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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Discussion thread ~
Thread: ~ Heroes 7 - Discussion thread ~ This MEGA THREAD is 1635 pages long: 1 200 ... 332 333 334 335 336 ... 400 600 800 1000 1200 1400 1600 1635 · «PREV / NEXT»
blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted December 11, 2014 11:20 PM

Hello!

Hope you'll enjoy the stay!

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 11, 2014 11:28 PM

Ubi-Nox said:
Well... not sure if I'm shy or not but this is a pleasure to meet you all

Sorry for the delay, this has been crazy weeks but I hope I will be able to be active from times to times

At least to announce updates I hope!

Best,
Ubi-Now


Welcome to the wonderful world of our Heroes Community!

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 12, 2014 12:34 AM

So it seems the combat spellcasters of H7 are merely pretending to ride flying carpets when they are actually levitating.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 12, 2014 03:37 AM
Edited by Galaad at 11:08, 12 Dec 2014.

Avirosb said:
So it seems the combat spellcasters of H7 are merely pretending to ride flying carpets when they are actually levitating.

It looks nice, damn if only H7 was 2D.

And yeah, greetz Ubi-Nox
____________

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Stevie
Stevie


Responsible
Undefeatable Hero
posted December 12, 2014 09:44 AM
Edited by Stevie at 11:11, 12 Dec 2014.

Great to have you, Ubi-Nox!


About the creatures, I'm inclined to believe that there will be no spells for creatures at all, they'll just keep the lines of Heroes 6 and make them abilities. I don't agree with this because magic affiliated units should have spellbooks. Like, I can get constructs having abilities because they don't use magic, but Disciples which are basically wizards no different from heroes should have spells in a spellbook. The way Heroes 5 did things was not the best but I think that's just an implementation problem. If done right you could have that little bit of extra flavor which gives the game its own feel. Melting all creatures in the same "ability" pot is a turn off for me.
____________
Guide to a Great Heroes Game
The Young Traveler

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Rakshasa92
Rakshasa92


Supreme Hero
posted December 12, 2014 11:24 AM
Edited by Rakshasa92 at 11:26, 12 Dec 2014.

The most boring abilities for me personally are immunities.

BORING, how can they even call that abilities?

I want abilities like death wails, shapeshifts into other cool battle forms or speed forms, speed boosts, battle abilities, elemental spells and abilities, magnetic powers, cool aura's, stone gazes, traps, special spells, spells that make you weaker or stronger ect ect.

not just immunities to magic (that probably only heroes possess looking at the boring abilities of the most magical town in HOMM)

Immunities should be changed into healing, like fire healing, being hit by fire heals the creature. Or they absorb magic and release a magic nova attack when they absorbed too much.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 12, 2014 11:36 AM
Edited by Elvin at 11:41, 12 Dec 2014.

@Stevie

Agreed. The H5 archmages were a wonderfully conceived unit: Ranged attacker with collateral damage, buffer, dispeller and fireballer ^^ They simply had personality and the more options in a creature's usage, the better.

H6 tried too hard, offering its share of superfluous abilities. I prefer fewer, more distinctive, with more impact on gameplay. The risk there is getting predictable abilities which can be both good and bad for the game. I want favourite units with a long history to retain an iconic ability or at least their general gameplay but they should never be a copycat of their past selves. H6 vampires failed there. The fun in such a unit lies in their aggressiveness, mobility and life drain. Instead we get a 4 movement tank that can barely drain any life. Ugh.

When H5 reinvented the vampire with tote, it kept life drain and gave it an alternative to no enemy retaliation in the form of a chance-based torpor. Wonderful, if totally broken ^^


@Rakshasa92

+1
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted December 12, 2014 12:00 PM
Edited by blob2 at 12:02, 12 Dec 2014.

@Stevie

Unfortunately, spellcaster units always proved to be tricky in a Heroes game. Either they were OP (like Fairy Dragon in H4) or underpowered (H5 with it's more units less growth in power mechanism). I would rather stay away from giving units a spellbook...

@Rakshasa92

Shapshifts, or "physics" abilities would be interesting, but I don't think it's possible for Limbic to implement such balancing-issue-generating stuff into the game...

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Stevie
Stevie


Responsible
Undefeatable Hero
posted December 12, 2014 12:35 PM
Edited by Stevie at 12:36, 12 Dec 2014.

I think there are ways to balance that. First of all you don't have to have the same spells as heroes do, they can be different, unique spells that only the creatures have. Second of all, you should probably scale the power of the spells to several factors and not only one, like creature numbers. You should definitely count the numbers too, but I'd add the spellpower of the hero also. So if I have a hero with good spellpower, the spells would be more potent. Conversely if my spellpower is snow, like lower than 10, there should be a drawback. Add to that a balancing mechanic to the way it's calculated, like decrease potency after a certain threshold, and you can have a working system. Thirdly, you'd have to give some multiple effects to spells that can benefit from differences in potency, because if your caster casts dispell then it doesn't matter at all if they're a stack of 1 or 100, and it doesn't matter at all if your hero has 1 spellpower or 100. So have some side effects that scale according to your potency.

That's what I think.

Of course, the system faces the same problems regardless of it being a spell or an ability, so my take on it is that it's just a flavor thing, like the feel you get when opening a spellbook on your creature. The implementation of the damage/potency is still the same.
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Guide to a Great Heroes Game
The Young Traveler

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 12, 2014 12:40 PM

blob2 said:
Unfortunately, spellcaster units always proved to be tricky in a Heroes game. Either they were OP (like Fairy Dragon in H4)

Really? Then what were the 275hp phoenixes with self-resurrection, firebreath and fire resistance?
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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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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted December 12, 2014 01:15 PM

Elvin said:
blob2 said:
Unfortunately, spellcaster units always proved to be tricky in a Heroes game. Either they were OP (like Fairy Dragon in H4)

Really? Then what were the 275hp phoenixes with self-resurrection, firebreath and fire resistance?

This noobs

I still think that spellcaster creatures can be balanced with linear damage formula. Just don't give them a ranged attack to make things even more difficult to balance like H5 did
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Kurush
Kurush


Known Hero
posted December 12, 2014 01:45 PM

Anyone else noticed how Haven's and Academy's Core/Elite upgrade patterns are directly opposite to each other. Haven: Cores gain main ability on upgrade, Elites the secondary. Academy: Cores gain stats on upgrade, Elites their main abilities.

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Ubi-Nox
Ubi-Nox

Shaper of Lore
M&M Community Developer, Ubisoft
posted December 12, 2014 02:47 PM

Hello all guys, thank you for the warm welcome
I have been stalking this website for years (before becoming Community Developer for M&M) so this is pleasure to e-meet you for real.

New article in advance
https://mmh7.ubi.com/en/blog/post/view/academy-line-up-part-2

Best,
Ubi-Nox

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted December 12, 2014 02:48 PM
Edited by Pawek_13 at 14:51, 12 Dec 2014.

Well, Simurghs ability as magic amplifiers semms reasonable. Question is how big will that empowerment be?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted December 12, 2014 03:00 PM

As expected, Magic Birds Simurghs serve as magic amplifiers for the Wizards, cool.

Repairable Titans

Having a Pyramid and a Greater Pyramid still feels dumb :/
____________

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted December 12, 2014 03:04 PM

Welcome Ubi-Nox!

This Academy line-up looks really solid (even if it is not that different from the Heroes 5 one). The choice between the two champions is interesting, because you can choose to go for brute force (Titans) or improved magic (Simurgh). I imagine Titans will be more suitable for might heroes and the Simurghs for magic heroes.
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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supertommy
supertommy


Known Hero
posted December 12, 2014 03:20 PM

How come the concept art is different in the article and on the Academy page?



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Stevie
Stevie


Responsible
Undefeatable Hero
posted December 12, 2014 03:24 PM

Work in progress?

Titans absorbing magic damage to shoot it back at the opponent's gonna be so freakin awesome.
____________
Guide to a Great Heroes Game
The Young Traveler

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supertommy
supertommy


Known Hero
posted December 12, 2014 03:25 PM

The "old" concept art looks more finished than the new one. And better too, as it's just not change of color, but the helmet is different.

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Protolisk
Protolisk


Promising
Famous Hero
posted December 12, 2014 03:40 PM

If I didn't know any better, I'd say that Colossus is the upgrade to that Titan, if by the Romanesque helmet design alone. I wonder why they don't have it anymore?

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