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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 · «PREV
Stevie
Stevie


Responsible
Undefeatable Hero
posted July 23, 2015 11:08 PM
Edited by Stevie at 23:14, 23 Jul 2015.

My top 3 would be this:

1. Reworked and balanced Skillpizza. By that I don't mean a full rework, because that's impossible, but just slight alterations and improvements. For example some abilities don't justify their place on the pizza, being either underwhelming or too powerful for their investment; some are outright useless like the Prime grandmaster ability, or OP like most of the governor abilities.

2. Improved magic system, spell distribution in the magic guild, balanced spells. In the Beta I had games where I would receive 3-4 adventure spells at level 1, which basically means you're pretty much screwed if you counted on early spellcasting. For distribution, 6-5-4-3 spells would be my choice, 7-6-5-4 for Academy. Get those healing spells straight and also fix dispel mechanics.

3. Interesting and tactical specializations. Not the lazy growth bonus specializations we've seen so far. There is so much more to be explored here and they just settle for these boring and lame specializations? Come on. Heroes 5 did a lot better and I'm certainly not expecting a downgrade after that.

If the devs address these then the game will become a lot more bearable. Some other important issues:

- terrible UI, feels intrusive and lacks information. Is it that hard to not make it stamped over the adventure map, but complementary like in the old Heroes? Also cut it out with the circular icons.
- town development needs a clear direction, not what we saw especially with Academy. Prices are also too cheap.
- creatures need to be more visible and bigger, Rakshasas for example.
- fix zoom and camera angles.
- some creature abilities need rethinking, I'm not happy that so many of them end up having the same ability (pierce shot to marksmen, mages and now even druids?). What happened to uniqueness?
- movement. So I can walk 5 tiles around a resource, but I can't pick it? That's not the way you make Snatch important, that's the way you make it a no-brainer.
- flanking is a very crude mechanic than what it could potentially be.
- improved those washed out colors and terrible textures.
- AI needs more IQ.
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Guide to a Great Heroes Game
The Young Traveler

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 23, 2015 11:14 PM

Well, if these three points are getting worked out, we might get something decent.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 23, 2015 11:22 PM
Edited by Elvin at 23:24, 23 Jul 2015.

Speaking of which here is the updated list:

(*) With the current specials, there are few actually playable heroes with the rest being filler material which is bad for replayability.
Growth specials are bad for balance because atm they give double(!) growth in one town maps while they are far less important in maps with numerous towns. By comparison, passive bonuses are always useful, regardless of the amount of towns present on the map.
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?

(*) Dwelling requirements are over the top. For instance, golems require BOTH warmachine buildings that you may not even need. Mages require mage guild 3. Djinns require town portal that is not even useful in earlygame! It should be possible to build all cores and one elite by end of week 1 but the current prerequisites are an obstacle to that.

(*) Town level requirements are more of a hindrance than a good thing the way they are implemented.  Golems are good but not to the point that you'd have to wait until until level 6. Similarly, we should be able to decide whether to build mages or djinns by end of week 1 but the system won't allow that. Being unable to build rakshasas week 1 makes sense but why not djinns? Why should we wait for lvl 6 to build city hall or till lvl 12 for rakshasas?
We need options and the current level requirements are steep, pointlessly restrictive and do not add to the gameplay. They give you fewer building options so they should be either lowered or scrapped altogether.

(*) A number of building costs are too cheap. At the same time resource piles give +6 resources instead of 1-2 or 2-3 at most! It should not be so easy to gather resources, it downplays the role of mines.

(*) You can creep too easily by buying 1-2 heroes from the tavern on day 1. Buying a tavern hero is the same as building two core dwellings! I suggest keeping the current starting army composition for your main hero, reduce the starting army of the first tavern hero you buy and reduce the second tavern hero army to 1 core unit only like in the old games.

(*) It should not be obligatory to pick one tier 1 ability to advance to a second mastery of the skill. We may only want to get max mastery in a skill but none of its abilities, why should we be forced to pick otherwise? In warmachines, I'll always want to pick triple shot from tier 3 but I won't always want any of the tier 2 abilities.

(*) Hero movement can be too limited at times.

(*) Some creature abilities need a cooldown, spamming powerful abilities like nova or repair every turn is too much.

(*) The AI has very bad priorities. It should ALWAYS opt to block a shooter when it has more than one targets. It should ALWAYS move closer to the target than to the right or left of its starting position. There are more issues but these two are very basic.

(*) 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. If that proves too much trouble, perhaps allow them to revive a small percentage of the fallen units after battle?

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

(*) 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..

(*) 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.

(*) 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!

(*) Showing the creature models with their movement, attacking, defending animations in the recruitment screen would be nice.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 23, 2015 11:27 PM

Just commenting on Stevie's spell distribution: it could easily be tweaked simply by enforcing a maximum amount of adventure map spells at any tier.

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Syth
Syth


Hired Hero
posted September 04, 2015 04:17 PM
Edited by Syth at 16:19, 04 Sep 2015.

Stevie said:
My top 3 would be this:

1. Reworked and balanced Skillpizza. By that I don't mean a full rework, because that's impossible, but just slight alterations and improvements. For example some abilities don't justify their place on the pizza, being either underwhelming or too powerful for their investment; some are outright useless like the Prime grandmaster ability, or OP like most of the governor abilities.

2. Improved magic system, spell distribution in the magic guild, balanced spells. In the Beta I had games where I would receive 3-4 adventure spells at level 1, which basically means you're pretty much screwed if you counted on early spellcasting. For distribution, 6-5-4-3 spells would be my choice, 7-6-5-4 for Academy. Get those healing spells straight and also fix dispel mechanics.

3. Interesting and tactical specializations. Not the lazy growth bonus specializations we've seen so far. There is so much more to be explored here and they just settle for these boring and lame specializations? Come on. Heroes 5 did a lot better and I'm certainly not expecting a downgrade after that.

If the devs address these then the game will become a lot more bearable. Some other important issues:

- terrible UI, feels intrusive and lacks information. Is it that hard to not make it stamped over the adventure map, but complementary like in the old Heroes? Also cut it out with the circular icons.
- town development needs a clear direction, not what we saw especially with Academy. Prices are also too cheap.
- creatures need to be more visible and bigger, Rakshasas for example.
- fix zoom and camera angles.
- some creature abilities need rethinking, I'm not happy that so many of them end up having the same ability (pierce shot to marksmen, mages and now even druids?). What happened to uniqueness?
- movement. So I can walk 5 tiles around a resource, but I can't pick it? That's not the way you make Snatch important, that's the way you make it a no-brainer.
- flanking is a very crude mechanic than what it could potentially be.
- improved those washed out colors and terrible textures.
- AI needs more IQ.


That generally sums it up for me too.I wouldn't want to rely on map building constraints for balance of the game.Skill pizza is the most important I guess.

I mean you are doing Beta and then wooosh in three weeks after you(developers) are publishing it? Thats hell a lot of confidence in the game balance you got there if you ask me...

Strategy games should have longer periods of balancing and re-balancing.I hope it gets delayed a bit and developers have some time to balance.
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feidrota
feidrota

Tavern Dweller
posted September 06, 2015 01:00 PM

Make the game mechanics moddable. If the gameplay fails to impress this may be the only hope.

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jhb
jhb


Famous Hero
posted September 17, 2015 09:37 AM

got a question for elvin and others: was regeneration supposed to have any side effect? Iirc, heal could resurrect, regeneration couldn't.

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Stevie
Stevie


Responsible
Undefeatable Hero
posted September 17, 2015 09:56 AM

No side effects.
____________
Guide to a Great Heroes Game
The Young Traveler

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jhb
jhb


Famous Hero
posted September 17, 2015 10:05 AM

hm, ok. Thanks, stevie.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 17, 2015 11:22 AM

Compiling the list is work in progress, as usual let me know if I've missed or if you disagree with something. Planning to separate the list into categories(creature, abilities, visuals, gameplay etc) for easier overview. Some of those will likely change on the release but better safe than sorry
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted September 17, 2015 01:04 PM
Edited by Pawek_13 at 18:34, 17 Sep 2015.

I've written this post on the Ubisoft forum, I think it's relevant to repost it here.

I have heard somewhere that roads give you a 50% boost to movement speed and unfavourable terrains (all, regardless of their type) give your hero a 40% penalty to movement speed. This should be changed in two aspects. Firstly, bonus for roads and penalties for other grounds should be decreased. Secondly, unfavourable terrains should have different movement penalties between each other. Here is a list from Heroes V, I believe values in that game were quite good (source, in Polish http://h5.heroes.net.pl/lokacje/1-teren/1.html.)

Road - increases speed of movement by 33%.
Lava - decreases speed of movement by 20%.
Sand - decreases speed of movement by 33%.
Underground - decreases speed of movement by 20%.
Snow - decreases speed of movement by 33%.
Grass - no movement modifier.
Water - no movement modifier.
Dirt (Necromancers' land) - decreases speed of movent by 20%.

PS. Oh, an one moore thing. Do something with Rakshasa's sizes. Peoplekeep complaining about dragons and no-on seems to remember about the Rakshasas... Even Golems are higher than them!

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 17, 2015 01:20 PM

Swamp - decreases movement by like 75%

because swamps are awesome
____________
It is with a heavy heart that I must announce that the cis are at it again.

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jadw8888
jadw8888


Hired Hero
Avenger Ultimate
posted September 17, 2015 02:01 PM

Haven't really followed what Beta 2 changed about the game, but here are some things I hope for:

- Make logistics (Explorer) available to all factions and all heroes. Giving some heroes a movement advantage that others have no access to means they lose on larger maps because the faster heroes run around them, take their base, etc.
- Like Elvin said, make the skillpizza more flexible so we can make unusual hero builds.
- More special abilities for units and better hero specials. In H5, I generally ignore "shooter specialists" and go for ones that have more interesting abilities like "Avenger specialist" or "Banshee howl specialist" or "Windspeaker / improved sorcery per hero level".

That's all, for now...

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted September 17, 2015 05:59 PM

kiryu133 said:
Swamp - decreases movement by like 75%

because swamps are awesome




Even if i don t care, i agree about the -40% and +50%, this is damn too high.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 17, 2015 06:25 PM

There's a reason Sun-tzu warns specifically about moving into swamps. It's simply a bad idea since it slows you down too damn much

____________
It is with a heavy heart that I must announce that the cis are at it again.

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