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Heroes Community > Heroes 6 - The New Beginning > Thread: Better faction abilities?
Thread: Better faction abilities?
Steyn
Steyn


Supreme Hero
posted April 15, 2014 10:24 AM

Better faction abilities?

Don't get me wrong, I really like the faction abilities. They help make the factions more unique by giving them different playing styles. However, the way ther are implemented in H6 strongly discourages the mixing of different factions. Ater all, creatures from other factions do not profit from the faction ability. Therefore I was wondering how to make them more applicable, while keeping the present feeling.
So far I have only had ideas for inferno and necro, so if please share your view too.

Inferno:
Why is the gating ability dependent on the units you have? Why not let the gating lvl decide what you summon, with the stack size dependent on skills, army size or hero lvl? You could even make it summon different demons for might and magic heroes, or let you choose from the tier which creature you want.

Necropolis:
This abilitie I found really disappointing. How does some raise dead spell preserve the necro feeling when every faction can do it with heal or regeneration? Therefore I propose to make it more like the raise skeletons spell from H4, letting you raise undead from fallen friends and foe alike, but parhaps letting you keep part of the raised creatures after combat. Because raising your fallen enemies to fight for your cause is what necropolis is all about!

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natalka
natalka


Supreme Hero
Bad-mannered
posted April 17, 2014 08:39 AM

I agree about necro. It would be less OP. If necro might tears gets Emerald Yumi Bow it is unbeatable imo. You can raise 40-60 skeletons with a rank 1 ability
If you change that though you have to make their units less powerful like in H5.

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Steyn
Steyn


Supreme Hero
posted April 17, 2014 03:04 PM

Storm arrows or the archery III skill also work wonders on skeletons (and goblins). Once you remove their range penalty they do get quite strong indeed. I never noticed that you can raise that many. What lvl of necromancy did you use?

For heavens guardian angel I would propose to stop this ridiculous invulnerability and instead let it work more like the celestial armor spell. Although I have to admit that would be a bit boring.

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robby
robby

Tavern Dweller
posted April 19, 2014 03:24 PM

SO, does anyone know of a channel where people gather for HOMM 6 games? I see password protected games quite often, so they must be meeting somewhere.
____________

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bloody
bloody

Tavern Dweller
posted July 26, 2014 01:00 AM

op

necro faction skill is the best one it's too op.

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Steyn
Steyn


Supreme Hero
posted July 26, 2014 11:43 AM

But that could be balanced by making necro a bit underpowered. Then in early game they are quite weak, but in late game they have amassed so many skeletons/zombies/ghouls that they are quite strong.
Strength in numbers is how I see necropolis.

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