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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»
Darkem
Darkem


Known Hero
posted June 24, 2012 02:58 PM

Bravo!

Fantastic! Ubi (and Limbic) finally get some pros!

Now, I'm waiting for some champions info. Will they become more... serious? For me they're less powerful and challenging than max level's creatures from previous HoMM... Or MM:H .

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 24, 2012 03:26 PM

Quote:
I'm a little annoyed they are giving out more luck rather than making luck better, but at least it is better.

It does make sort of sense, however, as the event of Luck triggering fills the Inferno gauge, which means that a boost in Luck values will not only be a boost of the creatures but also mean a boost of their racial skill, which was direly needed.
____________
What will happen now?

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Valen-Teen
Valen-Teen


Famous Hero
UFOlolOgist
posted June 24, 2012 03:57 PM

Neutrals always deal me 0 damage  with this 1.5 patch file =(
____________
Our hopes for Heroes VIII!

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 24, 2012 04:53 PM

Well, the problem we have here is the developer switch. Changing basic game mechanisms - and believe me, we HAVE made a couple of pretty interesting and ingenious suggestions on how to fix things with a minimum of programming work - are last resort choices due to the fact that this might  corrupt a lot of code/introduce lots of bugs.

On the Luck problem the decision was made that the main problem here would be trigger frequency for Inferno racial, but that a raise of damage percentage would be counter productive.
So raising the Luck of Inferno creatures is the pragmatic decision here.

With basic creatures having no heal abilities anymore (Sisters, Priestesses, Ghosts) AND creature-resurrecting hero abilities will cost more mana you will see that you WILL have losses now: you won't be able to avoid them - but what is even better: damage spells (blood) will be a reasonable alternative now.

The orc.file you can download is in my opinion now a bit over the top with Inferno strength, but I hope we will see the necessary corrections and adjustments in the release.

It should be FUN most of all to play with the new file, because you can blow away now.

We will hopefully continue the balancing process in the future - it's impossible to do everything in one patch, since there are so many changes it makes no sense to even start with the small adjustments.

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esvath
esvath


Known Hero
posted June 24, 2012 05:26 PM

Quote:
... 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..


Seconded! I am glad that we will not have "Healing - charge : 2" in patch 1.5

Since this logic is acceptable to the devs, is it possible to stretch it? Skills will be more interesting if they have no charges but cost more mana. Keep the charges to creatures' skills, but not heroes' skills.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted June 24, 2012 09:10 PM

So-o, the Cerberi finally got their 32 Hit Points and along with the slightly increased growth (+1?) could turn into what they should be. It took them... how many?.. 8 months modify this value. Better late than never I guess.
The Breeder on the other hand is useless as ever, save the mana drain.
By the way about half of the Inferno creatures have lowered Magic Defense and are now pretty vulnerable to all kinds of magic attacks. Don't know if this is intentional, but if it is, the fight against Necropolis will again be lost before it starts.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 24, 2012 09:19 PM

Except that this is not true. 3 Inferno creatures got less magic defense, 1 got more.
4 Necro creatures got less MIGHT defense, though.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted June 24, 2012 09:19 PM
Edited by Nelgirith at 21:21, 24 Jun 2012.

Why did some non-Inferno units gain more luck ?

Marksmen and Vestals gain double luck (14) compared to their basic version (7).

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 24, 2012 09:42 PM

Shouldn't be the case.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted June 24, 2012 09:59 PM
Edited by Nelgirith at 22:00, 24 Jun 2012.

Quote:
Shouldn't be the case.

Using the data file from Elvin, they do Might be a heavy "copy-paste" syndrom ^^

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted June 24, 2012 10:22 PM

Quote:
Except that this is not true. 3 Inferno creatures got less magic defense, 1 got more.
4 Necro creatures got less MIGHT defense, though.
Actually most of the lower tier creatures (including some Elites) seem to have less Magic Defense. I guess this should be in line with increasing the potency of the direct-damage spells but will indirectly help the factions with heavy Magic damage creatures (Liches *cough*, Vestals and Glories *cough-cough*).
Also, the growth of the Vampires is unchanged. Is this file up to date?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 24, 2012 10:40 PM

Does Magic damage count more than might damage?

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted June 25, 2012 07:03 AM

As Elvin said, his link is not the actual update. Some things will be off, and others will be absent, but over-all this is a general feel for what the game will be like after the update cometh. Thank you for this, Elvin, coming through for us again. We must dub thee for thy efforts as the "Heroes 6 Guru and Liaison" for HC.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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lithium_111
lithium_111


Hired Hero
posted June 25, 2012 09:58 AM

surprisingly, no mention of buffing the mother breeder ..

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 25, 2012 10:41 AM

For now, Breeders have been improved stat-wise. I would have liked either the No Melee Penalty ability for them or one more growth, but at this stage the Inferno has to be reviewed as a town first. With all creatures having double Luck (and Breeders MASSIVELY more so), Dogs being killers, Maniacs more growth Lacerators and Pit Lords seeing a boost, while other factions have had a couple of nerfs, I'd like to see the Inferno in action first for some time. The additional Luck ofthe Pits alone will make them a lot more dangerous.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted June 25, 2012 10:54 AM

I would like to see the Necromancy racial nerfed a little bit.

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted June 25, 2012 01:56 PM

Magic should be limited by mana. Have they fixed those teir 3 prime passives that give you infinite mana btw? I haven't actually played H6 in a while.
____________
I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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lithium_111
lithium_111


Hired Hero
posted June 25, 2012 02:58 PM

Quote:
For now, Breeders have been improved stat-wise. I would have liked either the No Melee Penalty ability for them or one more growth, but at this stage the Inferno has to be reviewed as a town first. With all creatures having double Luck (and Breeders MASSIVELY more so), Dogs being killers, Maniacs more growth Lacerators and Pit Lords seeing a boost, while other factions have had a couple of nerfs, I'd like to see the Inferno in action first for some time. The additional Luck ofthe Pits alone will make them a lot more dangerous.
 

Wait, are they gonna boost pit lords too? if yes, do u know regarding what exactly?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 25, 2012 03:08 PM

Some Health, some damage and of course double the Luck.

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xerox
xerox


Promising
Undefeatable Hero
posted June 25, 2012 03:17 PM

so I played for a bit and while Inferno does feel better, the game is still not any fun

the skill and spell system is boring and not immersive in any way

I love better damage spells but it just isn't the same feeling as casting Destruction spells in H5
H5 spell effects in general were a lot cooler

I think what could make me go back to the game is the combination of a new faction such as Academy and a completly revamped skill system, reverted to how it was like in H5 TotE.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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