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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 patch 1.5.2 - Discussion thread ~
Thread: ~ Heroes 6 patch 1.5.2 - Discussion thread ~ This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
xerox
xerox


Promising
Undefeatable Hero
posted August 08, 2012 11:41 PM

No, don't remove it!

Sure, nerf it to the ground. But I would hate if they just gave up and removed it.
____________
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 August 09, 2012 10:17 AM

I think they should just make it a use ability with like a 2 turn cooldown, or perhaps instead of removing buffs, reducing their duration. Does it remove enemy buffs? I thought it was just to remove debuffs on allies.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted August 09, 2012 10:51 AM

Does both. Silly ability, since it has - for example - no influence on Healing, but is a killer for Regeneration/Waves and Life Drain, making Glories a pain exclusively for Inferno.
It also enables Haven to play the Glory turtle. Just place your common army around the Glories (angels are warded anyway), and your troops are safe from longer lasting debuffs.

The ability is available for basic Glories at that.

All in all it's a really bad spoiler ability. Even the suggestion to shorten duration makes no sense - think about moral effects and split stacks.

Not even a strength prerequisite helps: Can dispell debuffs from allied troops only when equally strong, can dispel buffs from opposing troops only when doubly as strong.

Remember, a basic rule of having a sensible use for active abilities in general is a certain difficulty in dispelling or cancel them - otherwise you could simply pick ONLY dispelling abilities and passives.

Currently, because of the Glories, playing against Haven only "immediate" actives make sense.

The only nerf I can currently think about would be a chance based ability that would cancel ONE buff/debuff:

"If Teleporting, the Glory has a 50% chance to cancel one (randomly picked) debuff from an adjacent friendly unit OR one randomly picked buff ferom an adhacent enemy unit."

THAT might be okay.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted August 09, 2012 12:32 PM

Maybe the Glories ability is too strong, but it makes no difference to me anyway, because I always tend to make them the primary target for my units. No retaliation units that have the hit 'n' run ability are the greatest threat in my opinion, even bigger then archers... and Glories are not the high hp unit type...
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted August 09, 2012 12:50 PM

Yeah, the glory's ability does suck, but agree with Blob, make them your primary focus in battle. Otherwise if you know you're playing against Haven, focus on damaging spells and not debuffs/buffs...

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted August 09, 2012 01:06 PM

Don't you think that it's a bit over the top when ONE medium unit can force you to develop your hero specifically to suit them and devaluate all active abilities that come with a duration?

Also there is the Haven racial that will help conserving them, even if they are attacked as a priority target.

Units shouldn't have such a massive ability to offset so much of what makes a hero a hero.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 10, 2012 10:51 AM

Here's something I noticed recently.
While playing Stronghold neither Harpies nor Centaur have the Demonic Lineage 'ability'. So they don't have the fire protection and light vulnerability that Orcs, Cyclops and Goblins have. Yet they can still be hurt by healing spells.
What is up with that? Surely without Demonic Lineage, healing shouldn't damage these creatures.
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Miru
Miru


Supreme Hero
A leaf in the river of time
posted August 10, 2012 11:08 AM

Quote:
Don't you think that it's a bit over the top when ONE medium unit can force you to develop your hero specifically to suit them and devaluate all active abilities that come with a duration?

Also there is the Haven racial that will help conserving them, even if they are attacked as a priority target.

Units shouldn't have such a massive ability to offset so much of what makes a hero a hero.
You're over reacting. Yes, they are much more powerful than they need to be. They don't need to have their ability reduced to almost nothing; just because they are overpowered now does not mean the only option is to make them underpowered. Nor do you need to tailor your entire strategy to fight this one unit, there are a lot of ways to deal with them; taunt, petrify, ice bolt, blindness, terror, puppet master, and time stasis all shut down target unit. In addition acid cloud, fireball, fire storm, and circle of winter will screw over anyone trying your glory box, especially now that they have all been buffed. Several of these abilities are already part of my regular build and I would choose even if not against haven.

Quote:
Here's something I noticed recently.
While playing Stronghold neither Harpies nor Centaur have the Demonic Lineage 'ability'. So they don't have the fire protection and light vulnerability that Orcs, Cyclops and Goblins have. Yet they can still be hurt by healing spells.
What is up with that? Surely without Demonic Lineage, healing shouldn't damage these creatures.

Bug Report.
____________
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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted August 10, 2012 11:16 AM

I disabled the Uplay cloud sync yesterday - and got an hour of my life back when a saved game lost in a failed sync process was loaded from the hard disk.

And ingame progresses are not affected since they need the connection to the Conflux, not Uplay.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 10, 2012 11:18 AM

Quote:
Bug Report.

I'm not certain it is a bug. But I'll report it. But if anything, it doesn't make much sense.
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Vote El Presidente! Or Else!

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted August 10, 2012 03:04 PM

Quote:
I disabled the Uplay cloud sync yesterday - and got an hour of my life back when a saved game lost in a failed sync process was loaded from the hard disk.

And ingame progresses are not affected since they need the connection to the Conflux, not Uplay.



Me too! What a friggin time saver! Some of my savegames had errors while trying to load after I turned off cloud sync, but got around this and now playing without cloud sync....

This is what I think about cloud sync:

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xerox
xerox


Promising
Undefeatable Hero
posted August 10, 2012 08:59 PM

Any idea how to make a unit with strike and return not return after its attack? I used to know how to this but my old method doesn't seem to work anymore. O.o
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Naki
Naki


Known Hero
posted August 10, 2012 09:38 PM
Edited by Naki at 21:56, 10 Aug 2012.

Quote:
Any idea how to make a unit with strike and return not return after its attack? I used to know how to this but my old method doesn't seem to work anymore. O.o

How did you do this before? I don't think there is a way in Heroes VI. Only Heroes V most probably.

Mods or thread creator, please fix date:
The patch was released on July 12th. ---> The patch was NOT released then. Thank you. Asking for 2nd time.

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xerox
xerox


Promising
Undefeatable Hero
posted August 10, 2012 10:14 PM
Edited by xerox at 22:16, 10 Aug 2012.

It worked in the beta. :/
But Pearl Priestesses were melee units in the early beta so I guess things change.

Here's two suggestions.

- Allow us to ban spells for quick combat. I don't like that my Hero uses up my Lightning Bolt on the first day lol.

- Allow us to see if Mana was spent after the quick combat.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 10, 2012 10:20 PM

I don't even remember when it was released to be honest.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Naki
Naki


Known Hero
posted August 10, 2012 10:25 PM
Edited by Naki at 19:18, 22 Aug 2012.

How did it work in the Beta??? Keyboard button + click with mouse??
I never played the Beta.

Patch 1.5.2 was released on July 25th --->
Patch 1.5.2 Live

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xerox
xerox


Promising
Undefeatable Hero
posted August 10, 2012 10:45 PM

Ctrl + mouse click I think. Like in the old games.

But I guess they don't want you to "abuse" strike and return abilities.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 10, 2012 10:51 PM

Xerox, have you tried Alt+click? That's what does the trick when I want shooters to Melee-attack.
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Vote El Presidente! Or Else!

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xerox
xerox


Promising
Undefeatable Hero
posted August 10, 2012 11:05 PM

nope, doesn't work


____________
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 August 11, 2012 01:48 AM

I thought it was shift+click (only one left heh). Also, there should be something to click on attached to the circle in the bottom right to switch attack styles. I know I have successfully forced a ranged unit to walk over and perform a melee attack at least once in Heroes 6 out of the beta. I can't remember why, but I had some tactical reason to want my marksman to knife a unit. I think it was because he was going to finish off the stack and not get retaliated on, and at the same time keep him safe from an enemy melee unit for one extra turn.
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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