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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: 1 200 400 600 ... 724 725 726 727 728 ... 800 1000 1200 1400 1600 1635 · «PREV / NEXT»
Macron1
Macron1


Supreme Hero
posted April 10, 2015 09:57 PM

Kronos1000 said:
This is not looking good. Might heroes are already quite powerful, so they are given something extra? Keep in mind that there are might heroes that specialise in magic skills, while magic heroes do not have access to Warcries. This seems really imbalanced.

Why?
I think it's a good option to give might heroes some sort of spells not requiring wisdom. This will enrich gameplay.

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted April 10, 2015 10:01 PM
Edited by Gryphs at 22:02, 10 Apr 2015.

Macron1 said:
Why? I think it's a good option to give might heroes some sort of spells not requiring wisdom. This will enrich gameplay.
Well since both might and magic heroes can cast spells giving might heroes spells that cost no mana simply makes them better than magic heroes; that plus there naturally higher defense and offense base skills makes them the better choice in most if not all situations.

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted April 10, 2015 10:05 PM

Macron1 said:
This will enrich gameplay.

It will not enrich gameplay because all of the bonuses these warcries provide are basically so small that a minor artifact could reproduce them. Heck even if all the bonuses were combined it still wouldn't need a relic.

An extra equipment slot on the might heroes would have been more interesting than this....
____________
"Now I am become Chris, the destroyer of worlds." - Robert Oppenheimer.

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Sligneris
Sligneris


Supreme Hero
posted April 10, 2015 10:07 PM

fuChris said:
It will not enrich gameplay because all of the bonuses these warcries provide are basically so small that a minor artifact could reproduce them. Heck even if all the bonuses were combined it still wouldn't need a relic.

An extra equipment slot on the might heroes would have been more interesting than this....

You speak as if you already played that game lol. Where do these assumptions come from?

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted April 10, 2015 10:24 PM

In order to make spells have and edge over warcries(since they cost mana) they have to be weaker because otherwise everyone would use warcries all the time.
And mass spells are probably going to be pretty weak. They were already pretty pathetic in H6 and this is basically a rehash of that system. Even if they were stronger I doubt they would add more than 30% bonus which is 6 points in the old system. A warcry will most likely only give half of that at best. Now maybe a +3 attack artifact can really get your blood pumping but it doesn't have that effect on me thats for sure.
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"Now I am become Chris, the destroyer of worlds." - Robert Oppenheimer.

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted April 10, 2015 10:51 PM

ChrisD1 said:
all i see is the spider circle-jerk instead of keep pushing from the start and never stop about the skillwheel. or for the heroes' specializations. i wonder if anyone at the convention actually tried to explain the merits of random leveling up, and had a dialogue like that with the devs. if they did, i hope i ll find it somewhere here.


ChrisD1 said:
we all knew way early they were gonna pull smth nasty with the leveling up system and they actually told us so, that they are still "working on it"(which meant bad news). the gurs campaign had a response and it was clear as day that they were not sure about it. people at the convention fully knew that the leveling system was still at stake. so the necriopolis i guesss... *sigh


how would people be able to make valid complaints that something sucks before they are made aware that it sucks? seriously lol

I'm complaining about the skill system as you are, if you want to start a campaign to change it like the Necropolis guys did then be my guest, you have my axe, but don't blame the fans for Ubisoft's crap priorities of showing off their style first and their lack of substance later lol
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 10, 2015 11:06 PM

Gryphs said:
Macron1 said:
Why? I think it's a good option to give might heroes some sort of spells not requiring wisdom. This will enrich gameplay.
Well since both might and magic heroes can cast spells giving might heroes spells that cost no mana simply makes them better than magic heroes; that plus there naturally higher defense and offense base skills makes them the better choice in most if not all situations.

This is also my objection to the Warcries concept. I accept it as something special for Barbs in H5 because they don't have normal spells, but otherwise, the whole idea of having a Might hero and a Magic hero is that Magic hero excels in spells while Might hero doesn't. Giving Might hero a special set of spells that doesn't cost mana completely defeats the purpose of separating the classes.
____________
What will happen now?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted April 10, 2015 11:08 PM
Edited by Storm-Giant at 23:08, 10 Apr 2015.

Couldn't say it better myself
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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted April 10, 2015 11:17 PM

alcibiades said:
Gryphs said:
Macron1 said:
Why? I think it's a good option to give might heroes some sort of spells not requiring wisdom. This will enrich gameplay.
Well since both might and magic heroes can cast spells giving might heroes spells that cost no mana simply makes them better than magic heroes; that plus there naturally higher defense and offense base skills makes them the better choice in most if not all situations.

This is also my objection to the Warcries concept. I accept it as something special for Barbs in H5 because they don't have normal spells, but otherwise, the whole idea of having a Might hero and a Magic hero is that Magic hero excels in spells while Might hero doesn't. Giving Might hero a special set of spells that doesn't cost mana completely defeats the purpose of separating the classes.


Add that to the fact that Might heroes don't really exert their might prowess in battle directly, they feel the need to compensate by making them, somehow, look like disguised magicians adding direct influence such as spell casting or, in this case, war crying.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted April 10, 2015 11:18 PM

the hero attack is going to far in my opinion
____________
It is with a heavy heart that I must announce that the cis are at it again.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 10, 2015 11:33 PM

Aren't there VIP players which collaborate with the devs? Can't they advise the devs about the imperfections of the skill system?
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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted April 10, 2015 11:36 PM

The hero attack is going to far?

I haven't grasped what you meant. You meant that he shouldn't go to far to attack or having a hero attacking, as in H4, is something too far you rather not have it?

H4 approach was the most logical I saw and the one I most had fun with in all these years. It showed that a might hero, while commanding ranks, would join the fray and try to take down the enemy hero, while the spellcaster would be behind the ranks aiding and commanding.

In wars, they usually went for killing the commanders behind ranks but they certainly got involved when the battle went dire.

I simply find this passiveness shown in H1, H2, H3, H5, H6 and H7 quite lacking in respect to the Might branch, they don't have depths in it and, in the end, they try to amend that matter by creating things such as these warcries. But that's just my opinion. I'm aware that people understood H4 as being too much RPG for their taste and I won't argue with that.

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted April 10, 2015 11:40 PM
Edited by Gryphs at 23:41, 10 Apr 2015.

H4's system was the one I enjoyed the most as well. The new heroes attack I found an odd fusion of old and new the hero being able to be attacked but not harmed just did not feel right to me.

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Macron1
Macron1


Supreme Hero
posted April 10, 2015 11:42 PM

fuChris said:
Macron1 said:
This will enrich gameplay.

It will not enrich gameplay because all of the bonuses these warcries provide are basically so small that a minor artifact could reproduce them. Heck even if all the bonuses were combined it still wouldn't need a relic.

An extra equipment slot on the might heroes would have been more interesting than this....

If bonuses are so small, what is this fuzz about "suxx" and "both types can cast magic"? I easily can imagine might hero without wisdom or any magic skill.

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted April 10, 2015 11:44 PM

LizardWarrior said:
Aren't there VIP players which collaborate with the devs? Can't they advise the devs about the imperfections of the skill system?


I heard one of them even joined the team in Limbic, so you would hope so
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Sligneris
Sligneris


Supreme Hero
posted April 10, 2015 11:46 PM
Edited by Sligneris at 23:49, 10 Apr 2015.

Could anyone explain Heroes VI's stat system to me? I found the simple numbers on Heroes V pretty intuitive, but everything changed when Luck got replaced with Destiny... I suspect Heroes VII is going to keep Heroes VI stats, so it's better that I understand them now than never.

I'd probably figure it out eventually, but I can't even run Heroes VI due to technical problems.


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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted April 10, 2015 11:52 PM
Edited by Gryphs at 23:54, 10 Apr 2015.

Heroes 6's system had some additions to it that other heroes systems had that to my knowledge have been removed in Heroes 7.

For H6 though the attributes are as follows:

Might Skills

Might Power


Increase all creatures attack, affect some abilities

Might Defence


Increases all creatures defence, decreases enemy's might abilities

Might


Sum of basic might power and might defence of a hero (without items), increases hero's damages

Magic Skills

Magic Power


Increases all creatures magic power, affect some abilities

Magic Defence


Increases all creatures magic defence, decreases enemy's spells power

Mana


Sum of basic magic power and magic defence (without items) times 10. .

Needed to casting spells


And Leadership and Destiny which affect moral and luck respectively.

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Sligneris
Sligneris


Supreme Hero
posted April 10, 2015 11:58 PM

Okay, I get it - what about proportions though?
Ever since Heroes VI, I could never be able to tell how to read Destiny's and Morale's numbers - what kind of number is a high one, how should I estimate my chances for any of them...? ^-^;

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted April 11, 2015 12:30 AM
Edited by Gryphs at 00:31, 11 Apr 2015.

I am unsure myself I would have to play the game again to analyze it.

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NamelessOrder
NamelessOrder


Famous Hero
posted April 11, 2015 07:59 AM
Edited by NamelessOrder at 07:59, 11 Apr 2015.

Gryphs said:


Might Defence
(...) decreases enemy's might abilities

as far as i remember might (= Sum of basic might power and might defense) effected enemy's might abilities (Warcries and Reinforcements) not just might defense.

Sligneris said:
Okay, I get it - what about proportions though?
Ever since Heroes VI, I could never be able to tell how to read Destiny's and Morale's numbers - what kind of number is a high one, how should I estimate my chances for any of them...? ^-^;

Well, i believe that H6 morale/luck indications were the easiest - it was a percentage chance. eg: a creature with 20 morale has 20% chance to get morale.
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Uplay: ZergRusher | H6: Thoughts on duels | DoC: Cassa

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