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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»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 09, 2012 09:05 PM

As far as I know the charges are gone for a cooldown - at least that's my understanding of what went down.

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Darkem
Darkem


Known Hero
posted July 09, 2012 10:25 PM

There's a hope that we'll be finally able to play multiplayer! Balanced multiplayer game!

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jhb
jhb


Famous Hero
posted July 09, 2012 11:00 PM

Quote:
As far as I know the charges are gone for a cooldown - at least that's my understanding of what went down.



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xerox
xerox


Promising
Undefeatable Hero
posted July 09, 2012 11:17 PM

I'm kinda skeptic towards cooldowns.

In WoW, the general way to deal max damage is to use your cooldown attacks as fast and as much as possible.

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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jhb
jhb


Famous Hero
posted July 09, 2012 11:55 PM
Edited by jhb at 23:58, 09 Jul 2012.

Quote:
I'm kinda skeptic towards cooldowns.

In WoW, the general way to deal max damage is to use your cooldown attacks as fast and as much as possible.



hmm.. I think these are very different scenarios.
Cooldowns just mean you won't use the same thing every turn and, obviously, you can use "stronger skills" less often.

Anyway, imo balancing the spells around cooldowns is better than doing this with charges.

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xerox
xerox


Promising
Undefeatable Hero
posted July 10, 2012 02:31 AM

yes but isnt it going to lead players pushing a powerful ability every single time its off cooldown?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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jhb
jhb


Famous Hero
posted July 10, 2012 03:05 AM
Edited by jhb at 05:20, 10 Jul 2012.

Imo not necessarily, because "powerful skills" can be relative, depending on the situation. (That's why I used "stronger skills" with quotes in the last post.)

But, after all isn't that what we do in all the games? Always use the best available options.

Btw, I'm not a fan of cooldowns, I just prefer cooldowns to charges in H6, at least for spells.

Edit: I understood your point. But, in the current situation, I still think cooldowns are more flexible. As an example, we can just give a big cd to a skill (like 10 turns) and it will work almost like a charge, in most cases.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted July 10, 2012 08:01 AM

Cooldowns are good, better for balancing...

The changes I'm looking forward to are to the luck skill and the inferno faction boosting...and necro nerfing, but just wonder what specifically will be affected here.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted July 10, 2012 11:45 AM
Edited by yasmiel at 11:47, 10 Jul 2012.

Quote:
I'm kinda skeptic towards cooldowns.

In WoW, the general way to deal max damage is to use your cooldown attacks as fast and as much as possible.



I would argue that this isn't necessarily true in PvP enviroment.
But WoW is a weird beast and I'm glad I'm out of that timesink .

---
Anyway it does look much more natural to have cooldowns than charges so I'm all for this change.

Only issue with luck change I have is that it's value on level up is furthermore devalued.
Getting +1 luck doesn't sound as appealing as +1 to any other hero stat on random level up distribution. But this is a minor nuisance anyway.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 10, 2012 11:55 AM

Luck is horribly underpowered compared to the rest of the skills, that is why it will gain more in luck's favoured. Hopefully a LOT more.

With 50 luck you get 50% chance to deal 50% more damage, that's 25% bonus to your damage.
WIth 50 attack you get 50 x 2.5% so 125%(roughly) bonus.

There are some other factors of course like attack bonus being negated by defense but..
____________
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Map also hosted on Moddb

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted July 10, 2012 12:22 PM

When luck triggers, it's always a 50% bonus to your damage....no matter what your luck stat is....right?

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 10, 2012 01:00 PM

Quote:
yes but isnt it going to lead players pushing a powerful ability every single time its off cooldown?

Is it really worse than using your most devastating ability every single turn as long as you have mana ?

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esvath
esvath


Known Hero
posted July 10, 2012 01:43 PM

Actually, I like to use my most devastating ability every single time I can use. I deserve to use it, since I have spent efforts (skill points, level ups, whatever) to get it.

But Ashan is not a perfect world I guess, cool down is better than charge.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 10, 2012 02:23 PM
Edited by Elvin at 17:29, 10 Jul 2012.

About inferno-necro changes..

Skele upg -1 max dmg.
Ghoul & upg -2hp.
Ghost -2hp, -2 might def, +1 move.
Specter -2 to growth, -4hp, -2 might def, +1 move.
Lich & upg -2 to min/max dmg, -2 to might def.
Lamasu & upg +1 to growth, +1 move, +3 might def. Upg also gets +5hp.
Vamp lord -2 growth.
Fate weaver +2 min, +3 max dmg, +1 move. Upg gets +3 min/max dmg, +1 move.
Arachnid form -3 min/max dmg.

Maniac & upg +1 growth, +1 morale.
Hellhound +1 growth, +3hp.
Cerberus +2 growth, +4hp.
Succubus melee does might dmg.
Breeder + upg +1 min/max dmg, +2 might def, +8 morale. Melee does might dmg.
Tormentor -4hp, -4 magic def, +2 morale, deadflesh(20% might reduction).
Lacerator +1 growth, -5hp, -3 magic def, +2 morale, deadflesh.
Ravager +1 growth.
Pit fiend +5hp, +4 min, +3 max dmg.
Pit lord +10hp, +2 min/max dmg.
Plus double luck for all.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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avalon00x
avalon00x


Bad-mannered
Known Hero
posted July 10, 2012 03:10 PM

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.

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Pitlord
Pitlord


Known Hero
posted July 10, 2012 03:36 PM

when will be the patch oficially released? looking forward for more balanced combats!

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted July 10, 2012 04:03 PM

Quote:
Breeder + upg -1 min/max dmg, +2 might def, +8 morale. Melee does might dmg.
So even lower damage for the Breeders? Somebody really hates them. No, the overall reduction of the Magic Defense for everybody does not justify this, especially given that the range and melee penalties are still in place.

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Minion
Minion


Legendary Hero
posted July 10, 2012 04:34 PM

It seems they are making Breeder more of a "drain mana" unit. I can see their merit in sieges where they can't be blocked easily and you can spam destructive fire spells more. But other than that... I'll never use them for creeping I guess? Will have to play and see.


____________
"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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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 10, 2012 05:22 PM

He mistyped.

Breeders and their upgrades get +1 damage on all accounts, +1 Might and +2 Magic Defense, + 8 Morale. On top of that, Breeder Mom's Luck is not only doubles, but goes up to 15 (from 6).

It's not what I'd done with the critter, but it's still a significant boost.

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted July 10, 2012 06:31 PM

In fact there is a mean to give "no melee penalty" to the Breeders, without having to create a new creature ability (= requiring code), but it was too late for this patch. Maybe for the next one...
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