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Heroes Community > Heroes 6 - The New Beginning > Thread: Danse Macabre
Thread: Danse Macabre This thread is 3 pages long: 1 2 3 · «PREV
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 01, 2012 12:37 PM

Copied from here:

Ring of the Unrepentant: +5 Magic Power, Grants the Teleport ability.
Cloak of the Lich: +3 Destiny, -3 Morale to enemy
Necromancer Chasuble: +1 Magic Defense, +20 Mana
Hourglass of Order: -3 Morale to all creatures each round. (NO CAP!!)
Libram of Last Rites: +5 Magic Defense, All enemy creatures receive 5% less healing.
Boots of the Walking Dead: +1 Hero Movement over land, +1 Initiative to friendly creatures

2 item Bonus: -2 enemy initiative
4 item Bonus: -4 enemy morale
6 item Bonus: +8 magic power
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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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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted November 01, 2012 01:30 PM

Thanks you two. It will help me with me mod, cause I dont own any of DLCs.
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HoMM3Lite

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted November 01, 2012 05:53 PM

Haha, my spell power was INSANE by the end of this DLC. With Meditation, I had upwards of 100 sp, so I had a fun time with my "Worthless" endgame Direct Damage spells. Did anyone else find that the Dragonwraith was just obnoxious? (No spoilers for people that still don't have the DLC, I'll let you discover why on your own.)
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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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GunFred
GunFred


Supreme Hero
Sexy Manticore
posted November 01, 2012 05:58 PM

Yeah, the Dragonwraith was the toughest boss (if go for the achievement that is) I have ever faced and the magic power you get during the 2 maps is insane, even if your hero happens to be a might hero.
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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted November 01, 2012 07:47 PM
Edited by blob2 at 19:50, 01 Nov 2012.

Quote:
Yeah, the Dragonwraith was the toughest boss (if go for the achievement that is) I have ever faced and the magic power you get during the 2 maps is insane, even if your hero happens to be a might hero.


Yeah. If you want the achievement, it is the toughest boss battle in Heroes VI imo. And it also proves that giving a fixed number of troops is the best way to make a boss battle challenging.

The hardest thing about this battle is that when you think you have it under control, in the last couple of turns he starts to demolish you with his accumulated damage boost ability, while blocking most of your archers with his curse. The strategy which I used was distracting him as much as possible with summoned troops (because he KO'ed most of my units with 1-2 attacks, summoned ones, in this case no-retaliation Darkness Elementals, were the only possible cannon fodder). I barely won this battle, one more turn and I would've be finished...

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted November 01, 2012 08:57 PM

I was able to hold him at bay with Stone Skin, Regeneration, Ice Armor and Chain Lightning/ Lightning Bolt (One-shotted three of the channeler stacks round one, and the others fell by the end of the turn.) After all of that and Meditation, I was basically able to bleed him dry with my Vampire Lords taking the brunt of the damage. Although his stupid "Convert Damage into Health" ability was able to knock out half of my shooters in one go...
____________
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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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 07, 2012 12:57 PM

Quote:
I like how the map design, it had a good element of exploration. It is not easy to tell where you might find a town, whether a path will lead you to riches or to an enemy and I often had to backtrack to catch up with an incoming enemy hero when I was off exploring. The forts are strategically placed, in a position where it matters to control them but they are also within reach of the enemy. But you do not feel hard pressed, with the absolute need to do something, you can relax, explore, go about your job and take objectives at your own leisure. I liked that feeling, it was good for a first map.


You start off with only a Fort and an external creature dwelling, so your townbuilding skills are not called upon. In a way, I liked it, it put a bit of urgency on you to find and build up that first town. I admit that I was a bit confused after passing the first bridge to find stacks that were marked as orange or even red - only to notice that they were interspersed by green ones as well. I assumed the game would make you back-track through the region somewhat later.

I didn't find directions beyond the bridge however, and was rather aimlessly looking around, dodging the high risk stacks. Initially, I went off to the right to explore, while the enemy sat in his town. But after a bit, he would suddenly launch a Hero from it, making a beeline for your Fort, being far stronger than what I had at that point (and I play conservatively, minimizing casualties as much as I can). Only by the time I explored to the left side did I find the town there from where I was supposed to work ... oh well, something for the next playthrough, I guess. My saving grace for a long time actually came in the form of an angel that I recruited from the central Forts' creature dwelling.

Quote:
The boss was fun and I liked how once again you fight with a predetermined army that won't let the battle end in overkill. I didn't find it particularly challenging though.


Actually, I didn't like the predetermined army at all. By that time in the game, I was toting around a fully upgraded army. I got the message that Sandro re-arranged his army, only to end up with non-upgraded versions. If it consisted fully of upgraded units, I would have liked it a lot better, now I just felt handicapped since the unupgraded units are less useful than their upgraded counterparts.

I more or less felt the same about the quest rewards. Maybe I just played too slow, but getting Vampires or Fate Spinners as quest rewards by the time I had only upgraded units anymore felt lackluster.

Quote:
I have one complaint though, I expected the enemy heroes to increase level and army as time passed. It felt like swatting flies, I missed that feeling of urgency that you got in the 3rd Sandor mission.


I've noticed this too. It felt odd to simply wipe them out without losses by even secondary Heroes who didn't even have the same army size as Sandro had, who was off exploring the map.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 07, 2012 01:34 PM

Then the boss would be like the Hai Ryu I faced with Sandor. Hacked to pieces within 2-3 turns.. Basides preset armies are exactly that, a handicap.
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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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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted November 07, 2012 01:56 PM

What Elvin said is undoubtably correct. The preset armies are indeed exactly intended to be a handycap. It is placed there to keep the boss-fight challenging. As opposed to being able to overpower the boss with several months of creature-growth, which would make the battles feel lackluster.

As for getting (unupgraded) creatures as a questreward, I used to have the same problem. However, I tackled that "problem" by planning on it. Say that you get 50 Vampires for such-and-such quest, I tend to either keep a slot open specifically for them or keep my vampires unupgraded untill I finish the quest. You get such quests relatively early on, so it is not that difficult to plan for such things. On top of it, I tend to find such things certainly worth it, as it is quite the boost for your army in nearly any situation.
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Vote El Presidente! Or Else!

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 07, 2012 03:43 PM
Edited by Maurice at 15:46, 07 Nov 2012.

Quote:
What Elvin said is undoubtably correct. The preset armies are indeed exactly intended to be a handycap. It is placed there to keep the boss-fight challenging. As opposed to being able to overpower the boss with several months of creature-growth, which would make the battles feel lackluster.


I never meant to say that I wanted a full blown army to slap the Boss silly; I just said that it should represent a late-game army: i.e., no unupgraded units. In this case, it's a mix of unupgraded and upgraded ones.

I recall seeing a script in Heroes 5 which would work with the actual numbers in the Heroes' army and decide how to manipulate it based on that number. Now I know UbiSoft has taken a step back with Heroes 6, but that shouldn't be too hard to do either: have a certain "encounter rating" and use that as sort of "currency" to automatically "buy" an army to battle the Boss, from the army you arrived with. I had the impression that such was the case in the Crag Hack expansion in any case.

Now I worked my way through the entire map only to get some awkward half-assedupgraded army to fight the boss with, with units I didn't even have in my army to begin with (the unupgraded ones). Did they appear out of thin air?

Quote:
As for getting (unupgraded) creatures as a questreward, I used to have the same problem. However, I tackled that "problem" by planning on it. Say that you get 50 Vampires for such-and-such quest, I tend to either keep a slot open specifically for them or keep my vampires unupgraded untill I finish the quest. You get such quests relatively early on, so it is not that difficult to plan for such things. On top of it, I tend to find such things certainly worth it, as it is quite the boost for your army in nearly any situation.


To me, that's a hassle. Yes, it's a workaround to the problem, but it means you have to use a secondary Hero to hold on to one of the stacks in your "standard" army, then swap out that stack with the reward stack, after which your secondary gallops off to upgrade those units. And in this particular map, you had to complete objectives all over the map to finally get an Artifact for your set as well as a stack of 50 Vampires. Why couldn't they have given 50 Vampire Lords instead?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 07, 2012 03:54 PM

All of those quests can be completed relatively early if you play fast. In which case the game would be too easy. Perhaps marzhin should have manipulated the player's decisions via map design so that you would find and complete this quest around a certain time.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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