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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Necropolis...
Thread: Necropolis... This thread is 44 pages long: 1 ... 4 5 6 7 8 ... 10 20 30 40 44 · «PREV / NEXT»
RMZ1989
RMZ1989


Supreme Hero
posted August 18, 2014 09:39 PM

kayna said:
Because it's silly, every other race, you creep around, your army reduces, except them, they get bigger!


That was compensated for their army being much slower and weaker than any other army is Heroes 5. They pretty much had 2 tier 6 units instead of 1 tier 6 and 1 tier 7 and ton of other weaknesses.

If done right, it will be great mechanic and if done wrong it will be too strong for sure, but I can say that in Heroes 5 it was done right so hopefully they will see that and won't f*ck it up.
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VOKIALBG
VOKIALBG


Honorable
Legendary Hero
First in line
posted August 18, 2014 10:20 PM

RMZ1989 said:
kayna said:
Because it's silly, every other race, you creep around, your army reduces, except them, they get bigger!


That was compensated for their army being much slower and weaker than any other army is Heroes 5. They pretty much had 2 tier 6 units instead of 1 tier 6 and 1 tier 7 and ton of other weaknesses.

If done right, it will be great mechanic and if done wrong it will be too strong for sure, but I can say that in Heroes 5 it was done right so hopefully they will see that and won't f*ck it up.


And tier 7 was the creature with most expensive building (if you include the requirements)
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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 19, 2014 10:05 AM
Edited by Maurice at 10:10, 19 Aug 2014.

lokdron said:
I don't know where people getting the idea that they are goodie two shoes or its the fact they have not played the base game, Danse DLC or the expansion if you go the blood route as necropolis.


Actually, I played through all campaigns as both Blood and Tears.

The reason we're considering them "goody-two-shoes" is mainly based on the vanilla campaigns, not the Sandro campaign in Dance Macabre. It is considered a well-established faction, as "one of the bunch" (respected and treated friendly by the other factions, except maybe Inferno) and even welcomed into for instance the Griffin Duchy. They even play the knight-in-shiny-armor routine when they come to the rescue to the crumbling human Empire, the traditional damsel in distress. There's nothing truly evil about them.

Most reallife cultures have burial rites that show great respect for the dead. Grave robbing is usually considered a very serious crime, as is disturbing the dead in general. It's even considered impolite to speak in negative terms about most people who have died. And yet, the Necropolis faction gives these considerations the middle finger and raises the dead to swell their ranks. The fact that this isn't considered as a very serious offense towards the dead by all the other factions ingame can only mean that those factions don't think highly of their dead.

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Steyn
Steyn


Supreme Hero
posted August 19, 2014 10:17 AM

Well, in the 50SoP expansion Haven does not seem so fond of the necromancers. The reason necro and griffin seem buddies is because of the family ties with Sveltana, and even her bio says she was shunned for turning to the dark side. Probably saving the duchy and raising Slava helped her getting some respect back.

Vein in the campaign seems to be tired of all the killing he has done in his past, rather than being a "goody two-shoes".

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Rakshasa92
Rakshasa92


Supreme Hero
posted August 19, 2014 02:07 PM

LizardWarrior said:
I'd prefer an Ankou(mounted grim-reaper) over a headless horseman, but everything is better than the spider lady or the hag-faced lamasu. Also a vampire that doesn't turn into a bat isn't a vampire...


How about both the Reaper/Ankou and The Dullahan (Headless horseman) in one town?

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lokdron
lokdron


Famous Hero
posted August 19, 2014 04:47 PM
Edited by lokdron at 16:55, 19 Aug 2014.

Steyn said:
Well, in the 50SoP expansion Haven does not seem so fond of the necromancers. The reason necro and griffin seem buddies is because of the family ties with Sveltana, and even her bio says she was shunned for turning to the dark side. Probably saving the duchy and raising Slava helped her getting some respect back.

Vein in the campaign seems to be tired of all the killing he has done in his past, rather than being a "goody two-shoes".


This the only reason they are allowed to hang around is because of family connections that's about it and they saved the duchy(demon invasion at the start). From the expansion it looks like Haven goes to war with them many times because well they are necromancers as you said Maurice.

Hence Anastasia calling back vein who is also known as the "reaper of souls" who attached his enemies corpses to his horse and the other "colourful" stories Ludmilla reminds vein of. He did not get that title by being nice going by Ludmilla's stories as I said the blood necromancers are horrible people but they are kept around for times of war.

I personally think the reason why they went that route in HOMM6 is that we totally see their evil side in HOMM5. Yet in HOMM6 we still see their darker shade but how they develop to that point.

Going by that timeline they no longer have a country so of course they turned to Ruthless manipulation now I know their past I can sympathize and understand them more.

Considering what Academy has done I am expecting Anastasia to have a somewhat "dark" mood. I think the only reason why she is at that table helping is because she is Griffin and she always helps her family blood or tears.

Plus what I personally like is that the factions are not all pure good or evil.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted August 21, 2014 10:52 PM

Any news about necropolis?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 21, 2014 11:02 PM

LizardWarrior said:
Any news about necropolis?

From the official page, nothing. I hope they start unveiling more creatures of Haven & Academy soon, so we can get to see Necro & Stronghold...
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Steyn
Steyn


Supreme Hero
posted August 23, 2014 04:01 PM

What if necromancy costs mana?

I really prefer the 'classic' necromancy to the raise dead version of heroes 6, but this has the problem of being a bit overpowered. In heroes 5 this was solved with the introduction of dark energy, but this never seemed right to me. Necromancy is a sort of magic, so why doesn't it cost mana? This would also restrict the amount of skellies raised, while making more sense than dark energy.

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VOKIALBG
VOKIALBG


Honorable
Legendary Hero
First in line
posted August 23, 2014 04:43 PM

Steyn said:
I really prefer the 'classic' necromancy to the raise dead version of heroes 6, but this has the problem of being a bit overpowered. In heroes 5 this was solved with the introduction of dark energy, but this never seemed right to me. Necromancy is a sort of magic, so why doesn't it cost mana? This would also restrict the amount of skellies raised, while making more sense than dark energy.


NO! It may work with might hero who rely only/mostly on its army, but it will also drain all the mana from the magic hero and make him ineffective.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted August 23, 2014 07:20 PM
Edited by blizzardboy at 19:26, 23 Aug 2014.

I honestly wouldn't be upset if they did away with the time-honored Necromancy skill as we know it. It's not a very dynamic ability. H6, for all its disappointment, had the right idea with the way they did it, minus the fact that - in general - avoiding casualties was far too easy.


As far as colors go, H6 was far too monochromatic. Personally I would be happy with some pink, like with the H5 necro from the expansion. That added a very nice eerie touch. Or they can keep using some green, just as long as its not so monochromatic.


I also want ambitious, Machiavellian necromancers as opposed to these boring zen monastics, but that's already ruled out. UbiSoft seems to greatly value continuity.


I'm indifferent whether they go with an Italian or Egyptian undead feel. They could just cross them like what they did in H2.
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Steyn
Steyn


Supreme Hero
posted August 23, 2014 07:31 PM

VOKIALBG said:
Steyn said:
I really prefer the 'classic' necromancy to the raise dead version of heroes 6, but this has the problem of being a bit overpowered. In heroes 5 this was solved with the introduction of dark energy, but this never seemed right to me. Necromancy is a sort of magic, so why doesn't it cost mana? This would also restrict the amount of skellies raised, while making more sense than dark energy.


NO! It may work with might hero who rely only/mostly on its army, but it will also drain all the mana from the magic hero and make him ineffective.

Which means you'll have to plan more effectively. Will you use your mana to raise a larger army (which you can use again), or will you use it for creeping. Also it would make secondary heroes more important, unlike with that dark energy pool. Of course it should be balanced by the mana cost of necromancy.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted August 23, 2014 07:33 PM

My wish for Necro is mainly to get a faction with a less poisonous feel and more undead feel. I would like to see core skeleton with a sword, Black Knight and Wight as champions, H3 Lich and Murnau Vampire as Elite, general overview of faction's creatures and atmosphere more dark and less fluo.

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moonshade
moonshade


Known Hero
posted August 23, 2014 07:51 PM

My Necro line-up...

The thing with Necro they have too many "iconic" units- one cannot imagine Necropolis without Vampires, Liches, Skeletons or a ghost unit.
So you cannot mess around with the line-up too much.
I once posted on the forum an idea to split the Necropolis a-la Warhammer into a Vampire faction with bats, werewolves, human familiars and a variety of vampiric creatures (the mistress, the count and the Nosferatu-like patriarch) and a desert Necropolis faction with Skeletons, Mummies and Liches. This is one option to make the faction more varied, but if we stay with a single that's my idea:

Core: Skeleton Warrior, Wight (yucky corporeal undead who spit globes of corruption- a ranged unit), Ghost

Elite: Banshee, Vampire, Lich

Champion: Bone Dragon (a classic- can be given a plague breath to become more badass) OR Ankou (I googled it and it seemed really cool- basically a mounted Wraith armed with a scythe, upgrade could be armored to be more similar to the Dread Knight)

Opinions?

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Steyn
Steyn


Supreme Hero
posted August 23, 2014 07:59 PM

Well, If you would like to be innovative with necropolis that is a good way to go. Though I don't really see how you could make the two necro factions different enough to be interesting.
To stay within the Ashan lore, I suggest you split necropolis into the Spider Cult and a more classic dark wizards necropolis.
The spider cult would get vampires and namtarus, while classic necropolis gets wrights (spirits of death) and bone dragons.

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted August 23, 2014 08:01 PM

Well, I'd love to see walking dead/zombies, Heroes 5 Wights/Wraiths and Bone dragons back. I'd love not to see lamasu, fate spinners and ghouls back. But the only important thing to me is what Galaad said: make necropolis seem more like undeads and not some poison creatures.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted August 23, 2014 08:48 PM
Edited by LizardWarrior at 20:48, 23 Aug 2014.

Steyn said:
Well, If you would like to be innovative with necropolis that is a good way to go. Though I don't really see how you could make the two necro factions different enough to be interesting.
To stay within the Ashan lore, I suggest you split necropolis into the Spider Cult and a more classic dark wizards necropolis.
The spider cult would get vampires and namtarus, while classic necropolis gets wrights (spirits of death) and bone dragons.


A void necropolis, with Sandro as main hero

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moonshade
moonshade


Known Hero
posted August 23, 2014 10:06 PM

About the Void...

Well, the Void does sound quite interesting and much more fitting the undead town than a spider cult. I don't think they warrant their own town, but campaign-specific Void units (availabls as neutrals in skirmish maps), similar to the Griffin in Haven would be great! BTW- I also had the idea with my old idea of the Dungeon, where you normally play Dark Elves (that was before Shades of Darkness) but in the campaign you get to fight human-dominated Dungeon towns, who get two specific human units (instead of the Dark Elf Stalkers and Matrons they get Rogues and Cabalists).

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted August 23, 2014 11:18 PM

We got a wolf duchy themed Haven, why not a void themed Necropolis? I'd like them more as a playable town than some group of neutral creatures

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ChrisD1
ChrisD1


Supreme Hero
posted August 25, 2014 01:12 PM

so we all want necropolis to be a little more evil. but how is this gonna play with the story? you call an evil person to council you?
ashan necropolis tried to go neutral but in the end i think we got "the nice folks" i am guessing their story will be against wizards.
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