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Heroes Community > Heroes 6 - The New Beginning > Thread: Patch 1.8 in the making - provisional release notes
Thread: Patch 1.8 in the making - provisional release notes This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 07, 2012 12:57 PM

Would need a different animation, though.

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ChrisD1
ChrisD1


Supreme Hero
posted October 07, 2012 01:26 PM

Quote:
I think it's more chaotic if it keeps teleport/jump around on the battlefield, shooting Imps in peoples' faces.


"hey i'm a weirdo! now take that imp in yo' face! *piou piou*" -teleports back-
"imma teleport again because i don't have full range attack!i'm fat and all this teleportation is exhausting d@mn it!"
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Ghetto
Ghetto


posted October 08, 2012 10:54 PM

Hi, long time lurker and fan here.  This is what I find utterly horrible about this patch, and why:

Core and elite buildings getting reduced cost + reduced growth

Who ever made this patch has no clue how bad this just screws over strategy. If I was strategy I would be mad... Seriously, they will have taken the strategy of an early game of picking what stacks you want to specialize with and totally wiped there ass with it until all that is left is the strategy of building everything.  

Not only will you have to build everything, but the specialization of +1 cores, or elites will be a must.  If you don't take it the percentage of growth is so skewed because of the lower growth that you would be outgrown in about a couple weeks.

Same goes for dynasty traits that give creature growth...

Also, what the hell is anyone going to spend there money on now?  Ok, ok spend money to max out buildings, but that is no fun...

Then there is the whole problem of how this relates to the campaigns.  You can just consider them impossible now as I'm sure that the A.I. is triggered to have set armies that would only be able to be beat by the original numbers.

I will definitely make a backup before I install this turd patch!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 08, 2012 11:12 PM
Edited by Elvin at 23:13, 08 Oct 2012.

There is no reduced growth, just building prerequisites. And if anything this has increased your building options instead of the typical week 1 plan of build all core and upgrade one of them. The cores with upgrades and the old external dwelling growth led to the silly "strategy" of drowning the opponent in pure core overkill and that was far more viable and quite preferable to going for elites, much less champions. Back in the old days you could build all "elites" during week 2(with some exceptions) and the last tier sometime between week 3-4. Hell in H5 I could do that week 2 if I skipped a few dwellings. But the crazy resource requirements got in the way of building stronger units which only leads to a more boring earlygame. Or a short core rush if the map allows it.

Now, consider that it wasn't just the dwellings that were tweaked but the special buildings too. Which means that they are part of the game too now. In short if there is one thing that this patch does is give you more options and fixing design flaws that have been there since the very beginning. So I don't see what got you so worked up.
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Ghetto
Ghetto


posted October 08, 2012 11:33 PM

Here is what is said about creature growth.  Your telling me they didn't cut those in half?  If not explain to me what it means, as I'm surely lost and under the presumption that core and elite growth is lower.

o External Dwellings Production

§ External Core Dwellings provide now :
· Haven
o Sentinel +3/week instead of +6/week.
o Crossbowman +2/week instead of +5/week.
o Sister +2/week instead of +4/week.
· Necropolis
o Skeletons +3/week instead of +6/week.
o Ghoul +2/week instead of +4/week.
o Ghost +2/week instead of +4/week.
· Inferno
o Maniacs +3/week instead of +5/week.
o Hellhound +2/week instead of +4/week.
o Succubus +2/week instead of +5/week.
· Sanctuary
o Shark Warrior +3/week instead of +5/week.
o Pearl Priestess +2/week instead of +4/week.
o Kappa +2/week instead of +5/week.
· Stronghold
o Goblins +3/week instead of +6/week.
o Crusher +2/week instead of +3/week.
o Harpy +2/week instead of +5/week.
§ External Elite Dwellings provide now 2 creatures / week, excepting for the creatures below:
· Haven
o Sun Rider +1/week instead of +3/week.
o Radiant Glory +1/week instead of +3/week.
o Griffin +2/week instead of +2/week.
· Necropolis
o Lich +1/week instead of +3/week.
o Vampire +2/week instead of +5/week.
o Lamasu +1/week instead of +4/week.
· Inferno
o Juggernaut +1/week instead of +2/week.
o Breeder +2/week instead of +3/week.
o Tormentor +1/week instead of +2/week.
· Sanctuary
o Spring Spirit +1/week instead of +4/week.
o Kenshi +1/week instead of +2/week.
o Snow Maiden +2/week instead of +3/week.
· Stronghold
o Jaguar Warrior +1/week instead of +3/week.
o Centaur +1/week instead of +2/week.
o Dreamwalker +2/week instead of +4/week.
§ External Champion Dwellings provide now 1 creature / week.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 08, 2012 11:36 PM
Edited by Elvin at 23:37, 08 Oct 2012.

Offense? You must have misread my tone, I just don't see the issue you are talking about.

Unless you mistook the external dwelling growth for the town growth? The town growth remains the same, it's the map dwellings whose growth gets reduced.
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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted October 08, 2012 11:40 PM

Although I won't change my opinion about the tier system in Heroes 6 (I like the traditional level system) I must say that reducing the cost of buildings is a good step in balancing the game indeed. Those buildings were simply to expensive! Legendary unit buildings were expensive to the point that sometimes those creatures were simply unobtainable. I find that, although crystals are the only rare resource in the game, it's really hard to get them. Lack of crystals was many times the sole reason blocking my progress. I got really annoyed when I was able to build like one elite dwelling per week, because of those damn crystals. Marketplaces were no help at all with their steep prices. So, a big to the community for making this happen.

And a question, maybe it was mentioned, but will they also reduce the cost of building city walls? Those are also a bit too expensive imo.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 08, 2012 11:50 PM

· Superior Fortification
o Gold cost decreased to 7500 instead of 10000.
o Wood cost decreased to 15 instead of 20.
o Ore cost decreased to 15 instead of 20.

You have no idea how many times I'd mentioned that one Man I hated those irrational prices.
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Ghetto
Ghetto


posted October 08, 2012 11:52 PM

In that case it isn't so bad and maybe it'll work out.  I still predict that the campaigns will be a hell of a lot tougher.  

Also I wish these balance changes would also matter, but I find that playing Ai Hard is to easy as it is.  About the only thing I want to hear coming out of ubisoft is an apology letter for having such a crappy release, with tokens of there appreciation.  4 factions in a heroes game is pure bullsnow, and on top of that enormous amounts of bugs.  They do not deserve an ounce of respect from anyone.  All they have done to this franchise is found ways to squeeze more money out of it, and gave us less in return.  

4 factions on release, and one more coming up < homm2.  Oh, but it looks pretty, oh... there is no reason for anyone to keep interested in this game, and all they do is feed us a little bone now and then that costs more money.  I find a free game like utopia online higher up on the list of games to play than this milked product.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 09, 2012 12:21 AM

H6 messed up royally, yes. Though I cannot blame ubi for failing to produce an addon with more content(H6 has 5 races btw) during all this time. With the developer leaving only to be replaced by a smaller company to work on the bugs left behind, getting the adventure packs was the best that could done under the circumstances.
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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted October 09, 2012 01:33 AM
Edited by blob2 at 01:36, 09 Oct 2012.

Quote:
H6 messed up royally, yes. Though I cannot blame ubi for failing to produce an addon with more content(H6 has 5 races btw) during all this time. With the developer leaving only to be replaced by a smaller company to work on the bugs left behind, getting the adventure packs was the best that could done under the circumstances.


Ubisoft has messed things up, that's for sure. But on the other hand, I must give them credit for one thing. Be it purely for milking reasons, so be it, it's nothing new in the game industry. But one thing is certain. They are trying to keep the franchise alive, and things were looking really grim back in NWC days. The patches show that we, the community, still have something to say, but a developer that listens (to some extent) is also a feat in itself. Don't worry I'm not trying to glorify Ubi, but I remember when I was reading Empire Total War forums back in the day. Fans were furious, because the game was still bug-ridden, and the process of bug fixing was finished halfway through, because Napoleon Total War was released. As a result, ETW was abandoned completely by the devs. So from one side we see a developer that makes great games like the Total War series. But from the other we see a company that has plainly deceived players. And that's a fact, at least in the case of ETW. Now imagine how Heroes 6 would look like if Ubi decided that instead of patching, they will make a new game, leaving H6 behind. I know, releasing an unfinished game is an insult for the players, but hey, at least after that they are trying to make it better, no? And I will not abandon Heroes till the end, because I'm in love with the franchise, and because I like Heroes 6 to some extent, especially for it's artistic side (units like Lamasu or Kirins are some of my all time favorites).

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 09, 2012 08:55 AM

Yes it would feel such a waste to just forget H6 and start all over again. Though I'll be relieved when the game's cycle will reach its end and the time comes for a new beginning.
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foxxxer
foxxxer


Promising
Famous Hero
posted October 09, 2012 09:54 AM

Quote:
Though I'll be relieved when the game's cycle will reach its end and the time comes for a new beginning.


Relieved? Be careful what you wish for. The new cycle may get worse. Everyone thought they learned their lesson in the development of the H5 but it turned out that it could get worse.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 09, 2012 10:53 AM

One has to try his best to do worse than that. And I am confident that we have gotten a few messages across, one way or another.
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ChrisD1
ChrisD1


Supreme Hero
posted October 09, 2012 06:04 PM

didn't find a thread about it ,but what do you think about the change that staff of asha's eightfold got?
focus magic: first spell cast by hero receives 40% (used to be 100%) effectiveness.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 09, 2012 06:22 PM

100%? Good lord, whoever allowed this to happen? I knew that dynasty weapons were imbalanced but this was too much.
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ChrisD1
ChrisD1


Supreme Hero
posted October 09, 2012 06:29 PM

Quote:
100%? Good lord, whoever allowed this to happen? I knew that dynasty weapons were imbalanced but this was too much.


it was like this when it got out. i didn't make it to level 5 so i wouldn't know, but it was only the first spell. then it was reduced to 40% which seemed little for a level 5 ability, since staff of sar aggreth has a level 3 ability that gives spells 30% effectiveness for the whole combat. should they change it back? should they modify it? should it become an ability that scales with the hero's level?
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Ghetto
Ghetto


posted October 10, 2012 03:50 AM
Edited by Ghetto at 04:24, 10 Oct 2012.

Quote:
100%? Good lord, whoever allowed this to happen? I knew that dynasty weapons were imbalanced but this was too much.


Hold on, hold on!  You say this ability is to much, but there are plenty of other better dynasty weapons with abilities.

Answer this is it to good level 1, 2-30? When does it become to good?

Now that you have answered that how does it compare better to any other dynasty weapon?  The way I see it the dynasty weapons with abilities that are like spells, or enhance heroic strike are much better than this.


A that dynasty weapon has a low magic power boost.
B it has a low magic defense boost
C it adds +mana and +10 mana regeneration
D it offers the first spell boosted extra efficiency

A) It doesn't hold a great magic power boost. In fact there are plenty of weapons that would boost magic power even greater.  A greater magic power not only helps spells but magic dealing stacks.

B) It doesn't hold the title for best magic defense.  There are some = to it and one greater to it.
C) The + mana was really a place holder and balanced this weapon out.  If I'm not mistaken, if it was magic power or magic defense the heroe would also get extra bonus mana.  The guaranteed +10 mana is also in the same boat as a place holder.  More mana, or better stats increase this anyways so it is a placeholder.  I will not go on about how it was bugged as that was then.

D) A first spell bonus to efficiency is directly effected by magic power and heroe level.  With the staff having a weak magic power boost this boost would even out as the combat became longer, causing the trade off of one big spell for a bunch of little spells.  Also casting an important first turn spell that is all beefed up is a gamble when you are slowly declining in advantage so to speak because the weapon has bad stats.  I think it was a bad mistake tosay this dynasty weapon was overpowered when it was not that, but the spell being cast.  Example: Chain Lightning, Armageddon, Mass Anguish, and that AnoyInG mass Necro hurt ability.

Discuss
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 10, 2012 07:47 AM

Nonsense, no single spell can be overpowered just because some item makes it such. Your "analysis" makes it sound like that you're actually better off without all these boosts.

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ChrisD1
ChrisD1


Supreme Hero
posted October 10, 2012 08:59 AM

nomatter what, the weapon got a nerf. a serious one. and it's a shame for a level 5 ability to be weaker than another weapon's level 3 ability (see staff of sar aggreth)
dynasty weapons were  a "gift" for all those single players. the AI will never come and complain to you "hey you are using overpowered weapons, shoo!" no, it won't. i doubt they will revert it back or do anything with it. but if 100% focus power for the first spell is too much and 40% too little, what should be done about this ability?
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