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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes VII bugs and balancing issues - version 1.2
Thread: Heroes VII bugs and balancing issues - version 1.2 This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Stevie
Stevie


Responsible
Undefeatable Hero
posted October 01, 2015 01:12 AM
Edited by Stevie at 01:14, 01 Oct 2015.

fred79 said:
Pawek_13 said:
I think that a new thread should be created for what we considerto be "missing features", like right-click rotation, limited number of abilities per skill in random skill system, etc. This thread should focus on bugs and balance, no more.


and i think creating a million threads for a game that sucks is just cluttering up an otherwise worthwhile forum. i mean, WHY even bother with creating threads dedicated to a game that blows chunks? that's obviously what i'm getting out of everyone's feedback on the latest abortion that ubisoft made; i'm sure that's pretty damn near the mark.

to everyone yapping and yapping about this clustersnow of a set of games made by a company that doesn't stay true to the original winning formula:  ever hear the saying, "bad publicity is still publicity"?

you guys, no matter how much you complain about what isn't going to change because THEY DO NOT CARE ABOUT YOUR OPINION, are just playing into UBISOFT's hands.

*ubisoft rubs their handsclaws together, grinning evilly*


TotE.

Also, the Heroes 7 - Falcon of the Last Flight board is meant for Heroes 7 discussions. Your complaints on us discussing the topic are entirely unreasonable and presumptuous.

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Kayna
Kayna


Supreme Hero
posted October 01, 2015 02:24 AM

fred79 said:


and i think creating a million threads for a game that sucks is just cluttering up an otherwise worthwhile forum. i mean, WHY even bother with creating threads dedicated to a game that blows chunks?


But the realization that Heroes 7 sucks would mean the death of this forum. Hosters would stop donating. Threads would wither with little bits flying off in the vacuum of intraweb space. We must love all Heroes games for our own survival!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 01, 2015 02:32 AM

Stevie said:
TotE.

Also, the Heroes 7 - Falcon of the Last Flight board is meant for Heroes 7 discussions. Your complaints on us discussing the topic are entirely unreasonable and presumptuous.


meh, i guess that's true enough. but i'm seeing a LOT of complaints, which is why i don't see the point of it all. with a handful of exceptions, that's all i tend to see when people "discuss" ubisoft heroes games. and i see who profits from that, certainly. it isn't you guys, for sure. but i'll leave you to it, as i'm just talking into the wind again.

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 01, 2015 11:48 AM
Edited by Stevie at 19:00, 01 Oct 2015.

(*) Sometimes income values are incorrect after loading, but they revert back to normal after ending the turn.
(*) Low morale icon is indistinguishable when it triggers on a creature and the sound effect repeated up to 3 times.
(*) Level up text goes underneath the frame, so you can't read all of it.
(*) When I tried giving another hero an artifact I noticed that it was missing. Discovered it underneath another artifact's icon after moving them around.
(*) The upper row of tiles is half hidden underneath the terrain on sand combat maps.
(*) Self Explanatory Kappa //

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MadDemiurg
MadDemiurg

Tavern Dweller
posted October 01, 2015 03:06 PM
Edited by MadDemiurg at 15:27, 01 Oct 2015.

Balancing issues based on trying different duel presets (experience on actual maps may and probably will vary):

-Stronghold units have way too much initiative. With +5 initiative racial perk on top most of the units would move before anyone in the enemy army even gets a chance to act. This wouldn't be an issue if they also did not have enough speed to reach the enemy on the first turn and did not have up to 3 shooters. Right now only the orcs are not able to attack the enemy right on the first turn.
-Needless to say, 50% magic resist Stronghold gets is also overpowered and needs to be halved at the very least.
-Based on the armies that can actually beat the might Stronghold hero (Elf mage, Necro mage) you can clearly see some other imbalances: for instance Dirael, while being a below average mage stat wise, is able to enchant more or less her whole army with something like +35 defence. On high spellpower mages with metamagic buffs can reach ridiculous values like over +100, too bad none of them has the perks to cast them in aoe (in general preset builds suck and the lack of custom heroes is annoying). TL;DR buffs scale too well with spellpower and make magic hero stronger than a might hero in direct combat. (Dirael kicks Shani's ass without a lot of difficulty, using only stoneskin pretty much, as her other spells are quite mediocre damage spells that are useless against Stronghold's resist).
-Dungeon is very weak in duels because it's very slow. They would be able to compensate it with +ini building and artifacts (as they have artifact merchant) on the maps probably, but without these right now the combination of low hp and mediocre speed/ini makes them doomed in pretty much any encounter. Especially true for offensive heroes (defensive ones might actually survive to do smth in return, both existing presets have pretty much zero defence though). You would also expect an elite assasin army to be at least a little bit less sloppy.
-Speaking of artifact merchant, stronger artifacts are ridiculously cheap making Dungeon quite OP in regular gameplay if you pick up chests for gold and equip yourself with stuff like +8 to some stat for several thousands of gold.
-Metamagic's ultimate is garbage compared to most other ultis. 10% bonus magic damage at max metamagic? Way too weak for a grandmaster perk, smth like 25% would be more appropriate. OTOH, 2*metamagic bonus spellpower perk is super strong, even though it comes earlier. That's 6-8 extra spellpower a turn, up to +20 when maxed. If the mage manages to survive the first few turns the fireworks get pretty spectacular.

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Steyn
Steyn


Supreme Hero
posted October 01, 2015 04:02 PM

(*) Centaurs retaliate twice
(*) Centaur Marauder in heropedia has twice the maneuver ability
(*) Stike-and-return often gives no retaliation (for both harpies and air elementals)
(*) Upon finishing a campaign map: if you return to the main menu instead of continuing, the next time you continue that campaign you start at the last autosave

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draco
draco


Promising
Famous Hero
posted October 01, 2015 05:14 PM
Edited by draco at 17:19, 01 Oct 2015.

Steyn said:
(*) Upon finishing a campaign map: if you return to the main menu instead of continuing, the next time you continue that campaign you start at the last autosave


(-) When I load a campaign in this situation, I could not complete the map, when I clicked end turn the days would just end repeatedly. I was forced to load a earlier autosave (which luckily was not overwritten)

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Steyn
Steyn


Supreme Hero
posted October 01, 2015 05:24 PM

Then I was lucky. I just had to repeat the final battle and the map was finished again.

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 01, 2015 05:45 PM
Edited by Stevie at 18:35, 01 Oct 2015.

(*) The up and down camera before and after combat becomes really annoying and a hinder for fast gameplay, please make it an option or something.
(*) I've seen the turn bar to malfunction in some combats, portraits and turn numbers starting to fly in every direction and settle disorderly with big gaps between them.
(*) My vampires are somehow lifestealing elementals, that's not how it should work.
(*) Creature formations don't save from one battle to the next.
(*) I can confirm Steyn's bugs above, encountered them myself.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 01, 2015 08:31 PM
Edited by Pawek_13 at 22:12, 05 Oct 2015.

Okay, time to write down all the issues I had yesterday.

- Some units' mve i a clunky way. It looks like half of their movement animation frames is missing.

- There were a few times when waiting music is still playing during player's turn.

- Information about gaining new level is hidden ehind gained XP.

- Heropedia's logo in the Hero window is very blurry (1080p resolution.)

- Heroes, caravans and units on battlefield cannot properly turn. Even though they enter a bend, they don't change direction in which they move and keep on going straight.

- There some issues with initiative bar. Some light effects are moved to the left in comparison with the icon they are supposed to illuminate, some icons don't have background and sometimes icons of dead creatures aren't removed.

- There are times when music doesn't play during sieges.

- When players' unit attacks, its movement appears on the battlefield.

- At times, town theme isn't played when you visit your town.

- You can use spells from scrolls even after you used the actual scrolls.

- Each time you add new units, even to the old stacks, their position in Tactics' phase changes.

- When you attack/kill enemy's units, their range of movement is visible on the battlefield.

- AI units make a strange move sideways when they can't move closer to the players' units.

- AI units go straight into the moat during sieges. Oh, and it seems that moats don't do anything (although I didn't write that down, but you should still check that out.) Moats work fine.

- While attacking with Cavaliers/Cuirassiers, bonus they get from Charge is not included into information about the damage they do (the damage is still dealt, players aren't simply informed about it.)

- AI units change position even in situation when their position allows for full flanking.

- When Tomas was transitioned between first and second campaign mission his mana did not regenerate.

- When the stone of Englightment is visited, paragon bonus is not included into xp gain.

- Hero's Might doesn't affect Attacking warfare Unit's attack.

Now time for two balancing issues:

- I think that Hero's attack may be too strong Killing 33 Gnolls by 17-level ero may be a bit too much. Maybe return to Heroes V approach, when Hero on particular levels always killed the same number of units would be better? I don't know. Their attack should definitely be nerfed though.

- Silverback's Feral Charge should be limited to his area of movement only! Otherwise it's way too strong and turns into a quick and too easy way to block shooters.

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0xffffffff
0xffffffff

Tavern Dweller
posted October 01, 2015 11:07 PM

Infinite(*) movement points:
Tomas campaign, map#4:
Every time Ella captures a mine (some interactibles work too), she regains ~50% movement points. Here's what the game log says:
You captured Bloodforge
Ella lost Enlightened Leader
mName lost Enlightened Leader
Ore Pit lost Foreman
Ella lost Patriot
mName lost Patriot
Ella got +5 movement because of Stables
Ella received Enlightened Leader
mName received Enlightened Leader


(*) almost.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 02, 2015 12:48 AM
Edited by Maurice at 00:49, 02 Oct 2015.

Encountered a few issues while playing tonight.

* At one point, my Magic Hero has a Scroll of Fireball in his inventory. He used it once during a battle, but subsequently, the spell remained in his Spellbook (at a whopping cost of 0 mana too ), allowing me to cast the spell indiscriminately every turn;

* When Centaurs shoot, they release the bowstring after the arrow has already long since hit their target. Looks a bit odd;

* Music seems to stop playing quite often during sieges. Not always, but fairly often, after the first turn has passed;

* Attack outcome (number of expected casualties) doesn't always match the actual result: usually when this happens (although it's somewhat rare), less units die than the minimum indicated in the prediction;

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Steyn
Steyn


Supreme Hero
posted October 02, 2015 09:00 AM

The first time I played, stack numbers of the resources were hidden (pile of wood instead of 4 wood). When I played the second time I suddenly could see the numbers again. This is disappointing, as I thought they'd finally changed it.

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 02, 2015 03:41 PM

(*) Necropolis campaign positively broken. Second map, received the "Dark hopes" main quest and I've been skipping months without anything happening.
(*) Heroes with 35 movement walk only 30 on long distances and then stop, you have to double click again for them to resume moving.
(*) Fully built towns still show the green builder icon as if there's something more to build.
(*) Experience gains, monster strength and overall balance are completely off. It's not even funny how you can achieve over 100 attack on shooters with only 2 spells.

At the moment I don't feel like playing this game anymore.

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RMZ1989
RMZ1989


Supreme Hero
posted October 02, 2015 03:46 PM
Edited by RMZ1989 at 15:47, 02 Oct 2015.

Spell randomness is completely retarded to be honest. Playing Necropolis and choosing Dark Magic I got 3 quite mediocre spells at first 3 levels of the Magic Guild and didn't even get Dark spell as the last, 4th level spell, got Time Stasis instead.

Not even mentioning that as Necropolis I got bunch of spells that give me moral bonus...

Namtarus(and other Warfare units) attacking random units and casting buffs on your random units is horrible as well. I can understand attacking random units to some degree but buffing your random stack of 1 skeleton that were supposed to be the blockers is bad.
____________
Give a man a mask, and he'll
become his true self.

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farfromrefuge
farfromrefuge


Adventuring Hero
posted October 02, 2015 03:56 PM

You know, I thought that Eador: Masters of the Broken World was the buggiest start possible. Well, looks like challenger has arrived...

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 02, 2015 04:04 PM
Edited by Pawek_13 at 16:04, 02 Oct 2015.

farfromrefuge said:
You know, I thought that Eador: Masters of the Broken World was the buggiest start possible. Well, looks like challenger has arrived...

Don't worry, it seems that new "Tony Hawk's Pro Skater" is even buggier. It's day-one patch is even bigger than the game itself.

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted October 02, 2015 07:29 PM
Edited by DIEGIS at 19:36, 02 Oct 2015.

1)I hope they do have in mind to change the so called SIM turn system, when opponent should wait (watching a picture) untill the other player is finishing battle!
thats so ridiculous system.

2) Also every game in sim turn is finishing first turn, when "path has change and hero could not move"  
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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ChrisD1
ChrisD1


Supreme Hero
posted October 02, 2015 09:16 PM

I have built the necromancy boosting building for necropolis. My hero tab shows that she has this 5% boost 6 times!!!!!!!!!!
____________

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted October 02, 2015 09:46 PM

3) at some points hero engaged in a battle, troops are vanished before starting battle. (turn based multiplayer)
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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