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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: H7 Skillwheel Poll
Thread: H7 Skillwheel Poll This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Doomhammer
Doomhammer


Known Hero
Smasher of pasties
posted September 23, 2014 08:53 AM

It has to be random, it forces you to use some skills you might not have planned on using and therefore it makes the game more challenging and fun, also more replayability. It's too easy and boring if you can just pick what you want whenever you want.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 23, 2014 09:18 AM

fuChris said:
That is why I said they shot themselves in the foot.
We can't. Not with the traditional anyways, unless you consider the H4 way traditional...
Say you want a prime/fire/earth specialization with your academy hero. Academy mage guild gives a random selection of light/dark/prime(or whatever). You get to build 2 extra(3 for academy town speciality) buildings unlocking 2 more spellschools H4 style thus you get to have your prefferred build and the spells you need for it.
In Ashan the Academy would have to be able to get all spells, so a HoMM 4 system with 7 schools would be awkward, because there us no reason whatsoever for one or more PREFERRED schools. This would mean, the Academy would have to be able to pick ONE: either the skills or your mage guild annexes.
Now, the problem is, that - leaving the Orcs out - while you can probably assign a favored school to everyone, I don't see any particular reason to exclude more than one (and even that's not necessary, not, for example with the Dark Elves's, since Malassa isn't of the righteous kind), so you could probably have a fixed centre pillar of a mage guild with variable annexes, depending on the skills that might present themselves - but, actually, that would be a MASSIVE advantage, yet again, for MIGHT heroes:
If you know part of the score, then that means, you know what you CAN pick beforehand, and since a Might hero will always have highest probability in the favored magic school, the end result is, that it sucks: you do not want the HoMM 5 Haven Knight again who bangs out Mass Light spells as a matter of course, while having a clear Might advantage as well, while the Magic hero got a couple of extra Earth spells that don't do any good, since they can cast one spell per turn either, no matter the school (and handing out a second casting to Magic heroes would amount to Magic heroes being stripped of Magic, since the second spell would always be a reverse spell).

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted September 23, 2014 09:53 AM

This thread should be renamed or closed, because Ubicrap alerady decided to give us the classic snow Heroes VI skill system

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 23, 2014 10:00 AM

JollyJoker said:
In Ashan the Academy would have to be able to get all spells, so a HoMM 4 system with 7 schools would be awkward, because there us no reason whatsoever for one or more PREFERRED schools. This would mean, the Academy would have to be able to pick ONE: either the skills or your mage guild annexes.
Now, the problem is, that - leaving the Orcs out - while you can probably assign a favored school to everyone, I don't see any particular reason to exclude more than one (and even that's not necessary, not, for example with the Dark Elves's, since Malassa isn't of the righteous kind), so you could probably have a fixed centre pillar of a mage guild with variable annexes, depending on the skills that might present themselves - but, actually, that would be a MASSIVE advantage, yet again, for MIGHT heroes:
If you know part of the score, then that means, you know what you CAN pick beforehand, and since a Might hero will always have highest probability in the favored magic school, the end result is, that it sucks: you do not want the HoMM 5 Haven Knight again who bangs out Mass Light spells as a matter of course, while having a clear Might advantage as well, while the Magic hero got a couple of extra Earth spells that don't do any good, since they can cast one spell per turn either, no matter the school (and handing out a second casting to Magic heroes would amount to Magic heroes being stripped of Magic, since the second spell would always be a reverse spell).


I agree with others that they have done an impressive job of painting themselves into the corner here, but remind me once again, why is it that Academy couldn't have prime as its favored school? I know Academy aren't particularly worshiping any god(s), but isn't prime like the essence of magic? Or is it because necromancers have prime as their favored school (or do they still have dark)?

Is this the correct assignment of schools?
Haven = Light
Sylvan = Earth
Fortress = Fire
Sanctuary = Water
Dungeon = Dark
Necropolis = Prime
Inferno = Chaos
Academy = none/all?
Stronghold = none?

Maybe they should just give Academy Air, since nobody seems to love Air. Their cities are floating in the sky after all. But no I get it, "In Ashan, yada yada yada.".


Anyway, the point you bring up about Knights spamming mass spells is valid but something I think could be helped to work fine with some tweaking. One problem with H5 was that spells like Mass Haste had fairly little reliance on spellpower which meant that a Knight with abysmal spellpower still could use the spell with fairly high efficiency - sure, it didn't last that long, but sometimes 1 or 2 rounds were all you needed to decide the battle anyway. So if one has some handles to make spells less powerfull if spellpower is very low, that might help a lot with this problem.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted September 23, 2014 10:13 AM
Edited by Dave_Jame at 10:18, 23 Sep 2014.

@alcibiades

Most Factions have one (or two) basic schools based on their beliefs, and few other that are somehow close to them. Usually they can have access to all school except the one that is in direct opposite to their good

Haven = Light > Air > fire
Sylvan = Earth
Fortress = Fire
Sanctuary = Water > Light=Dark > Air
Dungeon = Dark
Necropolis = Prime > Dark=Earth
Inferno = Chaos/Prime
Academy = none/all?... Prime > Air > All
Stronghold = Earth=Air > Fire

But all this can be bent by the needs of the one or other game

Edit: On the topic of skills. it would be interesting if each faction would have access to a different form of a spell.. For example. Mages are great at magic so they could have access to some mass spells other factions could not. Haven on the other side could have enhanced effects. Like Extra moral boost or healing effect on light spells. These bonuses would be granted by abilities in the respected spell school.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 23, 2014 10:29 AM

Well, I actually think, that the big amount of spell schools is or would actually be a chance to make magic something like an afterthought for might heroes, since it's unreliable for them, but not for the Magic ones.

If you assume that a magic hero would have access to every school except the taboo thingy, it would be clear and also logical that, say, Haven, Magic heroes had access to all schools except Dark. Might heroes, though, would obviously not be able to get them all (and even in a random system the probabilities for most magic schools except Light would be abysmally low, which is the reason why favored school doesn't work: it's too good for Might).
However, with a random spell selection from out of six schools you simply need to be able to pick from all schools, otherwise you may not be able to grab the one(s) your random guild actually would advise you to pick -> advantage magic.

With RANDOM skills, though, the magic skills would all have to be a somewhat acceptable probability, which would also mean they would clutter your choice: from the 6 allowed schools you might want maybe 2, so 4 would be unwanted.

Transferring the burden for Might heroes from getting the skills to getting the spells has the advantage that a) might cannot assume to get something worth using , no matter what, and while you couldn't assume to get a Magic skill either (or at a convenient point) in HoMM 5, the advantage here is, that you will have very low chances as a might hero to really get a magic weapon with one skill only, while a magic hero should be able to get a decent arsenal with 2 skills (depending on the guild having the right range of spells all in all).

So "random" doesn't work well, when you have an assortment of skills that must all have a certain probability, but cannot be all taken - this is the difference with the Might skills - you can use them all, no matter what, but with Magic you can't.

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted September 23, 2014 11:07 AM

Well no one ever said that completely random skill and spell chance is a good design choice. A preferred school of magic is workable tho.

I think that gaining a type of skill should reduce the chance of gaining another of that type.
For example Heaven Might has 8-15% chance for all might skills, 8% chance for light magicm, 5% for air and prime and 2% for anything else except dark. Gaining a magic skill would reduce the chance of another to pop up during a levelup to 2% for light, air and prime and 1% for everything else.
And the same for Heaven Magic. You got Defense? Good luck getting logistics...
That way a magic hero won't end up with too many might skills which would even out the differences between might and magic classes and a might hero will most likely end up with one of the 3 preferred schools of magic and no more. That way gameplay won't suffer.
And yeah basic mass haste with a spellpower of 2 should never override an expert mass slow with a spellpower of 20, that is just bad design choice.

And magic guild spell offering is workable this way too with each faction getting access to 3 schools of magic from their mage guilds and gaining further options in spell selection with annexes H4 style.
1-3 should be enough for each faction, stonghold gaining 1 and academy 3 while everybody else 2.



____________
"Now I am become Chris, the destroyer of worlds." - Robert Oppenheimer.

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Steyn
Steyn


Supreme Hero
posted September 23, 2014 11:19 AM

Isn't it more like:

Haven = Light > Air > fire
Sylvan = Earth > Light
Fortress = Fire > Light
Sanctuary = Water > Light=Dark > Air
Dungeon = Dark > Earth
Necropolis = Prime > Dark=Earth
Inferno = Chaos/Prime
Academy = none/all?... Prime > Light=Air > rest
Stronghold = Earth=Air > Fire

Although I don't really know in what category to place H5 summoning magic...

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted September 23, 2014 11:21 AM

Steyn said:
Isn't it more like:

Haven = Light > Air > fire
Sylvan = Earth > Light
Fortress = Fire > Light
Sanctuary = Water > Light=Dark > Air
Dungeon = Dark > Earth
Necropolis = Prime > Dark=Earth
Inferno = Chaos/Prime
Academy = none/all?... Prime > Light=Air > rest
Stronghold = Earth=Air > Fire

Although I don't really know in what category to place H5 summoning magic...


You may disagree but catogories I assained are based on DoC and H6. The Fire may not be so cloase to Haven. But Light to nagas is.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted September 23, 2014 11:22 AM

It would work somewhat better if they'd split off Light and Dark Magic schools as some sort of "Religious Magic", a branch that the Wizards don't particularly favor. Haven's Angels and Priests and such would use Light Magic (Divine), Inferno would use Dark Magic (Profane).

Of course, there are some relations; Air and Fire would probably be related somewhat to Light Magic while Earth and Water would be somewhat related to Dark Magic.

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Steyn
Steyn


Supreme Hero
posted September 23, 2014 11:51 AM

Dave_Jame said:

You may disagree but catogories I assained are based on DoC and H6. The Fire may not be so cloase to Haven. But Light to nagas is.

Ah, I see. I did not take DoC in account and based my assignment purely on H5 and 6. In H6 I did not notice any light affiliation with naga, only water and a bit air (coral priestess).

But you do agree on Light being the secondary affiliation of Sylvan and Fortress? (based on H5)

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 23, 2014 12:39 PM

fuChris said:
Well no one ever said that completely random skill and spell chance is a good design choice. A preferred school of magic is workable tho.

I think that gaining a type of skill should reduce the chance of gaining another of that type.
For example Heaven Might has 8-15% chance for all might skills, 8% chance for light magicm, 5% for air and prime and 2% for anything else except dark. Gaining a magic skill would reduce the chance of another to pop up during a levelup to 2% for light, air and prime and 1% for everything else.
And the same for Heaven Magic. You got Defense? Good luck getting logistics...
That way a magic hero won't end up with too many might skills which would even out the differences between might and magic classes and a might hero will most likely end up with one of the 3 preferred schools of magic and no more. That way gameplay won't suffer.
And yeah basic mass haste with a spellpower of 2 should never override an expert mass slow with a spellpower of 20, that is just bad design choice.

And magic guild spell offering is workable this way too with each faction getting access to 3 schools of magic from their mage guilds and gaining further options in spell selection with annexes H4 style.
1-3 should be enough for each faction, stonghold gaining 1 and academy 3 while everybody else 2.



This doesn't work, since the amount of magic skills even a magic hero wants is limited, since the amount of "active abilities" (and spells are active abilities) you want is limited, so you would need to have a lot of passive magic abilities within the magic skills - like Soil Burn, only more of those -, but then, by the time your heroes reach level 20 or so, they would have heaped so many passives on top of their stat increase, that you wouldn't actually know what the creatures would actually do or not do or what would happen if you'd move a stack, and the active abilities, that is, what you'd actually do in order to influence the battle, would either be fairly insignificant or spells would have to be ungodly powerful to make up for all the passive abilities heaped on the hero.

The problem with the game is, that there can actually be "too much" of everything, and that is especially true for every kind of passive ability, be it on heroes or creatures.
Also, the more passive factors influence the events on the BF, the more unimportant the actual creature stats become.

Bottom line is this then: the amount of active abilities you want a hero to spend level-ups for is limited in any given game, because you can use only one each turn. However, the amount of passive abilities over and above simple stat increases is limited as well, because they amount to active abilities or spells the hero already comes equipped with: look at even the HoMM 5 abilities, they could all be SPELLS (and that is even true for Snatch, which could be an adventure spell). You can't make passives too insignificant either - look at HoMM 6 for how that works out.

So the game walks - not surprisingly, actually - a very fine line, which seems to be the reason why Ubisoft has difficulties to make the game work. This is a process you happen to see quite often. There is a saying in Germany, Getretener Quark wird breit, nicht stark, which means, if you expand something it will get longer, but not stronger.

If you ask me, the game needs a new and fresh element which would allow to reduce the other game elements to a healthier level, but that's something else.

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted September 23, 2014 01:11 PM
Edited by fuChris at 13:13, 23 Sep 2014.

JollyJoker] said:
This doesn't work, since the amount of magic skills even a magic hero wants is limited, since the amount of "active abilities" (and spells are active abilities) you want is limited, so you would need to have a lot of passive magic abilities within the magic skills - like Soil Burn, only more of those -, but then, by the time your heroes reach level 20 or so, they would have heaped so many passives on top of their stat increase, that you wouldn't actually know what the creatures would actually do or not do or what would happen if you'd move a stack, and the active abilities, that is, what you'd actually do in order to influence the battle, would either be fairly insignificant or spells would have to be ungodly powerful to make up for all the passive abilities heaped on the hero.

The problem with the game is, that there can actually be "too much" of everything, and that is especially true for every kind of passive ability, be it on heroes or creatures.
Also, the more passive factors influence the events on the BF, the more unimportant the actual creature stats become.

Bottom line is this then: the amount of active abilities you want a hero to spend level-ups for is limited in any given game, because you can use only one each turn. However, the amount of passive abilities over and above simple stat increases is limited as well, because they amount to active abilities or spells the hero already comes equipped with: look at even the HoMM 5 abilities, they could all be SPELLS (and that is even true for Snatch, which could be an adventure spell). You can't make passives too insignificant either - look at HoMM 6 for how that works out.

So the game walks - not surprisingly, actually - a very fine line, which seems to be the reason why Ubisoft has difficulties to make the game work. This is a process you happen to see quite often. There is a saying in Germany, Getretener Quark wird breit, nicht stark, which means, if you expand something it will get longer, but not stronger.

If you ask me, the game needs a new and fresh element which would allow to reduce the other game elements to a healthier level, but that's something else.


Unless ofcoure those magic passives are as simple as statboosts or spellspecific abilities like teleport assault or +50% to summon elemental spell. Or even something like 50% fire resistance passive so that it can be combined with mass fire protection to make your troops armageddon-proof. Not all of the abilities have to be like Soil Burn.

fuChris said:
JollyJoker said:
How is that supposed to work? One perk for a whole school? 3 skills, then, one Might, one Magic, and one Neither-Nor?


Lets say a third of the schools belong to the sorcery skill while the other two thirds to enlihtment/wisdom. Or sorcery gains the elemental schools, Enlightment the Light/Dark and Wisdom the Prime schools. Basic skill sets the mastery level and perks open up the schools. That leaves space for a reasonable number of spellschools and/or bonus skills.


Hell, in my above post I mentioned choosing magic schools as perks. This would indeed limit the number of spells a hero can cast since there are only 3 perks per skill HOWEVER this does not influence the spell/skill AVAILIBILITY! You would still have access to 6 out of 7 spellschools and be only limited to take 3 elemental schools out of four so you could get 5 schools is you so desired. This way many strategies are possible so gameplay does not suffer.
But yes, this does indeed cause another problem by categorizing all spellschools into just 3 basic skills. If you only get 1 might skill on average on a magic hero than that leaves you with only 4 skills and even H5 had 5 +1 racial. So we need to brainstorm 1-3 other magic skills for variety sake OR consider Logistics/Leadership/Luck non-might skills to round up the hero.
____________
"Now I am become Chris, the destroyer of worlds." - Robert Oppenheimer.

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cleglaw
cleglaw


Famous Hero
posted September 23, 2014 01:44 PM

op, first sentence looks like the best because of the way yoou write it, its a bit missleading i think.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 23, 2014 02:53 PM

fuChris,
I prefer to see it from the magic hero's point of view: It looks quite interesting to me to be able to pick the silly skills and magic perks, but get a random spell selection I have to spend half my level-ups on to acquire them in order to learn part of them (part I expect to cut it with for my creatures) and work to make them better, spending the rest on general stuff that makes me faster or more economic or even better in defense. This would broaden the interesting magic part of HoMM 5, since I had WAY more options starting a game, since I could get avery possible spell combination, and not only a couple of them, and therefore had to find a way through it and not just decide whether I more or less had to pick Master of this or be able to get Master of that (the Bless or the Haste):
Get the Mage Guild built eventually, picking up something like 3 magic school skills and an assortment of fitting abilities, fill the rest with useful stuff and field about 10 meaningful and REFINED (via abilities) spells aka active abilities.

So even though you can pick the skills, since it depends on the Mage Guild what skills and abilities you will actually want to pick, replayability is there.

Now the question is, what could a MIGHT hero do in that situation? To tell the truth, I'm not even sure whether he should be able to partake in the same "magic" anymore. Orcs' War Cries work with Mana as well, so why not have Might heroes have their own magic system, something like a Command system, also fed with mana, but exclusively stuff without a duration. "Switch Place (only between friendly troops), these kind of things.
Then there is the "hero attack" - nonsensical the way it is done, since last time I checked "hero attack" from a Magic hero came as a damage spell: what is a nice Lightning Bolt OTHER than a hero attack?
So Might hero could have that as well, Combat, plus assorted abilities, working things up.

This again creates more chances for skills: since Might heroes couldn't counter Magic with spells, there might be one or more "Anti-Magic" skills, that would allow to dampen Magic, and here abilities that would deliver a specific resistance might work out. A skill might reduce opponent's spell duration by 1 turn for each level, while the perks might get something like X resistance against a certain magic school.
The same or similar might exist in order to disrupt Might heroes's "Command Magic", making INFORMATION (and Thieves Guilds) a somewhat important point, since you'd need to know what you'd face: might or Magic, and what exactly to make meaningful picks.

Because replayability via random skill offering is ACTUALLY replaybility via variable conditions (random skill offerings) that will force you to adapt accordingly each time you play, so the aim with PICKING skills would be to allow OTHER conditions in the game to be variable enough so that you have to adapt.
This in turn is difficult when you have things randomly offered: you see the need to pick something, but can't since you don't get it offered.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 23, 2014 04:25 PM

Maurice said:
It would work somewhat better if they'd split off Light and Dark Magic schools as some sort of "Religious Magic", a branch that the Wizards don't particularly favor. Haven's Angels and Priests and such would use Light Magic (Divine), Inferno would use Dark Magic (Profane).

Of course, there are some relations; Air and Fire would probably be related somewhat to Light Magic while Earth and Water would be somewhat related to Dark Magic.

Ironically the idea of fitting magic schools into groups ties into one of my concepts from way back which you might be one of the only members left who remembers. This would be way complicated, but just to play along with the thought, one way this could work would be by doing what I've made a rough sketch of here:



The dots in the corners represent each magic school (Light, Dark, Earth, Air, Water, Fire). These dots span the octahedron where each edge corresponds to a magic skill - and conversely, each magic skill ties into 3 schools. Just to give an example, I've given each skill the names:

Growth (LEW)
Renewal (LEF)
Brilliance (LAF)
Spirit (LAW)
-----
Decay (DEW)
Destruction (DEF)
Madness (DAF)
Despair (DAW)

The idea here would be that each faction is correlated with a specific school - for instance, Haven follow Light, Sylvan follows Earth. This means that Haven has access to only 4 of the eight skills, namely the ones that surround the Light "corner": Growth, Renewal, Brilliance, Spirit. Likewise, Sylvan would have access to four skills, but these would be the skills around Earth: Growth, Renewal, Decay, Destruction.

By learning one of these skills, the Hero would be able to acquire spells from any of the three schools - so learning "Growth" would allow access to spells from both Light, Earth and Water school. Furthermore, the "Growth" skill should have a perk which offers specialization in a subschool within each of the schools - for instance "Growth" might have perk for Light Magic (Master of Abjuration), one for Earth Magic (Master of Protection) and one for Water Magic (Master of Nourishment). These would each offer some advanced effect (like mass effect) to a couple of spells each. Since each magic school figures in four different skills, there will be four perks that ties into each school, these would cover different subsets of the schools, similar to how in H5, there were three subschools in each school (Light magic has Abjuration, Blessing, Healing).

What would be the point of all this? The point would be two things:
1) You have a way to reduce the effective number of schools (6) into a lower number of skills (4) for each faction. This makes it easier to apply meaningful chances for each skill to pop up. How exactly one would tie Prime into this is an open question (Prime in "centre" so all skill tie into Prime? Or Prime having its completely own skill?)
2) There's a balance between the number of skills you have to acquire and the number of spells you gain access to. Your first magic skill gives you access to three magic schools, which should guarantee at least some spells in your guild, but on the other hand is less extreme than one skill opening ALL spells (Wisdom style).

Anyway, that was a long ramble from my part.

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted September 23, 2014 06:19 PM

JJ

What we definately should not do is excude half of the heroes from the magic side of the skilltree. Might heroes should be less effective at spells but the option to surprise your enemy with an unconventional magic school choice can do wonders to replayability. Perhaps might heroes should be restricted from mass spells but nothing more. Also, spells could always be categorised into those that use spellpower and those that do not. That gives it it's universal appeal and makes it worth to choose above a might skill. Also, can you imagine a Heroes game without Dispel? I can't.

As for active might abilities, what we have to consider is that they can not have equal usefullnes to Expert spells. Nor should they be as widely applicable as spells. If they would then magic heroes would not stand a chance. They should be tied to mana tho, none of that 0 manacost abilities H5 had.
That said, they should focus on might abilities alone. Considering that the way might factions play is either by overpowering the enemies fast or by outlasting and wearing them down, we can divide the abilities into those that help you rush and those that help you survive.
Rushing abilities are your standard initiative, speed, attack bonus provideing abilities plus moral-boosting and teleport assault. Even if you combine some of these bonuses that is atleast 3 active abilities.
Survival abilities are a harder nut. Crippling the enemy to the same or lesser effect than the bonuses the rushing abilities provide can always be useful. Amd maybe a stunnig ability with a cooldown to it. But other than that I cant come up with anything right now. But that is at most 4 active abilities.
Should you decide to focus on might abilities alone and forego all magic skills, you should still have access to 7 abilities. That is more than enough to work with since battles rarely last more than 5 turns. Creating more might actives like counterspell to counter mages is also going to lead to the syndrome of H3 where might heroes were always preferred. Counterspell is so powerful hat it should not be accessible without divesting a few points into a skill you otherwise won't use. It's that good. Get a good +knowledge atrefact from somewhere to have enough mana to be able to counter 5 spells and you'll get an unrecoverable advantage ower any magic hero.

Passive spell defence however is something a that needs its own skill and perks. The shatter skills I always thought were wasted skillpoints. The classical Resistance skill however can work nicely. It might be underwhelming but it could offer powerful perks. One to resist the elemental spells, one to resist the Light/Dark spells and one against prime. This would work because prime is probably accessible to all except maybe stronghold but they should only have access to the elemental spells, while either dark or light will probably be accessible to all. Still, the elemental resistance would be the most useful since it affects 4 spellschools, but this could be counterbalanced by allowing Light/Dark and Prime resistance to unlock more powerful subperks.
____________
"Now I am become Chris, the destroyer of worlds." - Robert Oppenheimer.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 27, 2014 11:33 AM
Edited by Galaad at 11:47, 27 Sep 2014.

I don't get it. Eagle Eye vs Mysticism issue was fixed in H5. Just keep the system random, one of the most important features in a Heroes game imo. Make more proposings while level up, so you will always have something good for you to pick. My first experience with H6 was spending 20mns+ looking through all the skill tree... This ain't the Witcher or something, this is Heroes of Might and Magic. Why fix what does not need fixing ? Random is the only true Heroes way, just improve it, propose 3 or 4 skills + perks per level up it will be awesome...

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Stevie
Stevie


Responsible
Undefeatable Hero
posted September 27, 2014 01:46 PM
Edited by Stevie at 13:48, 27 Sep 2014.

I have extensively thought about this and I must say that if I were to coherently relay all my analysis and ideas on the subject, I would probably end up writing a gianormous wall of text that would take me all day if not even more.


Just to keep things as short as possible:
- I favor Randomness;
- All Pick has 0 flavor. It's the most common in all games and Heroes being different was a breath of fresh air;
- I have never agreed with JJ and this time is no exception either. All he wants is to have everything have access to everything and make it easy to get what he wants when he wants it. That is the epitome of boredom and the only thing it ensures is building your hero the same again and again and again...
- The system has a lot of variables that need to be taken into consideration.
- It's mostly a mater of preference, between total control and partial control, and I find the latter much more appealing.
- I think the entire system needs to be reworked from scratch with the aim of offering a compromise. Player can chose to get a random skill after leveling or keep the slot open for custom learning. Randomness = risk/reward; Custom build = safe/no reward. Both options can be enhanced for better results, via skills/perks (like learning, enlightenment, etc.) and/or map objects/town objects (academy, mentors, witch huts, etc.)


My 2 cents.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 27, 2014 03:29 PM

Stevie said:

- I have never agreed with JJ and this time is no exception either. All he wants is ...
Nonsense.

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