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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»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 01, 2012 09:02 PM

Well balance is always an issue, but that's sort of a different discussion. As for situational spells, I agree that gaining those through perks has a distinct advantage when it comes to balance against more universally useful spells, on the other hand, having those spells at level 4 instead of level 5 would have helped considerably with the balance in Heroes 5.
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What will happen now?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 01, 2012 09:59 PM

Not at all.

It's just bad design. Divine Vengeance and Vampirism would have been nice level 5 spells, WoL and COtN nice perks.

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fauch
fauch


Responsible
Undefeatable Hero
posted July 01, 2012 11:09 PM

vampirism is a level 5 spell?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 01, 2012 11:31 PM

You ARE familiar with the subjunctive, are you?

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fauch
fauch


Responsible
Undefeatable Hero
posted July 01, 2012 11:38 PM
Edited by fauch at 23:39, 01 Jul 2012.

well, it is a level 5 spell
link

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted July 02, 2012 08:00 AM

There needs to be limits with choice of spells.

Part of the heroes formula was always strategizing what route to go regarding availability of spells (e.g. guild has ice bolt, go for master of ice, or guild has haste go for master of wrath)...I mean this had depth like the movie Abyss!

Take out the spells from the magic skill trees and bring back the magic guild!

I loved H1 where if you were a might hero you had to build the magic guild to buy a spell book for 500 gold or else you couldn't learn spells!

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 02, 2012 08:12 AM

Quote:
well, it is a level 5 spell
link

I mean, in the vanilla game. Make WoL and CotN Light and Dark Perks, respectively, and have Divine Vengeance and Vampirism take their place instead.

Double-Deck, you have to be realistic about these things. There won't be any "repairs" of that kind. They would make no sense within the context of the game anyway, at tis point.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 02, 2012 08:20 AM

Quote:
Not at all.

It's just bad design. Divine Vengeance and Vampirism would have been nice level 5 spells, WoL and COtN nice perks.

But they would have been fine 4th level spells also (at least in my optics). Anyway, that's history now, and I agree, it doesn't help to wish everything to go back to 'how it was', it's not going to happen, so we might as well be constructive and try to come up with suggestions that actually have a chance at getting real.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted July 09, 2012 09:37 AM

@Elvin -> is there a fuller list of changes for patch 1.5 on the first page?
Eg. Leadership is getting tweaked as well?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 09, 2012 12:13 PM

Yes there is, I will get to it. Just remember that they are not 100% final
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 09, 2012 01:18 PM

Heal & regeneration -30%, 25 mana.
Mass heal & regeneration 60 mana.
Life drain -30%, 20 mana.
Mass life drain, very minor reduction, 45 mana.
Resurrection -20%, 55 mana.
Monsoon +30%, cooldown 3, 70 mana.
Lightning bolt +10%.
Implosion +30%, 55 mana.
Icebolt +30%.
Chain lightning +30%, 15% reduction per jump, 65 mana.
Circle of winter +30%, 50 mana.
Fireball +30%, 4x4 area of effect, full dmg on all tiles, 40 mana.
Firebolt +20%, 2 cooldown, 15 mana.
Firestorm +60%, 5x5 area of effect, 65 mana.
Watery grave +20%, 50 mana.
Armageddon +30%.
Blizzard +200%, 3 turn duration, 50 mana.
Poison Cloud +200%, 75 mana.
Mass agony +80%, 45 mana.
Weakness +30%.

Sister heal 5 from 6.
Blade of epiphany/mercy -20%.
Asha's embrace 15% from 20%.

Enlightenment 20%.
Arcane exaltation II and II give 3 and 5 respectively.
Arcane Ward/Assailant/Leadership/Luck/Defender gives 2/3/4. (Luck at least was later changed to 3/5/8)
Mentoring 50%.
Magic affinity II regenerates 5%.
Magic affinity III regenerates 10 mana per turn.

Mass stand your ground 6/8/10.
Evasive maneuvers 3 turn duration.
Mass heroism 12%.
Archery 10/12/15 from 6/7/8.
Siege master II almost trippled.
Duck and cover 20/30/50%.
Toughness I 3/4/5%.
Toughness II 4%.
Toughness III 5%.
Grounded 3 turn duration.
Rockwalls 30 mana, 3 cooldown.
Earthquake 50 mana, 4x8 area.
Fireshield 18 mana, 4 turn duration.
Icewall 20 mana.
Frozen ground 20 mana.
Despair moved to tears.
Eternal winter 2 duration(?).

Father sky's wrath +30%.
Abyss gate instant.
Anathema 4 turns, 6/8/10% values.
Martyr 9/10/12%.
Motn 15/17/20%.
Face of death -4 luck/morale, -5% m&m resistance.
Stormwinds 20/25/30.
Stormwinds II +40%.

Plenty of minor(or not so minor) changes to units but too much to write down right now..
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted July 09, 2012 03:19 PM

Shot Elvin, is leadership getting tweaked as well?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 09, 2012 05:39 PM

Unsure but if so it would be less than luck since it's mroe useful overall.
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Minion
Minion


Legendary Hero
posted July 09, 2012 06:59 PM

No change in Inferno? Costs more than Fireball, but only affects 2 targets :S
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"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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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 09, 2012 07:19 PM

In the final version it will have +40% to dmg which should be fair enough.
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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted July 09, 2012 07:31 PM

@Elvin : Judging from your words "the final version" it could very well mean a delay expected for 1.5.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 09, 2012 07:59 PM

Or I could be talking about the distant past and the patch would come on July 12 as foretold But amusingly the last changes come just a few days after we begun testing on this build.
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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted July 09, 2012 08:05 PM

This mean that it took them long to implement those changes.

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Minion
Minion


Legendary Hero
posted July 09, 2012 08:05 PM

Great to hear! Yay!
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"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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jhb
jhb


Famous Hero
posted July 09, 2012 08:16 PM
Edited by jhb at 20:27, 09 Jul 2012.

Thanks for the list Elvin! Interesting changes, the dmg spells are looking great. But I hope they don't overnerf healing Do you know if they will keep mass regen and mass heal at 1 charge? Because as I saw mass agony got a good boost and I was wondering if they want to make regen and agony similar (in power) to each other, but in the opposite way.

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