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Heroes Community > Heroes 7+ Altar of Wishes > Thread: H7 Faction Potential Direction
Thread: H7 Faction Potential Direction This thread is 46 pages long: 1 2 3 4 5 ... 10 20 30 40 ... 42 43 44 45 46 · «PREV / NEXT»
Storm-Giant
Storm-Giant


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Undefeatable Hero
On the Other Side!
posted March 19, 2014 04:41 PM

I see you point, but I don't think they needed to be much better.

The strength of Necropolis in H3 laid in Skeletons (thanks to Necromancy numbers), Vampire Lords (best lvl 4), Liches and Death Knights (arguabily best lvl 6 tied with Naga Queens).
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 19, 2014 05:15 PM

I wanted them gone for H6 and the namtaru totally delivered in their place. I kind of miss them though and I realize that part of why I never particularly liked them was because.. they've always rather sucked. In H2 they were nothing special. In H3 they had an amazing special and amazing looks but they were crappy units. In H4 they were really good but I disliked their bulky and less than elegant nature. In H5 you had no reason to even build them(damn mercury costs) and I really disliked their design but.. they finally were worth using. They were not powerhouses but they had a support role and that worked just fine for necro. Now if we continued down that path and also gave them an elegant design.. I could get used to that.

I also sorely miss the good old dread knights. Necropolis has not felt the same since they left the lineup.
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RMZ1989
RMZ1989


Supreme Hero
posted March 19, 2014 06:08 PM

Elvin said:
I wanted them gone for H6 and the namtaru totally delivered in their place. I kind of miss them though and I realize that part of why I never particularly liked them was because.. they've always rather sucked. In H2 they were nothing special. In H3 they had an amazing special and amazing looks but they were crappy units. In H4 they were really good but I disliked their bulky and less than elegant nature. In H5 you had no reason to even build them(damn mercury costs) and I really disliked their design but.. they finally were worth using. They were not powerhouses but they had a support role and that worked just fine for necro. Now if we continued down that path and also gave them an elegant design.. I could get used to that.

I also sorely miss the good old dread knights. Necropolis has not felt the same since they left the lineup.

Yeah, pretty much what I've said. And I agree, I also miss Dread Knights, probably my favorite H3 unit together with Manticore, but to be honest Wrights/Wights/Banshees did a decent job on replacing them in H5, at least they did for me, I love them in H5.
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Storm-Giant
Storm-Giant


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On the Other Side!
posted March 19, 2014 06:26 PM

RMZ1989 said:
Elvin said:
I wanted them gone for H6 and the namtaru totally delivered in their place. I kind of miss them though and I realize that part of why I never particularly liked them was because.. they've always rather sucked. In H2 they were nothing special. In H3 they had an amazing special and amazing looks but they were crappy units. In H4 they were really good but I disliked their bulky and less than elegant nature. In H5 you had no reason to even build them(damn mercury costs) and I really disliked their design but.. they finally were worth using. They were not powerhouses but they had a support role and that worked just fine for necro. Now if we continued down that path and also gave them an elegant design.. I could get used to that.

I also sorely miss the good old dread knights. Necropolis has not felt the same since they left the lineup.

Yeah, pretty much what I've said. And I agree, I also miss Dread Knights, probably my favorite H3 unit together with Manticore, but to be honest Wrights/Wights/Banshees did a decent job on replacing them in H5, at least they did for me, I love them in H5.

Yes, we have overall the same feelings about them.

With all said, I kind of would like to see both Black Knights and Banshees in H7. Bone/Ghost/Spectral Dragons could be neutrals or bosses, just like H6.

Speaking of, do you guys think we'll see a new iteration of bosses in H7? And would you like to see them?
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RMZ1989
RMZ1989


Supreme Hero
posted March 19, 2014 06:35 PM

Storm-Giant said:
RMZ1989 said:
Elvin said:
I wanted them gone for H6 and the namtaru totally delivered in their place. I kind of miss them though and I realize that part of why I never particularly liked them was because.. they've always rather sucked. In H2 they were nothing special. In H3 they had an amazing special and amazing looks but they were crappy units. In H4 they were really good but I disliked their bulky and less than elegant nature. In H5 you had no reason to even build them(damn mercury costs) and I really disliked their design but.. they finally were worth using. They were not powerhouses but they had a support role and that worked just fine for necro. Now if we continued down that path and also gave them an elegant design.. I could get used to that.

I also sorely miss the good old dread knights. Necropolis has not felt the same since they left the lineup.

Yeah, pretty much what I've said. And I agree, I also miss Dread Knights, probably my favorite H3 unit together with Manticore, but to be honest Wrights/Wights/Banshees did a decent job on replacing them in H5, at least they did for me, I love them in H5.

Yes, we have overall the same feelings about them.

With all said, I kind of would like to see both Black Knights and Banshees in H7. Bone/Ghost/Spectral Dragons could be neutrals or bosses, just like H6.

Speaking of, do you guys think we'll see a new iteration of bosses in H7? And would you like to see them?

I don't know, I am not a fan of campaign so can't really comment on them.

On the other hand, we could maybe have more than 7 tiers of units, they also could include Ghost Dragons as summons in the Necro army, for example like Summon Phoenix spell, if you combine summoning with Dark Magic, you are summoning Ghost Dragons or whatever.
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War-overlord
War-overlord


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Undefeatable Hero
Presidente of Isla del Tropico
posted March 19, 2014 06:37 PM

As I have advocated before; this seems all the more reason to let go of the exceptionally limiting 7-creature dogma.
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mvassilev
mvassilev


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Undefeatable Hero
posted March 19, 2014 06:59 PM

Six creatures per town are too few. Eight creatures may strain creative effort if there are many towns.
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Storm-Giant
Storm-Giant


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Undefeatable Hero
On the Other Side!
posted March 19, 2014 07:31 PM

mvassilev said:
Six creatures per town are too few. Eight creatures may strain creative effort if there are many towns.

For better or worse, in Ashan at max there are nine factions, which aren't too many.

Six is the magic number to start with, imo.
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Elvin
Elvin


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Endless Revival
posted March 19, 2014 07:41 PM

H5 wraiths were pretty awesome too. Imagine if they had a gorgon death stare, now that would be fun Back in the beta, I was told that ghosts, wraiths AND ghost dragons had incorporeal. Nival's grasp of balance was.. unconventional.

Back on topic, I would like the next iteration of necropolis to have some touch effects, whether poison, cursing, aging or death stare. It would serve the war of attrition strategy, especially for the slow, walker faction that necro is supposed to be. Add some strength in numbers so that necro is not afraid of casualties in a slugging match and it would be perfect.

And perhaps.. Some way to utilize the fallen corpses, whether from friends or enemies.
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War-overlord
War-overlord


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Undefeatable Hero
Presidente of Isla del Tropico
posted March 19, 2014 08:18 PM
Edited by War-overlord at 20:19, 19 Mar 2014.

mvassilev said:
Six creatures per town are too few. Eight creatures may strain creative effort if there are many towns.

I highly doubt that, as many Factions have had 10 or more units/creatures during Ubisoft's involvement, let alone when olden 3DO units/creatures get reďntroduced.
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Storm-Giant
Storm-Giant


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On the Other Side!
posted March 19, 2014 08:56 PM

Elvin said:
Back on topic, I would like the next iteration of necropolis to have some touch effects, whether poison, cursing, aging or death stare. It would serve the war of attrition strategy, especially for the slow, walker faction that necro is supposed to be. Add some strength in numbers so that necro is not afraid of casualties in a slugging match and it would be perfect.

And perhaps.. Some way to utilize the fallen corpses, whether from friends or enemies.

Knowing Ubisoft, reanimated corpses would start gliding in intense, brigth green light. Welcome to the undisco!

Jokes aside, limiting reanimating corpses sounds good, but still very tricky. Poison/aging/cursing, on the other hand...
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Elvin
Elvin


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posted March 19, 2014 09:54 PM
Edited by Elvin at 21:58, 19 Mar 2014.

I wouldn't mind a raise dead spell and maybe some racial ability like the H5 guardian angel but continuous raising every turn for free is plain cheesy.



That was a fun skill. Works once, good surprise factor. Much better than the H6 death is not the end that kept insta-raising your fallen stacks ad infinitum.
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JollyJoker
JollyJoker


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Undefeatable Hero
posted March 20, 2014 05:59 AM

I did think that - and still do -, that it makes a lot of sense if reanimated creatures become weaker with each reanimation; after all, with each "death" there is less to reanimate, until there are virtually only fragments left.
That process of weakening doesn't have to be limited to HPs.

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Stevie
Stevie


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Undefeatable Hero
posted March 20, 2014 08:30 AM
Edited by Stevie at 11:54, 20 Mar 2014.

JollyJoker said:
I did think that - and still do -, that it makes a lot of sense if reanimated creatures become weaker with each reanimation; after all, with each "death" there is less to reanimate, until there are virtually only fragments left.
That process of weakening doesn't have to be limited to HPs.


I won't say I agree with this, because JJ said it. I'm gonna go with, I'm not opposed to this.

And yea, the raising dead every turn was incredibly cheesy. Also I don't agree with its power scaling with the amount of troops the hero has. I'd like the system to go back to the one in H5 where it was dependent on your spellpower.

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Storm-Giant
Storm-Giant


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Undefeatable Hero
On the Other Side!
posted March 20, 2014 10:04 AM
Edited by Storm-Giant at 10:05, 20 Mar 2014.

Yeah, plain Raise Dead each turn is cheesy and boring. Hopefully it will have some drawbacks in H7.

Same for healing resurrecting.
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted March 20, 2014 10:26 AM
Edited by Avirosb at 10:38, 20 Mar 2014.

War-overlord said:
mvassilev said:
Six creatures per town are too few. Eight creatures may strain creative effort if there are many towns.

I highly doubt that, as many Factions have had 10 or more units/creatures during Ubisoft's involvement, let alone when olden 3DO units/creatures get reďntroduced.
Ubi's advantage is that they just make up creatures on the fly when needed.
NWC did this as well, but those were largely campaign based (read: special hero units) or neutral.

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Red_Flag
Red_Flag


Known Hero
posted March 21, 2014 02:05 PM

According to the factions in Heroes 7, I would like to see the following directions (If for short):
-mixed building and upgrade system of creatures
-modified tier scheme of creatures
-unique type of magic for the each faction

Mixed building and upgrade system:
The previous games has a various schemes, but never mixed. So in Heroes 7 it can be look like that: some creatures have one upgrade, some – two or alternative upgrade, some creature have not at all, some creatures have alternate dwelling like in HoMM4.  

Tier scheme:
3 units – Core
2 units – Elite
1 unit – Champion
1 unit – Ultimate*

*Ultimate creature, such as Angels, Black Dragons, Phoenix etc., can be summoned only during the battle and for the period of battle. The summoning of a creature requires observance of some conditions, for example, the built special building in the town and use of some resources, can be mana, treasures or something along that. The quantity of creatures can depend on certain parameters of the hero.

Unique magic:
HAVEN – Prayers
INFERNO – Curses
NECROPOLIS – Necromancy, not only Raise Dead
STRONGHOLD – War cries
DUNGEON – Rituals (Dark rituals), for example: Decay, Frenzy from H5
ACADEMY – Alchemy, for example: Fire Trap, Firewall from H5
SYLVAN – Summoning
SANCTUARY – Control (Mind control)
FORTRESS – Runes

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Stevie
Stevie


Responsible
Undefeatable Hero
posted March 21, 2014 07:40 PM

I agree with the first 2 with some minor adjusts, but I don't agree with the "Unique Magic" part. Those are more like racials. Magic should be something global that everyone can get access to, provided the right skills (except Orcs, they should have access only to earth and air, imo). Some factions favored for some certain magic schools, like Haven for Light and Air, but nothing that should prevent them for developing Fire magic for example.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 21, 2014 09:17 PM

Magic (spells) are and shoulb be the same for all factions, perks should make some spells special for certain factions.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 22, 2014 12:59 PM

Part of why I liked the H3 elemental system was exactly that. Every class and faction guild could get any school, with some being rarer than others.

Curious avatar choice mate, who's that guy?
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