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Heroes Community > Heroes 6 - The New Beginning > Thread: Startet Playing Heroes again...
Thread: Startet Playing Heroes again...
krs
krs


Famous Hero
posted November 27, 2012 08:16 PM

Startet Playing Heroes again...

Heroes 3 that is. H5 and H6 just gather dust. Was looking over the artifacts for heroes 3 and I just had to make this post...

Everything was/is so simple and well organized

you have artifacts that give +1/2/3/4/5/6 to all stats...
you have artifacts that give +1/2/3/4 to spell power and knowleadge
you have +2/3/4/5/6 to defense
you have +2/3/4/5/6 to attack (and then something "completely crazy" like +10 att -3 def)

......

What was wrong with that beautiful simple structure that everyone could understand and remember?

Why the need for overcomplicated stuff like:
+6 Might Power, +1 Damage to friendly creatures
+2 Might Defense, +10 Magic Defense against Fire magic

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 27, 2012 08:25 PM

+x stat artifacts are logical but plain boring - just like the assailant/defender/arcane ward/etc skills in H6. I don't really care if I get +2 or +3 attack but I do very much care if an artifact messes with the damage, initiative or speed of a certain unit group. Makes games more unpredictable and fun. The problem however is poor documentation, it would have been great if you could right click an artifact and know what it does, its restrictions or whether it is part of a set. Especially in a game that boasts over 160 arties.
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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted November 27, 2012 08:36 PM

Actually Heroes VI is much more organized and streamlined then Heroes 3 was. Shure there are artifacts like the dwarwen shield that give +X Might deffence and +Y magic resist but thats it.

You can easyly find a system that many major artifacts and relics are just minor artifacts with a better atributes.

Or if this is not the case you have the Elemental/Faction/B+T system.

There is always an artifact that gives +X% to a racial ability (Only for the particular faction) or an artifact that makes your Elemental magic beter or your units more ressistant to it.

And when you come to the set artifacts, There are always 6 artifacts forming a set (2x minor, 2x major, 2x relic) and many of the sets even have a very similar slot set.

IMHO In a certain way Heroes 3 artifact system was more understandable, with fewer slots and effects but it was not as systematic as the Heroes VI one is.  
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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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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted November 28, 2012 06:33 PM
Edited by blob2 at 18:36, 28 Nov 2012.

The artifacts had simple structure because Heroes III had simple structure (yet deep game-play). And, in my case, I like simple but addicting tactical games with plain rules, not games like Disgaea with 100+ mechanics for crazy Japs to grind and test

Yet there were some useless artifacts (when I played AI that is) like the one which protected you from Forgetfulness spell etc.

With Heroes VI, I like the fact that artifacts have multiple effects, but I get a feeling most of them don't change much in terms of your power. What I mean is, you need like 10 spellpower boosting artifacts plus at least level 15 to feel that you really are making damage with magic for instance... and there are artifacts like those elemental anti-magic cloaks which usefulness I fail to understand...

I really like the Disciples 1 and 2 system. There are artifacts which really make a difference like banners, or a paralyzing sword etc...

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