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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: 1 200 400 600 800 ... 844 845 846 847 848 ... 1000 1200 1400 1600 1635 · «PREV / NEXT»
TD
TD


Promising
Famous Hero
posted May 29, 2015 01:29 PM

@Avonu

As I've understood the skill-system:
Might hero cannot learn master level of spells as you said. However if it has spell-school as main skill it can, making an exception to rule(like prime magic for blademage). Same applies the other way around to magic learning might only to expert unless it's main skill.

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Avonu
Avonu


Responsible
Supreme Hero
Embracing light and darkness
posted May 29, 2015 01:30 PM
Edited by Avonu at 14:06, 29 May 2015.

Stevie said:
And just where did you get that from?

I don't remember.

EDIT:
Maybe I confussed it with H6 or Heroes Online where skill system worked that way?
____________
"When someone desires information, they come to me."
"Details are everything."
Pipiru piru piru pipiru pi!

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Stevie
Stevie


Responsible
Undefeatable Hero
posted May 29, 2015 01:59 PM
Edited by Stevie at 14:06, 29 May 2015.

You people are making stuff up. There're no such "rules" in Heroes 7.
____________
Guide to a Great Heroes Game
The Young Traveler

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Avonu
Avonu


Responsible
Supreme Hero
Embracing light and darkness
posted May 29, 2015 02:00 PM
Edited by Avonu at 14:03, 29 May 2015.

You don't know it... yet.

EDIT:
@Maurice
Indeed
____________
"When someone desires information, they come to me."
"Details are everything."
Pipiru piru piru pipiru pi!

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 29, 2015 02:01 PM

We will only know once we have the Skillwheels for each Hero Class ingame.

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Stevie
Stevie


Responsible
Undefeatable Hero
posted May 29, 2015 02:10 PM

Avonu said:
You don't know it... yet.


As a matter of fact, I do. And if you were to follow the information released so far and the skillwheels displayed up until now, you'd know too.
____________
Guide to a Great Heroes Game
The Young Traveler

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted May 29, 2015 02:22 PM

Just to some up
Each faction has 6 classes (3 might, 3 magic)
Each class has 10 predetermined skills.
3 of these can reach a GM level
3 of these can reach a M level
4 can reach only a E level

The skill set is individual for each class (more or less)

There are variations of Might heroes who specialize in magic, such as Blademage (GM prime), Sheriff (GM light) or Ebony knight (GM dark magic)
There are also Magic heroes, who can focuse on "might" skills, such as Offence, Defence or Warfare.

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted May 29, 2015 03:43 PM
Edited by The_Green_Drag at 15:48, 29 May 2015.

Dave_Jame said:

There are variations of Might heroes who specialize in magic, such as Blademage (GM prime), Sheriff (GM light) or Ebony knight (GM dark magic)
There are also Magic heroes, who can focuse on "might" skills, such as Offence, Defence or Warfare.



Which is why I think the whole thing is messed up. I wanna play might heroes as just might heroes and not have to rely on magic in every game. looks to me like 6/6 academy hero classes are all focused around magic Yet there is no might equivalent faction as most of stronghold's classes has spell schools (or warcries, which I count as spells) as a main skill.

And that Prime magic ultimate is just so useless its not even funny. Every friggin magic school has the dumb X magic scholar to reduce mana cost of spells in that school anyway. A Prime skill even increases knowledge and spellpower by 2, so what does giving one free spell suppose to do exactly?? Does anyone even care about mana regeneration?


P.S. *off topic* So there hasn't been anything about a water elemental. You couldn't hire one at the elemental conflux, only the other three. Even the summon elemental icon only has the fire, earth, and wind on it. Wonder if we will have all the elementals from H6, not that I would miss them too much.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted May 29, 2015 03:47 PM

The_Green_Drag said:

Which is why I think the whole thing is messed up. I wanna play might heroes as just might heroes and not have to rely on magic in every game. looks to me like 6/6 academy hero classes are all focused around magic Yet there is no might equivalent faction as most of stronghold's classes has spell schools (or warcries, which I count as spells) as a main skill.



Do not comfuse Active abilities with spells. There is a difference.. and as you know nothing forces you to choose the magic oriented skills. :-)
And, in my opinion this is a good designe.. hate me for it :-)

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted May 29, 2015 03:53 PM
Edited by The_Green_Drag at 15:54, 29 May 2015.

Dave_Jame said:



Do not comfuse Active abilities with spells. There is a difference.. and as you know nothing forces you to choose the magic oriented skills. :-)
And, in my opinion this is a good designe.. hate me for it :-)


I certainly won't hate you for it

And I know technically nothing can force me to pick magic skills or any unwanted skills. But if they're as powerful as they seem to be (mostly talking about ultimates, besides prime ), winning a game might just rely on picking the right skills to counter your opponent. Where as the other games (even h6) you could just play how you like and use combat tactics to win your games. Ofc this is all just speculation..

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 29, 2015 04:04 PM
Edited by Storm-Giant at 16:06, 29 May 2015.

Dave_Jame said:
Do not comfuse Active abilities with spells. There is a difference.. and as you know nothing forces you to choose the magic oriented skills. :-)
And, in my opinion this is a good designe.. hate me for it :-)

You don't have much to choose from once the game has started, as it looks like

PS: Hating you for that would be as childish and stupid as blaming ELB for everything wrong related with the franchise, but you already know the drill, don't you?
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Kimarous
Kimarous


Supreme Hero
posted May 29, 2015 04:33 PM

And so the list of spells comes to a conclusion:

Skills: Light, Water & Metamagic

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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted May 29, 2015 05:20 PM

Other spells have been published, but still I want to share some ideas regarding the grandmaster Prime ability. "Shadow of Dread" sounds a bit weak for this level. How about...

"Energy of the Void". After the hero casts the first spell during a day, he/she receives extra mana equal (or perhaps double) the cost of said spell that day. So instead of just getting the spent mana back, the hero actually receives some. Mana regeneration remains doubled, maybe even more in combination with some artefacts?

"Power of the Void": Hero receives +x% mana cost of the first spell he/she casts as Magic Power for one day (or more).

Opinions, ideas etc on this, possibility of balance and risk of OP'dness? Try to write more than 'lol' for a change .
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The_Green_drag
The_Green_drag


Supreme Hero
posted May 29, 2015 06:00 PM

we already have knowledge to give mana to the hero so I don't see why any ultimate should be focused on the same thing.

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icefield
icefield


Adventuring Hero
posted May 29, 2015 06:45 PM

After Eagle Eye made its return in H7, we now have Mysticism as a Grandmaster ability.  Great.

Fog shroud is interesting, a tactical spell.

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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted May 29, 2015 07:14 PM

The_Green_drag said:
we already have knowledge to give mana to the hero so I don't see why any ultimate should be focused on the same thing.


True, but the Grandmaster ability could give an extra boost for a specific period of time. If it grants the hero +6 magic power for one day, that could come in handy during a fight.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 29, 2015 07:37 PM
Edited by Maurice at 19:37, 29 May 2015.

Reading the spell descriptions for the latest set posted, I do wonder how some of them work out.

Sun Burst
The description says it deals damage to enemy stacks in 8 directions from the targeted tile. It only deals damage to the first stack in each direction.
- What happens to the stack on the targeted tile? Does it take damage too? Seems logical, but the description doesn't say it.
- What if in a given direction, the first stack is a friendly stack? Does it stop there, or does it continue past that stack and hit a possible enemy stack beyond it in that same line?

Combat Resurrection
It says it heals the stack up to original stack size. Does this depend on Spirit or something? Or is it always guaranteed full health?

Tsunami
I can't make heads or tails of its description. "Target area 5x entire width of the battlemap" ... que? Did they try to write that the affected area is 5 adjacent lines across the width of the battlefield?

Clarity
Does this mean you can potentially (at ever decreasing odds) get multiple turns, because it triggers again in the extra turn granted by Clarity?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 30, 2015 12:21 AM

Maurice said:
Combat Resurrection
It says it heals the stack up to original stack size. Does this depend on Spirit or something? Or is it always guaranteed full health?

This would most likely just mean that stack can't go above original size, i.e. it's capped.
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What will happen now?

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted May 30, 2015 07:26 AM

Maurice said:
Reading the spell descriptions for the latest set posted, I do wonder how some of them work out.

Sun Burst
The description says it deals damage to enemy stacks in 8 directions from the targeted tile. It only deals damage to the first stack in each direction.
- What happens to the stack on the targeted tile? Does it take damage too? Seems logical, but the description doesn't say it.
- What if in a given direction, the first stack is a friendly stack? Does it stop there, or does it continue past that stack and hit a possible enemy stack beyond it in that same line?

Combat Resurrection
It says it heals the stack up to original stack size. Does this depend on Spirit or something? Or is it always guaranteed full health?

Tsunami
I can't make heads or tails of its description. "Target area 5x entire width of the battlemap" ... que? Did they try to write that the affected area is 5 adjacent lines across the width of the battlefield?

Clarity
Does this mean you can potentially (at ever decreasing odds) get multiple turns, because it triggers again in the extra turn granted by Clarity?


Combat resurection: The original size is the limit. Look up the meaning of the phrase "Up to"

Tsunami: Yes. and what is not understandable by that phrasing. You used it basicaly as well. The meanig area 5xY, where Y is the width.

Clarity: From the phrasing yes. Most likely there might be a limit.

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Hermes
Hermes


Famous Hero
posted May 30, 2015 01:20 PM
Edited by Hermes at 13:25, 30 May 2015.

I have some leisure time and did a Spell table for my own use. Decided to share it Its my first(maybe only, lol) version.

Heroes 7 Spells Table

Or as a PDF File

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