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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: H7 Change Wishlist
Thread: H7 Change Wishlist This thread is 3 pages long: 1 2 3 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 14, 2015 01:39 PM
Edited by Elvin at 09:10, 12 Nov 2015.

H7 Change Wishlist

I've been compliling the issues or changes I expect from the game, based on what I've seen in the beta. Let me know if I have missed any and please mention important or easy-to-implement suggestions. For instance we know that the skill system will not change so let's focus on what can change.

If you disagree with any of the suggestions posted in this topic then voice your opinion. Particularly why you think or feel that way. Balance is important but that does not mean that aesthetics or thematic decisions are negligible either.





(*) Hero specials are one of H7 greatest disappointments, by now it should be clear that almost nobody is enthusiastic about them and many hate them. So can we PLEASE make them level up with your hero at least and make them all useful? Very few heroes are actually worth picking as it is. Also ditch growth specialists altogether in favour of passive unit bonuses? In maps with many towns, having +1 elite in your main town is plain worthless while a passive bonus will always be useful.
Growth specials are also easy to manipulate as you don't need to keep a growth specialist as main to take advantage of his growth. Buy one hero, get double grown in a unit - how cheesy is that?

(*) The combat AI needs to be improved.

Same with adventure map AI. It does not pick up resources, it does not attack easy enemies o level up faster, it comes to your territory unprepared, it would also rather attack a stronger hero than capture an empty town!!

(*) Spells should ALWAYS be more effective when cast by higher spellpower. For instance  might heroes can use dispel, cleansing and purge to effortlessly strip down powerful magic effects that require investment from a magic hero. Make the possibility to dispel mastery but also spellpower-based so that magic heroes can dispel enemy effects easier. A might hero with basic prime should not dispel EVERYTHING!

(*) Add one more tier 4 spell and maybe one more in tier 3. There are way too many tier 4 spells competing for that one slot! This is bad for balance and replayability, particularly if you want  to pick more than one magic schools.

(*) Let healing warmachines resurrect, even with limited resurrection effect and/or amount of resurrection actions. H5 did that well by allowing you to resurrect 3 times but with limited hp. H7 has the advantage of keeping the healing warmachines useful in lategame by keeping a support effect other than healing. Without rez, they are not much good. ESPECIALLY compared to the ballista!

This is all the more pressing now that there are two warmachine buildings and the warfare skill is clearly focused on the ballista!

(*) Default combat camera is WAY TOO ZOOMED OUT! We can barely see the units, let alone their beautiful details! Much better if it's close and personal, feeling part of the combat. To better illustrate my point, here is what can be considered a good example and what can be considered way too far. The second is good for eyecandy but less so for actual gameplay and immersion. Let people zoom out if they want but keep the default camera user-friendly. We should not have to zoom in everytime we enter combat.

(*) It would be nice to have an option to set the battlefield camera angle and zoom at fixed place so that we don't have to tweak it all the time.

(*) Spells like Agony and Poison Gas should have distinct effects, they are too similar.

(*) Poison spray and poison cloud should be renamed to acid spray and acid cloud respectively. That way they would be able to affect undead and constructs, preventing earth from becoming a useless school vs necropolis(undead being immune) and academy to a lesser extent(gargoyles, golems and titans being immune). It is seriously imbalanced to have a whole faction be immune to your native tier 4 spell..

(*) H2 had all these nice sound effects when visiting map locations, like orchestral strings and such. A return of that would be great.

(*) Map locations miss ambient sounds on the adventure map when passing by them, like monk chants near a monastery or the clashing of swords near a mercenary camp.

[*] Game colours are so dull and washed out.. The game feels like it has lost its magic for a lot of people. Maybe an option for more vibrant colours could be added?

[*] Some units could use a resizing like Golems, Rakshasas and Blackies(!!) looking bigger while Stags and Sisters smaller.

[*] Don't show how many stacks the enemy is split in or whether they plan to fight, flee or join. It removes a crucial surprise element from the game.

[*] Show amount of mana in the spell-book!!

[*] Recruitment screen is very poor. You cannot see the unit models nor is there an overview of their stats and abilities. You have to check them one by one instead of having them all in one screen like in the old games.

[*] Right clicking a unit should clearly show its minimum and maximum damage, both base and total. For instance 10 griffins with 3-5 dmg should show [3-5 (30-50)] and not 40 average damage. You have to right click every damn unit to have an idea of the damage range which is a terrible oversight!

[*] Chance-based abilities should not be tied to luck! That makes MANY of the game's FEW abilities exclusive to heroes with destiny. Units with chance-based abilities can't activate their abilities as neutrals either, which sucks. So please make it like H5, an x% chance to trigger that is increased or reduced by the relative stack strength of the attacker and the defender. Big stacks should have a bonus to their chance-based abilities when attacking weaker stacks and vice versa.

(*) It should be possible to see the starting skills of heroes in game creation.

(*) Loading times are awful and need to be improved, whether entering the game or loading a map.

(*) Spells should be possible to cancel with right click!

(*) We need a random faction option!

(*) The hero presentation in hero creation is good. A couple of suggestions: 1) Make the skill outline stand out more so that you can tell at a glance which skills you can develop to master and which to expert. 2) Show the hero's starting skills/abilities!

(*) I understand that there isn't an equal number of heroes per class?! The game could really use at least two for each of the 6 classes of your faction.

(*) Hero movement really is too little, you cannot get enough action as it is. Explorer movement bonus is also pretty poor.

(*) Heroes have a lot of starting destiny or morale! I would advise against having more than 5 in each, your value can go too high with master luck/leadership plus artifacts and/or adventure map boosters.

(*) I disapprove of the way ultimates work atm. Every class has access to 3 arbitrarily chosen skills with ultimate and half of their skills can only be leveled to expert. They have not even been divided imaginatively, with just about all dungeon magic heroes having GM dark. The skill system is guiding people's choices rather than let them make their own! What would work a lot better: 1) Give every hero master to ALL skills so as to give him more choices. Screw mastery restrictions. 2) Give GM to half of their skills! Let them have GM in all the skills that currently can be developed to master and allow the skills that can be developed to expert to reach master. The skill pizza is one of the worst decisions made for H7 but this suggestion could make it a little more interesting. Give people options, not artificial restrictions!

(*) Air skills adding air damage have a ridiculously wide range. It is not balanced, it is not fun, it doesn't even serve a good purpose other than making air seem hella random.

(*) Archery skill and storm arrows giving full range to shooters is RIDICULOUSLY powerful. Suggestion, reduce the range penalty instead.

(*) Golden tongued from diplomacy is broken. Allowing potentially massive stacks to join you for zero gold is plain imbalanced.

(*) I really don't like the way warfare abilities are set up. Artillery should be tier 1 because what's the point if you cannot control warmachines from the start? Also the jump from 1 ballista shot to 3 ballista shots in the tier 3 ability is plain wtf! You TRIPLE your ballista power with ONE ability! So can we get an ability that gives you two shots in tier 2, move artillery to tier 1 and completely ditch the (pointless?) ability that increases warmachine hp?

(*) That tier 3 warcry ability that involves the ballista is too damn situational. First off, tier 3 abilities should always be worth getting. Secondly, not all heroes with access to it have warmachine skill, am I wrong? Third, even if they do this skill demands that you pick both to make it worthwhile. Please change it into something more useful.

(*) Economy giving +250 gold/day per level is just low. Maybe +350?

(*) Mentor was fine at 25%, 15% is too low.

(*) Flanking is pretty terrible. It does not improve tactics, it does not really affect gameplay and it also favours the attacker in close distances. Attacking first is already a serious advantage, now you can also get a bonus by attacking from the sides or from behind. Fantastic. So I have one last suggestion on this part: Let the defender turn to face the attacker for the first time he gets attacked in this turn! That way you can set up flanking by making the defender turn to face the first attacker while the second comes to attack from a flanking position. Atm you flank by yourself that is honestly a silly thing to witness.

(*) Why exactly do we need two warmachine buildings? Warmachines is focused on the ballista and that is what everyone will pick. And between unit dwellings, town hall, tavern etc there is no room for first aid tent building in week 1. Honestly, there isn't even room for it in week 2 because everything else is so much more important! Can we merge the warmachine buildings please?

(#) Town levels are one of the worst implemented features I have seen in the series. You should really reduce those pointless level requirements because they not only offer something but they get in the way of creativity and fun. For instance.. all warmachines should be available from the beginning, in dungeon ballista requires lvl 6!!! The strong tier 1 unit should be available earlier, maybe lvl 3? No sense in waiting till lvl 6. The weaker elites should be possible to build in lvl 6 if you are really good or really lucky. The strong elite should be possible to build earlier. City hall should be possible to build earlier. The player should make his own decisions, not have design desions forced upon him! So either loosen up the requirements a lot or just scrap town levels altogether because they are restrictive for gameplay as they are.

(#) Some building requirements are just pointless. Medusa requires mage guild 2. Strider requires marketplace -> black market -> cthonian deposit. Sylvan champions require mage guild 4. What the hell? These are just some examples, please tone down inflexible requirements that get in the way of building your town. A might hero has no reason to build more than mage guild 1. Nobody has a reason to build 3 other buildings for striders, which is not even the player's choice!

(#) Trackers actually reduce 100% of enemy defense, what the hell! They are epic champion killers and they shoot everything down effortlessly if you accumulate some. Even 30% armour reduction would be fine, it was more than enough for the H5 arcane archers.

(#) Bad luck gives 25% of minimum damage while good luck +50% of maximum damage?? That's.. pretty extreme.

(#) Rare resources look similar to each other and don't have any striking colours or qualities about them to make them stand out. This is a common complaint. If you can't change much about them at least make the colours more distinct and vibrant? And if H8 sees the light of day please scrap them altogether, they are totally forgettable. The old resources were clearly identifiable and had easy names to remember, not that-red-thing or that-blue-thing. All that wordplay with shadow, steel and dragon is just pretentious.



____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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icefield
icefield


Adventuring Hero
posted June 14, 2015 02:13 PM

Some additions to the wishlist:

(Disclaimer: this is not based on beta experience but on my own expectations for a new Heroes and on comments on this forum.)

(*) The overall pace of the game, in particular combat, should not be on the slow side.  H3, after so many years, still feels about right, H6 slow, while H5 slightly too fast and erratic.  If necessary, adjust Damage/HP ratio for all units.

(*) Economy should always be tight, so everybody is forced to creep and gather.  If a town's income turns out more than sufficient to buy out all of its buildings and creatures, something's wrong.

(*) The game should not reward for playing defensively - governor abilities appear defense-oriented, give them an offensive touch.  For cautious new players, there is always an Easy mode.

Adjustments like this were made even for H3 (patches and expansions), so it should perfectly possible for H7.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted June 14, 2015 02:29 PM
Edited by Elvin at 18:34, 14 Jun 2015.

*Let [de]heal and regeneration give some other effects (like dispelling or boosting stats for one turn) if they don't revive troops. Or let them revive troops, but after combat, they perish (like Raise Dead from H5 targeting non-undead units).
Heal is planned to resurrect

*Give creatures some additional abilities. Vampire or ghost's Vigilance, ability that does not allow unit to be flanked, should be given like 10% (or more) magic resistance or something.
*Fix most bugs before the game is released. It is stupid enough companies nowadays release (unfinished) games and release patches later.
*Give different animations for some creatures or heroes. They resemble too much to H6. Not saying to entierly redesign it, just have different animations. For example, sentinel, instead of flipping that spear after attack, can just thrust in.
*If spells have same effect (like Agony and Poison Gas), at least do something else to make them different. Having hero learn Master of <magic> to gain more effects is not a good way to fix that.
*Don't allow the H6 campaigns to repeat again. Haven, Inferno and Necropolis felt too boring. At least Stronghold and Sanctuary were above them (in storyline).
*Have morale and luck limited to 10 (or expand it to, say, 20), not 100. Who would want to have 8 artifacts and two skills to maximize morale and luck to 100, anyway?
*Lower HP of Core creatures and increase damage of Champion units. Else battles will still be too long and too boring.

By the way, are we speaking about beta only, or does this apply to things that we know outside it?

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properkheldar
properkheldar


Famous Hero
Keeper of books
posted June 14, 2015 02:41 PM
Edited by properkheldar at 14:44, 14 Jun 2015.

"At the current time it is not possible to have access to the information regarding selected Faction or Hero in the game creation lobby. This will be of course fixed in final release of the game." (Heroes VII Closed Beta Known Issues)

Sentinels arenīt that much fun I agree. But I wouldnīt want Haven to return to the resurecting turtle faction of H6 either. And in regards to resurrecting war machines I wouldnt want to see the game turning into "loss management", again like in H6. I think fighting battles should have consequenses. Id rather see tents giving buffs then resurecting.  

I agree about freedom to choose skills, as long as abilities still require at least one from the lower tier to reach "ultimate" ability. The way it works now doesnt really work with random skills either. Sometimes you only get to choose between abilities.

And even if they wont change the skill system I do think they could keep the wheel as it is, make only two basic classes per faction (one might one magic) with different stat growths. Make all heroes start with one lvl of the faction skill but let all classes learn all skills (limited to five in total). Then after a certain amount of choiches (random ofc), the class evolves to a advanced one (from the other four presented per facion), depending on your choices. And change stat growth after that. Would be a bit like H4.

Additions (although I dont know how viable any of theese actually are):

[*]Heroes, artifacts, spells, map locations etc. needs flavour texts to create more immersion. Though this was perhaps only excluded from the beta.

[*]H2 had all these nice sound effects when visiting map locations, like orchestral strings and such. They should have those. Also, they should use the reworked H2 grass theme and reworked H3 inferno/sylvan themes from H6, while on the adventure map in H7.

[*]Map locations should make sounds on the adventure map shile passing by, like in H4. If it can be done in a way that doesnt make it to intrusive.

[*]Choosing between money and exp should show some sort of graphics, not only text.  

[*]The overallt colouring has to be tweaked up, and map locations should be made a bit bigger.

[*]Golems and Rakshasas should be bigger. Sisters smaller, perhaps add several sisters instead, to fill the square, around an altar or someting.

[*]Make woods more varied in type and coloruring.

[*]Make the grid in battle optional and add movement shadow like in H3 as an alternative. To much text in battles, make it optional to only certain things in the battle log. Creates more immersion.  

[*]Better and mightier spell effects.
____________
"Man spends his life in reasoning on the past, in complaining of the present, in fearing future."
- Antoine Rivarol

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TD
TD


Promising
Famous Hero
posted June 14, 2015 03:43 PM
Edited by TD at 18:45, 14 Jun 2015.

Resources:
Resource piles should give 1-3 resources if they are free. For heavily guarded piles 4-6 would be fine IMO to keep them rewarding(combined with buildings prices which should be increased).

Archers:
I'm actually ok with the damage range 1-4 though the game should have spell to aid with this as before. For upgrade I'd give them range of 2-5.

Cabirs:
Lower the damage, currently they hit on average about same as archers. Cabirs damage should IMO be 1-2 and masters 2-3 both half range since they have repair function on top of that.

Hero recruitment:
Double the price for each new hero after the first one(3k->6k->12k-24k...). It should hit the players economy if he chooses to buy troops this way and makes player evaluate if it's worth the money. Also add more variety to troops recruited with the hero. Currently I only saw core units with heroes. Give justicar captain for example couple justicars while keeping the army strength roughly the same. This would help prevent creation of sort of early "mega"-stacks compared to everything else.
Also when a hero is chosen/recruited it should be unavailable for others, this applies to game set-up screen also. I had in one game triplets and twins

Skills:
As you said, no ability requirement for advancing skill as before(this is why random system IMO doesn't work at all currently). For the abilities limit their number to be equal of skill level(novice 1, expert 2, master 3), GM is just an extra ability not skill-level IMO. Also to get higher level abilities give player freedom to put the points to any level(to get GM for example you could take 2x novice and 1 expert for example instead of the current novice->expert->master requirement).

Hero movement:
Increase from 20->25, lower pick-up cost from 3->2. Currently it sometimes, often actually feels like you are barely moving. I always recruit 2nd hero just to pick things up left by main hero. For logistics increase the bonus movement per skill-level from 1->2

Adventure map:
Change neutral banner so it's clearly different from rest. When I played as blue I didn't even notice I hadn't taken a mine. Even now I gotta totally zoom in to see if the banner is blue or grey. Heck you can go pitch black with skulls and bones for all I care as long as I can clearly tell it's neutral.

Colors:
Add more contrast to the game. The colors are so grey and bland it's not always easy to make out things.

Neutral/enemy stacks:
1. Don't show their numbers so clearly. The old system with few, dozens, legions, etc. created much better immersion IMO. To get exact numbers visible it should be with something like scouting skill or some artifacts(this applies when you are entering the battle also as in choosing battle, quick-battle or cancel).
2. Don't show how many stacks the enemy is split in. it's another random element I miss and it makes battles so much easier and more predictable that it gets very boring.
3. Don't show if enemy will join you before hand, lacks the nice surprise you get when you go to the stack. Also don't allow stacks to join just any hero if they are willing to join... That lead to me running with my empty 2nd hero to just get reinforcements.
4. Create mixed neutral armies. I recall this was promised, but in beta the enemy is always just unit x, every stack is same unit and even same form(basic or upgrade).

Battles:
Show mana in spell-book at least. I have no idea how I can check my mana in battle. I just currently count it by the spells and it's very annoying.

Core units in general:
lower hp by at least 2-4hp. Currently they feel pretty much like in h6 in comparison to champions.

Elemental conflux:
Give it random element weekly. The current pricing is good, but current recruiment-system makes them feel much less special and lacks the excitement of past when you checked the building. Also for air elemental "no retaliation" should be there.

Governor
1) Allow hero to be governor even if it has no governor abilities. I hated running out to get exp for ability and then back just to set the hero as governor
2) Give governor 250 exp for each town-hall level(so 1000 exp/day at capital) when the governor stays at town with full movement. It feels idiotic to run around after main hero collecting chests to level up the governor.
3) Lower the governors AoE combat-bonuses, they are currently same as having expert level in whatever. They should be roughly half of what they are in currently general.
4) Specialization governor bonuses MUST NOT be shared via the GM to all towns. The newly revealed cyclops hero would be very OP governor in map with several stronghold towns compared to others getting elites and cores.

PS Elvin(or anybody really) I gotta ask how are warmachines viable in long game? I played with them once boosting them to essentially max on academy(racial included) and they seemed to lose their significance already at the end of month 1 for me.  I was just looking at skills and knew I should've spent them elsewhere at that point. I mean sure the warmachines had the massive 5k Health, but in terms of damage it was about same as 6 champions... Magic hero can do more damage early on. troop boosts will do more later on. Only situations in my eyes where they would be viable are short game where you can't get resources for MG or give it to secondary hero who doesn't have that much army. Third would be if you could build up war-machines on 2nd hero and give them as is(maxed) to main hero so it would be just something extra. I just can't see myself ever again spending points of warmachines at h7 or have I missed something...?

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xerox
xerox


Promising
Undefeatable Hero
posted June 14, 2015 03:46 PM

My main complaint is indeed the default camera being way to zoomed out.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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The_Green_drag
The_Green_drag


Supreme Hero
posted June 14, 2015 05:48 PM
Edited by The_Green_drag at 18:02, 14 Jun 2015.

Creature variety just needs to be improved. Too many similarities of the same roles like wolves and golems being the best cores, both melee walkers. Rakasha and cavaliers being the best elites, both melee walkers. This is bound to be repeated with the other factions.

Fire elementals are just upgraded mages with different stats. Why in the snow would they have nova.....and piercing shot...give them a burning attack or something fire related other than their attack element.

Creature upgrades are also really irritating. Hardly any of them get a proper stat upgrade, and some don't get any at all! I could not believe it when I first got Titans, literally nothing but a ranged attack. Why are all the champion units practically the same in regards to stats? Titans used to be monstrous and now they can't even stand to an archangel.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted June 14, 2015 07:21 PM

Oh yeah, present actual creature models when recruiting creatures. It was done before (the peak was H5, seeing it so zoomed in, with details).

Not surprising, even that was scrapped out in H6. Feels lazy from devs, seeing just icons being pressed and moving them around.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 14, 2015 07:28 PM

*show faces of the haven creatures

*replace the skull and fur bikini of the centaur
____________
It is with a heavy heart that I must announce that the cis are at it again.

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feidrota
feidrota

Tavern Dweller
posted June 14, 2015 07:42 PM
Edited by Elvin at 20:12, 14 Jun 2015.

I agree on almost all of them, but I realy, realy do like the colors ingame and prefer them like the way they are. Maybe an adjustable brightness/contrast/saturation option should make all happy, don't you think?
*Give creatures some additional abilities. Avoid repeating abilities.
*Flanking is OP and should be a rare ability.
*Size of units on battlescreen should be increased.
*Add an ingame option to fix camera angle and zoom on battlefield cause players who like the diagonal view angle will not need to adjust it every time.
*Game feels slow and heavy like heroes 5 and 6. Heroes can barely do anything.
*Give a combat option of performable action choice for creatures like in H4
*Make the game mod-friendly.
Planned

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted June 14, 2015 08:03 PM

kiryu133 said:

*replace the skull and fur bikini of the centaur


Yea, that should make the game less fappy. Good thought.

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted June 14, 2015 08:20 PM

kiryu133 said:
*replace the skull and fur bikini of the centaur
I agree wholeheartedly.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 14, 2015 08:27 PM

Edited some points, added more. Keep them coming

TD said:
PS Elvin(or anybody really) I gotta ask how are warmachines viable in long game? I played with them once boosting them to essentially max on academy(racial included) and they seemed to lose their significance already at the end of month 1 for me.  I was just looking at skills and knew I should've spent them elsewhere at that point. I mean sure the warmachines had the massive 5k Health, but in terms of damage it was about same as 6 champions... Magic hero can do more damage early on. troop boosts will do more later on. Only situations in my eyes where they would be viable are short game where you can't get resources for MG or give it to secondary hero who doesn't have that much army. Third would be if you could build up war-machines on 2nd hero and give them as is(maxed) to main hero so it would be just something extra. I just can't see myself ever again spending points of warmachines at h7 or have I missed something...?

Not easy to tell because the tooltip shows more damage than intended while you don't actually get 3 shots with the tier 3 perk. As far as I know the offensive warmachine will not be boosted by hero attack and it is meant to kill about 1-2 champions at master level. Probably not very good for lategame but should be pretty handy early to midgame. We'll see how that goes.

It would be nice if the blacksmith had some kind of expensive upgrade so that warmachines can remain relevant in lategame.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted June 14, 2015 08:43 PM

Elvin said:

It would be nice if the blacksmith had some kind of expensive upgrade so that warmachines can remain relevant in lategame.


What, like ballista to Mega ballista? Upgrading war machines like units?

May sound nice...

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rohirrimelf
rohirrimelf


Hired Hero
posted June 14, 2015 08:48 PM
Edited by rohirrimelf at 17:24, 15 Jun 2015.

.
____________

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted June 14, 2015 08:58 PM

Game is not even out and already the players feel the need to change so much. Sigh...
____________

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted June 14, 2015 08:58 PM
Edited by Pawek_13 at 21:23, 14 Jun 2015.

I have two points: one regarding graphics and one about interface, as I have not played the beta.

[*] Remove the map from all the interfaces (hero's and town interface) except the adventure map.

[*] Around all the in-game assets coming from official arts, like hero portraits or drawings of heroes' classes there exists a white contour. It makes the arts, that are generally quite nice, look terribly unproffesional.

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icefield
icefield


Adventuring Hero
posted June 14, 2015 09:28 PM

Storm-Giant said:
Game is not even out and already the players feel the need to change so much. Sigh...


Isn't that the idea of a beta, finding bugs and gather players' opinions?  They get what they're asking for.

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properkheldar
properkheldar


Famous Hero
Keeper of books
posted June 14, 2015 09:34 PM

The "main" skills should also have icons/pictures that "evolve" with mastery lvl. Like in H3 and H5. Always loved that armour icon getting golden in H3
____________
"Man spends his life in reasoning on the past, in complaining of the present, in fearing future."
- Antoine Rivarol

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Stevie
Stevie


Responsible
Undefeatable Hero
posted June 14, 2015 09:38 PM
Edited by Stevie at 21:39, 14 Jun 2015.

icefield said:
Isn't that the idea of a beta, finding bugs and gather players' opinions?  They get what they're asking for.


Except this is not truly a Beta, not by content or intention.
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Guide to a Great Heroes Game
The Young Traveler

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