spend.

Of course, that doesn't really solve anything. Yes, Destiny's Chosen is less of a terrible skill now, but so what? It's still not actually good. You only buy passives because even in the longest battle there's no real point in even knowing more than 8 active skills or so and you get double digits worth of skill points.

The changes don't seem to address the real core issues, which are that the game is boring. You can always take the same skills in the same order, so once you find a build that works for you that can be repeated for credit indefinitely. Changing skill values aren't going to change that issue, even if the changes are extreme enough to cause a one-time change in build priority. The armies are monotonous: you get seven unit slots and all of them have to come from your faction and your faction produces 7 units. Fiddling with the numbers of the units isn't going to address the issue that your late game army always looks exactly the same. You might want Furies or Marksmen more or less, but you're still going to have them in your army if you're playing Stronghold or Haven respectively.

Unless and until they shake up the core assumptions of the game, it's still going to based on the same horrible design. And it's still going to be a repetitive mess.

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