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Heroes Community > Heroes 6 - The New Beginning > Thread: Things that H6 did right
Thread: Things that H6 did right This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
flonembourg
flonembourg


Known Hero
posted January 07, 2013 09:36 PM

Ok but it's not so easy to respecialise because it's difficult to reach first level reputation in a single map (depend on size) so you must take a risk.
It's just a matter of taste, for me is just more freedom to adjust my strategies according to my opponents and the factions i could faced...
And my opponents can respecialise too so i think it's ok...
And imagine that you choose logistic and enlightement but you can't respecialise because you face your opponent too early... Good timing (at least for me) is a part of the strategy no?
AND imagine you find a real good artefact, perhaps you would improve his efficacity by choosing others skills that match better your needs to develop a specific strategy around this artefact (and take another risk).
I understand what you try to tell me, in fact you want the decisions a player has made during all the game have consequences in final battle, but the decision to change your Hero built have consequences too.
To finish i'll say in heroes VI you can adapt your strategy according to early/mid/endgame but also according to what the game brings to you (artefact,neutals buildings, the map in general) according to the faction you faced and finally according to how turn the game that's to say if you dominates your opponent or if you are dominated... With a "static" build is not possible or recruit another hero (like H5) mentoring and it's ok (but secondary hero has no reputation)
For the limited form of re-learning skills with a memory mentor where you pay per skill you wish to forget i'm Ok with that, i think you have more experience than me to know how to balance the game
I would have liked to develop more but to write just few lines it takes me lot of times (gogle--- translate)
But i like to share my point of view on this forum because i learn a lot of these dicussions thread and it help me to improve my game experience.
So thanks!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 08, 2013 10:01 AM

I know, it's more of a preference thing than balance. In H6 it does make sense with a number of things in mind, it just seems horrible design-wise. A hero forgetting what he has learnt, are we playing pokemon or something? For people like me it detracts from the immersion.
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Map also hosted on Moddb

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KaynaCrous
KaynaCrous


Adventuring Hero
posted January 08, 2013 05:11 PM

Indeed, I prefer heroes 6 compared to all the others. Except for the millions of bugs.

All other heroes had undead overpowered.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted January 08, 2013 05:28 PM

That's either a slick backdoor sarcasm or lack of experience with Heroes VI.

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Avonu
Avonu


Responsible
Supreme Hero
Embracing light and darkness
posted January 08, 2013 05:37 PM
Edited by Avonu at 17:38, 08 Jan 2013.

Quote:
All other heroes had undead overpowered.


Yes, indeed:


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forest001
forest001


Known Hero
posted January 08, 2013 05:38 PM
Edited by forest001 at 17:39, 08 Jan 2013.

why Zeno?

it's not all bad imho...

right now the biggest issues for me are the bugs still!!
and it's a shame, but luckily it's much better than it used to be, just couple abilities that are really broken

and the skill system may be a bit dissapinting for some, but i don't mind it too much, true not much spells but creatures did get much more abilities


and another thing that bugs me is the flat city building... it's just too boring without all the fluff buildings


but i really like the creature/skill/spell design, they are most of the time quite exciting to use

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted January 08, 2013 05:50 PM

I'm talking about Necropolis - after all changes it's still broken.

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xerox
xerox


Promising
Undefeatable Hero
posted January 08, 2013 05:54 PM

I agree that Necro still has to much immunities and stuff, but they are no way close to the state they were in at release. They're now a very beatable faction if you play your cards right.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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forest001
forest001


Known Hero
posted January 08, 2013 05:54 PM

not as horribly though

it' hard to win true but with a bit of luck you can bust the turtle and then gg

in 4 you had the unlimited vampires and in 3/5 1k skellies (was ok-ish in tote i guess)

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KaynaCrous
KaynaCrous


Adventuring Hero
posted January 08, 2013 06:19 PM

Well, heroes 6 undead is kind of weird. The mage can be defeated with a few comboes here and there (mostly locking down his spider womans and burning him from afar or increasing initiative movement damage and destroying his frontal stacks before he can act) but the undead might is weird. A good undead might is easy to beat. A very good undead might is very hard to beat.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 08, 2013 06:38 PM

Balance is very relevant to player skill
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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KaynaCrous
KaynaCrous


Adventuring Hero
posted January 08, 2013 07:44 PM

Personally, if a game isnt perfectly balanced, it's no big deal to me. Yes, I was referring to this 75 vampires raised per stack defeated thing in past heroes. completely mad.

You should do some legion duels against DreadKnight86's might undead and see how often you win, try every combo possible, from all races, from blood to tears, from might to magic. Balance would mean 50 % of the combos would work, or a 50 % chance to win every fight. It's not the case.

And gosh that Rush ability on vampires is ridiculous. Bug!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 08, 2013 07:47 PM

50% of the combos should work? Heheheh.. The irony.

What's the bug? That they gain the boost despite being teleporters?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 08, 2013 08:07 PM

Quote:

You should do some legion duels against DreadKnight86's might undead and see how often you win, try every combo possible, from all races, from blood to tears, from might to magic. Balance would mean 50 % of the combos would work, or a 50 % chance to win every fight. It's not the case.

Umm, wot?

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KaynaCrous
KaynaCrous


Adventuring Hero
posted January 08, 2013 09:05 PM

Time to quote myself with a caps modification.

Quote:
Balance would mean 50 % of the combos would work, --OR-- a 50 % chance to win every fight. It's not the case.


Isn't Rush like having this personal trainer yelling at zombies to do push ups quicker?

Like heroic charge and other skills like that doesnt work on undeads but rush does?

maybe it's not a bug. Just seemed weird to me.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 08, 2013 09:44 PM

Not against a SPECIAL build. If I invest time into a build I certainly expect it to have better odds than 50% - it's not a question of balance. If it was, you could just slap ANYTHING onto the hero and see what happens.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 08, 2013 09:58 PM

Problem is there aren't many strategies as in say H5 and there are even fewer as armies begin to grow out of hand. But that was also a problem in H5.
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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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KaynaCrous
KaynaCrous


Adventuring Hero
posted January 08, 2013 10:03 PM

it's more than just that. Undead might hero just gains a wee bit too much necromancy points with hero strikes. everything else was fixed very well compared to previous heroes.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 08, 2013 10:26 PM

Hero strike is the problem anyway.
Really bad decision to make it that way.

In my opinion, in the HoMM VI environment a magic hero sttack makes no sense - that's what damage spells are good for.

For a MIGHT hero, "hero attackl" should have been acquired via abilities.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 08, 2013 10:37 PM

Preferably along the lines of H5 activated abilities ie retaliation strike, powerful blow and mark of the damned. Direct hero attacks are not only lame but they also make creeping significantly easier. They allow tactics where a unit defends in the corner while your hero kills stuff. Hardly creative.
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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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