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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 patch 1.8 - Discussion thread ~
Thread: ~ Heroes 6 patch 1.8 - Discussion thread ~ This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
jhb
jhb


Famous Hero
posted November 21, 2012 12:57 PM
Edited by jhb at 13:15, 21 Nov 2012.

Quote:
I should mention that my kirin target were celestials whose magic defense was well-boosted by a cleric It's not an everyday occurence.


That's an important detail

Talking about clerics.. I was thinking about playing a blood-magic-haven and I was wondering if the sunburst spell worth picking up... iirc, this was the only DD spell unchanged after the 1.5. This is sad.. the animation is so cool.
Is it worth using against demons/undeads at least?

I didn't test it yet, but I got the impression that even against demons (20%fire res), it will be better using a fireball than the sunburst, unless you can hit the 7 stacks with the sunburst.. Maybe the fireball should have stayed 3x3.

Edit: hm.. I was thinking.. maybe if I could hit 10-12 stacks perfectly aligned (gated demons, summons..). But that would be like a lottery.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 22, 2012 07:36 PM
Edited by Maurice at 19:38, 22 Nov 2012.

I've recently finished a Haven campaign, where I had my main hero as a Blood Mage. I have to say that Sun Burst was actually a spell of preference, which I have used several times to completely obliterate a full enemy army (7 stacks) before they even got to act. Only in cases where I really wanted to destroy a specific stack would I use Firebolt or Fireball. The reason is as you already said, Sun Burst will hit anything in its 8 directions, so it's a spell best used early when the enemy is still mostly aligned along the deployment zone.

Btw, I picked up Arcane Exaltation III and Light Mastery III to significantly boost my Light Magic Power. Keep in mind that several of your Haven creatures also benefit from that, as they do Light damage instead of normal damage.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 22, 2012 07:44 PM

Agreed with both. The problem is that sunburst becomes next to useless as the game progresses, it can in no way match the other tier II destructive. Tactically it is much better to attack less targets for good damage than numerous for moderate and H6 destructive already have a large area of effect.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted November 22, 2012 08:28 PM

As much as I respect your play, Elvin, I have to disagree with the general character of the statement.
True, if you have a choice whether to hurt 2 1000 HP stacks for 600 points each or to kill 1 for 1000, it's better to kill a stack.

However, there are exceptions. If you battle Necropolis, for example, the opposite is true: the more stacks you can dissipate damage on, the less effective is Necromancy, since it's limited to one stack. So if you had the chance to hit 6 stacks for 300 damage, you'd do it, especially since Sunburst does "bonus" damage against them.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 22, 2012 09:34 PM

A good fireball with immolation or blizzard is better more often than not. Besides you will normally want to kill stacks to get to their shooters, spreading lowish damage around won't help much in the long run unless only weak stacks remain on the battlefield.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 23, 2012 12:32 AM

One thing to keep in mind against the AI is the chance he will run off. The more stacks remain, I found he is less likely to bugger out on me before I can finish resurrecting everything I want to.

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jhb
jhb


Famous Hero
posted November 23, 2012 07:11 AM
Edited by jhb at 08:48, 23 Nov 2012.

Good info guys, but I agree with Elvin, right now sunburst can't really match the other options.
Maybe the big problem is because the spell is balanced around the "best case": hitting always 7 stacks of demons/undead. Yeah, you can hit 7 in the first turn, but that isn't always the best thing to do, necros for example, have 2 units in spirit form (+50%res to all dmg) in the first turn.

I think they could boost the damage a bit and make it work like the "word of light" and "curse of the netherworld" spells: you do a total of X dmg divided among the targets, then you could choose to focus or spread the dmg.

Or, if they want to keep the way it is, they could  add a tier III passive skill to boost the damage a bit and help you to hit more targets with the spell... something like "Refraction": sun burst do X% more dmg and also hits the adjacent targets to the rays for 50-75% of the base dmg. So the best case would still be with 7 stacks aligned, but the average case wouldn't be so bad... They will also need to adjust the mana cost ofc.. Maybe in the next xpac... =]


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natalka
natalka


Supreme Hero
Bad-mannered
posted November 26, 2012 07:27 PM

I don`t know if I should post here if not please delete this post.
1) Battle sites are extremely lame. Second week no matter the guards I clear them easily as they are TRIVIAL.
I have 12-19 Elites week2 considering I build week 1 elite in main town. This means free resources, joiners, major/relic arts.
2) Where are the good old mystic ponds, windmills, watermills etc.

But please let`s discuss about my 1st) point

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted November 27, 2012 01:12 AM

Quote:
I don`t know if I should post here if not please delete this post.
1) Battle sites are extremely lame. Second week no matter the guards I clear them easily as they are TRIVIAL.
I have 12-19 Elites week2 considering I build week 1 elite in main town. This means free resources, joiners, major/relic arts.
2) Where are the good old mystic ponds, windmills, watermills etc.

But please let`s discuss about my 1st) point


An easy tip: adjust the game difficulty so, that it suits your level. To get 12-19 elites at week 2 (taking an elite has a basic growt 3-4) you would have to have 2-3 Elite dwellings in your castel at the end of week 1: This means you woudl nead a lot of resources. Lower the number of your starting resources or/and make the creep growth higher I found the game on higher difficulties rather OK, the lower ones are just for Consume players and do not bring the chalange needed for more experienced players.
____________
I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 27, 2012 07:11 AM

It`s on my own custom made map. I made it for toh standards. It is normal to have elite creature built in town 1 and I have only 1 external elite dwelling though I would make it two in the next run.
Problem is I managed to built day 7 week 1 Ravagers in second town and then it became super easy.
My opponent killed everything just with 70 furies though so the problem is not in the elites.

We fought 3 times 30 elites week 1 to get precious treasure chests so we could build that much.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted November 27, 2012 07:22 AM

If it is on your custom map. Then just adjust the map. I must say I do not know how ToH standards look like, and if you took in account that you cant use H3 standards for H6, but you always can changce the number of neutrals that guard on the map..

Things like Elite dwellings and 2 towns both in Week 1 do not sound  right for a Heroes 6 map...
____________
I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 27, 2012 10:19 AM

H6 creeping is ridiculously easy if you get more than 1 town's growth on week 1. You don't need more than a core dwelling and definitely not an elite dwelling.
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Map also hosted on Moddb

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 27, 2012 11:08 AM

u should have mentioned it while we talked . I will fix it so I get elite dwellings second week . But weak battle sites issue remain.
Army is like 5-6 elites x 3 and 10-12 cores x 3. That is super weak.
Elvin please remember the fury and matriarch building and the treants and master hunter ones. H6 battle sites

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted December 06, 2012 07:57 PM

ohh.. finally something new about dungeon..
A new unit.. Seen alredy in "the book". Looks like a new incarnation of the blood maiden.. My personal bet is it is a "core unit"

You can see it very nice in this in this picture

So On Elven unit known.. And its Female.. Will Dungeon by a darker version of the Sanctuary beuty contest?
____________
I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted December 07, 2012 04:12 PM

So? This will be the only expansion for Heroes VI, no?

Heroes, today we are thrilled to announce you the date of the official release of the long-awaited Might & Magic Heroes VI standalone expansion, Shades of Dakness. It will be released on the 28th of February 2013.

Starring the cult hero Raelag, first introduced in Heroes V, this fully fledged standalone game will feature a new faction, Dungeon, led by the Dark Elves, and a new story unveiling another piece of history in the Might & Magic Universe.

Players can also enjoy the full experience with Might & Magic Heroes VI Complete Edition, containing the enhanced game, all bonus maps & items, adventure packs, the original soundtrack of the game and the Shades of Darkness expansion, set for release on PC on the same day.

Might & Magic Heroes 6 Standalone and Complete Edition will be released on the 28th of February 2013.

    Heroes VI - News and Info topic .

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 07, 2012 04:36 PM

Not necessarily but there is no telling if there will be another.
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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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KingImp
KingImp


Famous Hero
posted December 07, 2012 04:40 PM
Edited by KingImp at 16:41, 07 Dec 2012.

Seeing the artwork of the other 3 factions (Academy, Fortress, & Sylvan) really makes me sad. They probably had plans at one time or other to include all of them, but Ubi in their stellar planning screwed that all up.  

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 07, 2012 04:51 PM

Ubi's work on background and concept is not limited to H6 and wasn't entirely created with H6 in mind either.
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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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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 11, 2012 11:18 AM

I can only hope that the enhanced features of the expansion are also somehow backwards applied to the original game too; kinda like how they did the Caravans from the first expansion to H5 into the original game as well. Such backwards compatibility is in my eyes pretty essential: don't give new toys that you can't use when playing the original campaign.

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flonembourg
flonembourg


Known Hero
posted January 06, 2013 08:22 PM

A little question: Does "Defender I" and "Assaillant I" really give + 2 to Migh defense and Might Power as it has been said in the 1.5 patch note???
Because when i choose in campaign "defender I" without any reputation it give me only +1 to Defense
Or it is just a bug from the tooltip description?
Thanks
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