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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Abilities reviews
Thread: Abilities reviews
malax83
malax83


Famous Hero
Game ranger, HotA Player
posted October 11, 2015 11:24 AM
Edited by malax83 at 11:31, 11 Oct 2015.

Abilities reviews

Some minor changes are set in italic :  (+X)



Economy

* Recruiter : Governor, Creatures' recruitment in this city costs 15% less gold.

* Estates : All your cities deliver 15% more gold.

+ Classical abilities are well balanced
+ Overall synergy

- The two last abilities are redundant

You could argue Estates ability needed a lot of towns to be profitable. This two last abilities have not enought difference and i don t like the fact economy can allow you to directly recruit troops.  




Exploration

* Native Terrain : Governor, if your heroes are moving on foot, they are moving 10% faster in the city's area of influence.

* Rover : Doubles the temporary attribute bonuses received from places.

* Familiar Terrain : If hero moves on the land, he is 20% faster in territories controlled by all your cities and forts.

+ Classical abilities
- Some of these abilities are redundant
- Bonuses are "percentage" while skill is adding points. It proofs there s a huge difference of efficiency.
- No ability with caravans ! Swap one ability with !


Rover ability is interesting but there s a chance of snowball. Maybe this could be applied only on the first place.




Defense

* Vitality : +3 (+2) Health of all allied creatures.

* Town Protector : Governor, The number of basic creatures of the local guard in this city is increased to 60, and in case of elite creatures is increased by 20.

* Alertness : Enemy creatures' flanking and full flanking bonus is reduced by 25%.

+ Mirror abilities with Offense (but with enought difference)
+ Versatile abilities

- Vitality bonus is better than a H3 major artefact.
- Confere Offense ability


I never liked the town protector feature. It s just a pain for archery. Now implemented, it s time to balance this ability (it reminds me OP H5 dwarves).



Offense

* Homeland : Governor, all allied heroes that are in the area of influence of this city receive +8 (+6) to Might.

* Master Flanker : Damage dealt by allied units attacking from flank or full flank increased by 25%.

+ Mirror abilities with Defense (but with enought difference)
+ Versatile abilities

- Classical bonus looks to turn around +6, i don t know why this bonus is up to +8.
- As flanking is implemented now, 25% bonus is outrageous... Overall, it means a +5 offense bonus, which is huge considering every creatures can backstab.




Leadership

* Patriot : Governor, All friendly heroes in this town's area of control get +30 (+20) Leadership.

* Leading by example : After the hero attacks an enemy creature, all friendly creatures get +10 (+8) Attack while attacking the same creature during this combat round.

+ Abilities are versatile and tactics.
+ The skill looks balanced

- Only Leading by example looks OP as a master rank ability.



Parangorn

* Figther : +2 (+1) Might +2 (+1) Defence

* Dragon Blood : +2 (+1) Magic +2 (+1) Spirit

* Enligthened Leader : Governor, All friendly heroes in this town's area of control gain +30% (+20%) more experience.

* Mentor : Raises the experience points of other friendly heroes to 25% of the hero's experience points and teaches them all spells the hero knows, if they have the required skills when they meet.

* Master of Magic : Spells for which the hero has at least the respective Novice rank are cast with Master rank.

+ The two last abilities are interessant but there s no way to balance them properly. Mentor should be applied with the first hero who met him. Master of Magic could be applied only to one school.
- Overall skill a way too OP
- Bonus are too strong.




Destiny

* Blessed ground : Governor, All friendly heroes in this town's area of control get +30 (+20) Destiny.

* Fickle Magic : Enemy heroes' spells and magic effects from enemy creatures have a 50% (+33%) chance to fail.

+ The skill looks balanced
+ Cheer,  we like this skill !

- OP Fickle Magic



Warfare

* Town defence : Governor, The towers of this town always shoot three times (two times) at the same target.

* Artillery barrage : The hero's attack warfare unit shoots three times (two times) at the same target.

- Piercing shot ability could be added to the attack warfare unit. Swap with Artillery barrage.
- These two abilities are a way too powerfull.




Diplomacy

* Amnesty : Surrender in combat is for free now.

* Golden-tongued : Neutral armies ask for 75% less Gold when they offer to join the hero.

+ Tougth Abilities
+ Versatile abilities

- Actually the skill itself is snowball imbalanced (i don t think it s possible to set aggressivity in the RMG, OR simply adds a cap to allow troops to join you one by week)
- Golden-tongued, already nerf but reamins strong (it could be fine with a cap).
- Amnesty, embarassing - good for his rank and totally free.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted October 11, 2015 11:28 AM

You know, when making these articles, I just think the system was just made to be fully non-random to deliver better experience. Not saying that is a better alternative than having a random system, but it looks to me one just has to pick skills that synergize with others (like having a hero that chooses only Governor abilities).
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