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


Supreme Hero
posted March 24, 2015 08:55 PM

I'm all in favour of unique specialities, such as Deleb's fire ballista, Findan's storm of arrows, Naadir's soulhunter, etc.
Also specialities that remove certain penalties or give a bonus for a certain creature are okay. Think of the marksman's piercing shot not hitting allies or the succubus' attack having an immolation effect.
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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted March 24, 2015 09:09 PM

Micutz said:
No one seems to be happy with these specializations. I hope they will change while there is still time for it.


Figures why they kept mechanics to show the last – so they don't have time to comply to their councilors, er, councils. Great strategy. Damn.
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Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted March 24, 2015 09:22 PM
Edited by Sandro400 at 21:22, 24 Mar 2015.

I try to remain optimistic and think that revealed specs are placeholders. The only thing set in stone imo are general meanings of the specs (for example, "we will have cavalry-spec Hero, Rakshasa-spec Hero etc) but what exactly those specs do are subject to change.
Please, don't shatter my belief.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 06, 2015 02:53 PM
Edited by magnomagus at 14:55, 06 Apr 2015.

I think creature specials are ok, since many people have their favourite creatures and can build a tactic around them. Currently I'm working on filling the gaps in H5. Of course my mathematics are superior to Ubisoft






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Micutz
Micutz


Hired Hero
posted April 06, 2015 04:50 PM

I think the problem to be the production increasing specializations themselves, not their values. We had a taste of Heroes 5 and returning to these seems a downgrade. I also believe that specialization should not be a given static bonus, but something your hero improves as he advances in levels, selecting abilities and bonuses. But maybe it would be too big of an effort in the end.
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ChrisD1
ChrisD1


Supreme Hero
posted April 10, 2015 10:09 PM

ChrisD1 said:

imagine a hero with ice bolt mastery evolving the effectiveness of the spell. you could build on water mastery by choosing the said hero.
some heroes having the same qualities with others is scary and it's a  step backward to h6 specializations.
We need to address the specializations.

Specializes in Xcreature. Xcreatures in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level
is much more interesting than this:
+1 elite creature per week
I really dreaded the heroes 6 specializations.



it was posted by me at october 17th. but if you don't have a red star  here,or you are not an old member or you are content with ashan you get no voice i guess.....
enjoy your emo blood monster and that "copy-paste from heroes 3" dungeon line up which doesnt translate at all in ashan, with a marvelous skillwheel and more awesome gameplay and unique heroes.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 14, 2015 09:55 PM

Just throwing some ideas that can count as alternatives.

1. Each castle has 9 creatures but can hire only 6.
The others can be exclusively bought and used by the hero with that creature specialization. It will also give +1 slot in the army.

a) might heroes with such spec the bonus creatures will be some mid-high tier but a lot of special skills
- %chance to deflect hit
- incorporeal
- kills % of the hitted stack etc
- a creature so fierce that is immune to any damage until one of the allied stacks dies (in case there is such).


b) Magic heroes will get some mid-high tier creature with special spells/abilities that :
- will do mind distortions (basically unit with additional hypnotize or blind in hand)
- field distortions: can change/swap terrain or extend battlefield
- unit distortions: put warp traps invisible for enemy that will teleport a unit out of battle for X turns an then return it back
- or may be spectral unit that does not attack but has aura that slows/weakens that enemies the closer they are next to it OR has fear that increase the chance of enemy creatures to get frightened every time they take a turn, the lesser the distance between them.

c) you can make a mix Might hero with aiding magic creature. For example:
- Barbarian(might offensive) with spec whip master - gains access to mid tier creature that can make units turn come faster.
- Templar(might defensive) with spec Godly devotion - gains access to low tier creature (something like priest/monk) which while in battle absorbs X% of all ally creature damage but has the ability to resurrect itself a lot. It will not have offensive power. the resurection/damage absorption can be dependant on hero levels or on number of ally VS opponent stacks on the field.

Basically this way you add something powerful, but the creature growth will be limited. Those creatures wont be available in dwellings.


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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted May 15, 2015 11:54 AM
Edited by malax83 at 12:06, 15 May 2015.

Well, i think specialization is no longer interesting while there s now three skills which are already a kind of specialization. Heroes Series is incredubly redundant.

So in my opinion, these specialization doesn t add something new, complexify the mecanism, should bring diversity, in fact that retires identity cause abilities can replace their function (In your example, it s Paragorn skill).

Dear Ubi, retire specialization for the best of us.

It s exactly why i m fearing of the mecanism of this game. They can t satisfy their fans so old mecanisms remains and do not have synergy with new ideas.
So Fans ask, lot of spells, lot of skills, lot of abilities per creature, lot of ressources... What the hell, Since when Quantity rhymes with Quality ?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 15, 2015 12:20 PM
Edited by Elvin at 12:42, 15 May 2015.

Both are lacking anyways.

Ps I don't see whatever you are talking about.
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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted May 15, 2015 12:35 PM

Quality : Tier system (cf. H6), Caravan (cf. H4), Simultaneous Turn (cf. H5), Flanking (cf. H7), Half-Random skillwheel, Enhanced maps combats (attack fort cf. H6), No unique ability creature, ...

Quantity : 7 ressources (cf. H3), Tons of spells (cf. H3, H5), Unique overpowered ability per race or per skill(cf. H5, cf. H6), specialization per Hero and per race + warfares Units (cf. H6, H7), ...

There are so many examples that child could resolve.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 15, 2015 03:27 PM

Disagree on a number of things. H6 tier system is not related to quality, all it does is place an artificial limit that is not really needed. Less creature uniqueness.

Flanking is hardly a quality decision either, essentially being a glorified charge that works from certain directions that does not in any way add to the game's tactics and does not particularly make sense. Not significantly anyway.

Fort combat, same. More frequent battles with enemy behind walls, pointlessly stretching combat time. Nothing exciting or unique about it, just a half-baked idea thrown in the mix.

Know what I would call quality? Combat maps that actually make a difference in gameplay, like those in H3. H6 kinda tried with interactive combat objects but it was not particularly well implemented nor was there enough variation.

malax83 said:
Quantity : 7 ressources (cf. H3), Tons of spells (cf. H3, H5), Unique overpowered ability per race or per skill(cf. H5, cf. H6), specialization per Hero and per race + warfares Units (cf. H6, H7), ...

7 resources are the acceptable minimum for numerous reasons. It affects the gameplay and aesthetic experience of many people so it's not just a pointless excess.
Tons of spells? Where?
Racial? It improves gameplay and gives character to factions so that's quality if anything.
Specialization is obviously about quality. Or would be if it was anything like H5.

What you consider childishly simple totally disregards what so many of us are wishing and fighting for. Different expectations.
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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted May 15, 2015 04:57 PM
Edited by malax83 at 17:13, 15 May 2015.

Elvin said:

7 resources are the acceptable minimum for numerous reasons. It affects the gameplay and aesthetic experience of many people so it's not just a pointless excess.
Tons of spells? Where?
Racial? It improves gameplay and gives character to factions so that's quality if anything.
Specialization is obviously about quality. Or would be if it was anything like H5.

What you consider childishly simple totally disregards what so many of us are wishing and fighting for. Different expectations.


i m just saying that some new features will make a "double emploi" / duplication of what already exist. Specialization already exist with paragorn, diplomacy or some fancy skills - What ever racial ability, specializations, blood and tears (what a joke),and more 3 warfare units ?.. All this things are going in the wrong direction, to a none balanced game.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2015 09:17 PM
Edited by magnomagus at 22:23, 15 May 2015.

H4 didn't really need specials because there were so many advanced classes it feels you just pick your special later. But the adv classes were not tied to factions, like the h7 classes. For that game it would still be a simplification to remove them.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 30, 2015 10:45 AM

Let's make some noise, change H7 growth specials! Now that there is still time!
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted July 30, 2015 10:56 AM

Flat specials don't feel special. They're more of a one-off extra perk than a special; specials ought to blossom as you level ever higher, like in H3/H5.
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TD
TD


Promising
Famous Hero
posted July 30, 2015 12:07 PM

malax83 said:
Quality : Tier system (cf. H6), Caravan (cf. H4), Simultaneous Turn (cf. H5), Flanking (cf. H7), Half-Random skillwheel, Enhanced maps combats (attack fort cf. H6), No unique ability creature, ...


-The tier system was horrible in h6. It just made creatures so similar stats-wise. the older system gave more variety, thus the quality was much higher.
-Caravan was nice as it meant less running around so it was convenience.
-Sim. Turns, sure general convenience(I never played online so didn't matter to me)
-Flanking, I hate it. It made sense in game like heroes online where stacks were limited, but in h7 it was downgraded version and it looks idiotic when units just waltz around each other IMO. Also the power was made too great(over double damage).
-Idiotic skill-tree of h7, not a fan of. The random is full random as opposed to past versions where you still had control and h7 is all about optimization as non-random.
-Being able to attack forts in h6 I'm mixed about. On one hand it just made catapult even more redundant and battles easier. On another hand it made battles too easy and predictable so they weren't as fun or interesting.

malax83 said:
Quantity : 7 ressources (cf. H3), Tons of spells (cf. H3, H5), Unique overpowered ability per race or per skill(cf. H5, cf. H6), specialization per Hero and per race + warfares Units (cf. H6, H7), ...

There are so many examples that child could resolve.


-More resources should also be in quality as it requires more strategy for town-building making it more challenging and fun. H7 being exception of course since they currently have so cheap buildings they might as well have used h6 system as you never run out of resources...(actually h6 town-builder was more challenging)
-Spells again would go to quality also. Each school was before h6 unique while h7 has similar schools not truly focusing on anything, being more about quantity than quality.
-Unique skills/racials would also go for quality IMO as they make the factions more unique and fun to play. They were limited in number so it feels weird to put them to quantity really.
-h6/7 specializations indeed are about quantity, they are boring and generic atm. They also divide many heroes to be secondary or main hero material.




As for the h7 specializations... I think stuff like cabir master or justicar captain could be potential main hero IF they started with those +100% growth and that grew as hero leveled up(since devs don't seem to be willing to boost creature stats with levels). It would need to be decent growth so in the final army it really showed in numbers that you are master of whatever creature as it really stands out from the rest(and it would be rewarding to level the hero). To do that I would go with something like +100% growth every 10 levels so in the end your one town would produce +400% of the specialized creature. Now I know this is a huge number, but ultimately it's only from single town that you get it(I assume the ability that gives governor abilities to all towns doesn't work on specialization). I'd also tweak the other bonuses so some +6 magic would increase over time(+1 for every 5 levels for example) so it wouldn't only be early boost. For those heroes that start with extra skills, they could get extra free skill-point at levels 10, 20 and two extra skill-points at level 30.
Not that the numbers are calculated to be fair, just give general sense of where I'm going with it. It would make the specializations much more interesting and rewarding if they level up with the hero and make more heroes viable as main heroes. Currently most of the heroes seem crap to me that I wouldn't use as main hero because the special would give me no reason to take them

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Stevie
Stevie


Responsible
Undefeatable Hero
posted July 30, 2015 12:20 PM
Edited by Elvin at 08:36, 31 Jul 2015.

Elvin said:
Let's make some noise, change H7 growth specials! Now that there is still time!


*farts*
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alexine
alexine


Known Hero
posted July 30, 2015 02:00 PM
Edited by alexine at 14:00, 30 Jul 2015.

I also loved specializations from H5 and want them back! *shouts*
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 30, 2015 07:09 PM

GHARBRHBBHRRAAHHGGH1

(that's noice BTW)

You know, I really don't think the set growth specialties would even be considered final, even by Ubisoft. It's just too stupid
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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted July 30, 2015 09:54 PM

kiryu133 said:
You know, I really don't think the set growth specialties would even be considered final, even by Ubisoft. It's just too stupid
I'm sure that by now you have realized that Ubi has perfected the art of copy-pasting to perfection. Though, it would be a great surprise to find out that they have tweaked the specialties by the time H7 is released.

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