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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
RMZ1989
RMZ1989


Supreme Hero
posted March 22, 2014 01:12 PM

Elvin said:
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?

If you are asking about Storm-Giant's avatar, that is Rain, one of the better Starcraft 2 Protoss players.

I actually like H5 version the most, with the skill wheel. Dark, Light, Summoning and Destruction and then all of them getting different perks for different type of spells.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 22, 2014 01:29 PM

Elvin said:
Curious avatar choice mate, who's that guy?

Jung Yoon Jong
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Bluesky
Bluesky


Adventuring Hero
posted March 22, 2014 02:16 PM
Edited by Bluesky at 16:59, 22 Mar 2014.

RMZ1989 said:
I actually like H5 version the most, with the skill wheel. Dark, Light, Summoning and Destruction and then all of them getting different perks for different type of spells.


Yes,but as JJ said,those skills were never fully satisfactory...and here's why : you always most have one school of magic and luck,otherwise the game will become very boring...and logistics is always needed on bigger maps.

These leaves you with only two free skills to choose from an available 6 : sorcery,enlightment,war machines,leadership,offense and defense.Sounds frustrating?.that's because it is.If they would have creating two extra spots available,the game would be a lot better.And what about combining magical skills and having two schools?.(for example Expert Summoning Magic and Expert Dark Magic).These guys have no imagination what so ever.

Not to mention the slow speed the software has,among other things...

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RMZ1989
RMZ1989


Supreme Hero
posted March 22, 2014 06:37 PM

Bluesky said:
RMZ1989 said:
I actually like H5 version the most, with the skill wheel. Dark, Light, Summoning and Destruction and then all of them getting different perks for different type of spells.


Yes,but as JJ said,those skills were never fully satisfactory...and here's why : you always most have one school of magic and luck,otherwise the game will become very boring...and logistics is always needed on bigger maps.

These leaves you with only two free skills to choose from an available 6 : sorcery,enlightment,war machines,leadership,offense and defense.Sounds frustrating?.that's because it is.If they would have creating two extra spots available,the game would be a lot better.And what about combining magical skills and having two schools?.(for example Expert Summoning Magic and Expert Dark Magic).These guys have no imagination what so ever.

Not to mention the slow speed the software has,among other things...

I am not sure about that. What you are saying makes sense if you could always choose whatever you want, fact is you can't. There were times where I don't get Logistic/Enlightment/Sorcery/Luck at all, even if need it.

A lot of times I am playing without Logistic. I was playing Necropolis with 2 Magic Schools, 1 Magic School and War Machines, usually play Inferno with Attack, Defense and Dark, but sometimes if I manage get Light school and have good spells in my town, I will definitely pick it because buffed Inferno just destroys everything, and counters Dark nicely which is quite popular.

Of course that they could have made it better, nothing is perfect, but I still like that style a lot more than in H6 or H3.
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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted June 02, 2014 01:36 PM

As long as they don't shove gender equal representation/political correctness down our throats, I'll be happy with Heroes 7 and I'm sure a lot of the fans they lost from Heroes 6 will.
Heroes of Might and Magic caters to men, so don't alienate the very audience that supports it.
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Steyn
Steyn


Supreme Hero
posted June 02, 2014 01:37 PM

DoubleDeck said:
Don't think avatar's for dragon gods would work.
Imagine Haven with an avatar of Elrath? Wouldn't work. Nor academy or even Inferno.


Gold dragons!
Academy does not follow any dragon gods, so indeed they won't have an avatar. For inferno that worm fits I guess...

A while back in this topic there was a discussion about the heroes which I want to revive
Stevie said:
I wouldn't want a Might hero to be on par with a Magic one when it comes to his spellbook. Conversely, I wouldn't want a Magic hero to have the same abilities as a Might one. Because if that happens, then why would one be called might and the other one magic? They'd be the same.

When reading this I got the following thought: why not start out as neutral hero and later specialize into might or magic depending on your skill choices? Let me explain. With heroes 3, 4 and 6 each faction had a might and a magic hero (except stronghold). The orientation of the hero determined which skills were avialable and which primary skills were obtained upon leveling. My idea is to start out without might/magic orientation and choose your orientation later in the developement process. This can be similar to reputation or decided by which skills you pick.
For example:
With inferno you start out as heretic (no specialization). When reaching lvl 10, if you have the majority of skill points allocated in might skills, you become a chaos lord (might specialization) and with the majority in magic you become a warlock (magic specialization). These specializations unlock skill/ability choices in their respective directions (or make them more likely to be offered) and changes which primary skills you gain.
What do you think?

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Stevie
Stevie


Responsible
Undefeatable Hero
posted June 02, 2014 03:55 PM

I think the current format with some heroes on might and some on magic is the best.

What would you write in a neutral's hero profile? Some had a might oriented upbringing and some a magic one. So I cannot see Adelaide for example starting neutral to become a might hero. Some things are okay as they are now, no need to modify them.



There is already neutrality in regards to reputation. I think that's quite enough for now. It ensures 2 different paths for each hero already, times that with different skills for each and you get the picture. It's very complicated as it is, adding neutrality to might/magic would only make it even more so, and with minor benefits. Don't think it's worth the work, imo.

But a good idea, nevertheless. I wouldn't even mind more classes for heroes, like your example with heretic, warlock, etc. More variety, more replayability.

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Steyn
Steyn


Supreme Hero
posted June 02, 2014 04:28 PM

Stevie said:
I think the current format with some heroes on might and some on magic is the best.

What would you write in a neutral's hero profile? Some had a might oriented upbringing and some a magic one. So I cannot see Adelaide for example starting neutral to become a might hero. Some things are okay as they are now, no need to modify them.



Good point, I did not think of this. Even do I tend to agree with you, I can still see my idea also work.
In this case upbringing would influence your starting skill(s) (where did these go in heroes VI?).
If Adelaide would decide to focus completelymostly on might skills, wouldn't it be a tad strange that she is still a cleric?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 02, 2014 05:11 PM

Steyn said:

If Adelaide would decide to focus completelymostly on might skills, wouldn't it be a tad strange that she is still a cleric?
That's exactly the thing.
That's why I would prefer a probability-driven Primary skill gain, in combination with a free pick of ASSOCIATED skill/perk.
You'd define "Class" as a combination of 4 primary skill probabilities - Example: Barbarian: Attack: 55%, Defense: 25%, Power: 10%, Knowledge: 10%
Then there was a skill wheel as in HoMM 5, with the Racial in the middle and 3 or 4 skills with their perks associated with each of the 4 primaries (I had a sketch where 3 skills were associated with one Primary only, and one each directly on the border between 2 of them).

That way
a) each hero would develop in accordance with their tendencies (a hero with a lot of Power and Knowledge couldn't have many Might skills and vice versa);
b) you wouldn't in reality depend on luck to develop a hero, but
c) your planning wasn't foolproof either.

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zipzopzoobity
zipzopzoobity

Tavern Dweller
posted July 09, 2014 06:55 AM

JollyJoker said:
Steyn said:

If Adelaide would decide to focus completelymostly on might skills, wouldn't it be a tad strange that she is still a cleric?
That's exactly the thing.
That's why I would prefer a probability-driven Primary skill gain, in combination with a free pick of ASSOCIATED skill/perk.
You'd define "Class" as a combination of 4 primary skill probabilities - Example: Barbarian: Attack: 55%, Defense: 25%, Power: 10%, Knowledge: 10%
Then there was a skill wheel as in HoMM 5, with the Racial in the middle and 3 or 4 skills with their perks associated with each of the 4 primaries (I had a sketch where 3 skills were associated with one Primary only, and one each directly on the border between 2 of them).

That way
a) each hero would develop in accordance with their tendencies (a hero with a lot of Power and Knowledge couldn't have many Might skills and vice versa);
b) you wouldn't in reality depend on luck to develop a hero, but
c) your planning wasn't foolproof either.


Isn't this basically what the RPE mod did in Heroes 5?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 09, 2014 08:30 AM

No, the RPE doesn't let you pick free. Each hero class is defined by 12 skills they CAN get at all, and each skill has an appearance probability. The primary skill (Attack, Defense, Power, Knowledge) is gained independently from it.

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zipzopzoobity
zipzopzoobity

Tavern Dweller
posted July 10, 2014 02:12 AM

Woops sorry about that, completely missed the part about being able to pick freely.

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