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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes VII bugs and balancing issues - version 1.6
Thread: Heroes VII bugs and balancing issues - version 1.6 This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
natalka
natalka


Supreme Hero
Bad-mannered
posted December 18, 2015 08:08 PM

ChrisD1 , the problem with the imprinted spells...yeah I forgot to put it in.

About retribution.. If u got that artifact from another hero it may be bugged if u placed it in the right spot . The correct way now is to place it in backpack when trading and then select hero who will equip it and move it to the neck slot.

This is very annoying bug. They said they fixed trading screen bug but it still persists - artifact bonuses don't apply when equipping directly in trade screen. Moreover when opening hero screen  equipping artifacts there got worse - artifacts become double, don't update stats but that is just visual bug. When u close open this screen all is ok.

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Pally74
Pally74

Tavern Dweller
posted December 18, 2015 08:17 PM

natalka said:
ChrisD1 , the problem with the imprinted spells...yeah I forgot to put it in.

About retribution.. If u got that artifact from another hero it may be bugged if u placed it in the right spot . The correct way now is to place it in backpack when trading and then select hero who will equip it and move it to the neck slot.

This is very annoying bug. They said they fixed trading screen bug but it still persists - artifact bonuses don't apply when equipping directly in trade screen. Moreover when opening hero screen  equipping artifacts there got worse - artifacts become double, don't update stats but that is just visual bug. When u close open this screen all is ok.



The artifact was in the hero's package, and all the other light spells worked fine with the artifact.

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LukaOo
LukaOo


Hired Hero
posted December 21, 2015 11:13 AM

natalka said:
test it with a level 5 hero without any artifacts or attribute boosters and try not to use magic each round. Also try without stone skin and without any war machines. I forgot to mention it in the last post. You have even warmachines!


I have done new the Regeneration + the Stone Skin  test [url=https://youtu.be/tRwzirHpFjI]https://youtu.be/tRwzirHpFjI[/url], without any additional boosts for hero and war machines. Also I will try to do this without Stone Skin. In any case the Regeneration gives significant boost for Hero.

I could not win this combat a might hero, while.

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 21, 2015 01:35 PM

try only with regeneration! Stone skin is also good and now we can`t determine which was more useful. Upgrade to master hunters and play with 2 moon does.

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ChrisD1
ChrisD1


Supreme Hero
posted December 22, 2015 12:54 AM
Edited by ChrisD1 at 00:56, 22 Dec 2015.

the game runs even smoother and at higher settings for some reason(nvidia's update?dunno)

so I'm fond of buglists and lists in general so here it is. and lets hope someone reports it.

Bugs
1) crazy spell tooltips when hovering above enemies (stone spikes with earth magic III). Also earth magic iii that gives stone spikes double damage at the centre tile, does not work.
2)spells from artifacts remain once you get rid of the artifact
3)AI never uses silverbacks' special ability
4)pathfinding does not work
5)Equipping artifacts in trade window won't apply/show the new stats
6)retribution hurts ranged attackers.
7)Necropolis heroes are messed up!!!!!!
Moander is a might hero (death knight), not a magic hero (necromancer)
Kaspar and Zakera are magic heroes (embalmers), not might ones(death knights)
Luna is an archon, not an embalmer
8)Agathin seems like a might hero to be honest.


Balancing
1)Regeneration must swap places with poison spray,get a slight boost as 2nd tier spell, and poison spray a nerf as a 1st tier spell And it should not resurrect!! Makes things TOO easy! COME ON!someone noted it should resurrect by mistake

2)Academy classes "alchemist" and "wizard" waste a grand master slot on a skill that does the exact same thing as its own racial. change it to literally anything, it's a shame.

3)Come on necromancy screams for dark points. make some necromancy perks,or buildings to boost dark points regeneration and quantity. you know the drill (H5 notes)

4)retribution spell is OP.

5)no "Blindness" spell present. or "animate dead"(it's been done by a modder so it mustn't be that hard)

6)Elven magic heroes get no light magic in their wheels, but prime?????????please swap prime magic for light in their wheels for at least two elven magic classes. -.-

7)XP gain is too much!!!!reduce it!

8)remove the level cap,make the hero gain only stats after a certain point, and add 5-8 more points so we can learn a more decent amount of skills since, ranks cost points too.

9)Warfare's ranks should give a bonus that scales with the hero level.
for example at novice rank,warfare units' stats are increased by x every 3 levels till level y. at expert per 2 levels till a higher level than y. and at master at every level till an even higher level than y.
(too late here that's the only thing i could think of right now)

10)make heroes' wheels more diverse, some heroes are exactly the same!!!!

11)some creature specializations are uninspired...(too many same specializations and ones that don't make sense like medusa sorceress' "mobile shooter", ghosts' and vampire knights' "vigilant")

12)that's too much but I'm going for it (And no, i'm not a photoshop master,just a dreamer)


freaking minotaur, medusa and troglodyte have no business in ashan dungeon line up!! besides dark elves' town(map view),walls, heroes' clothes and some units give me an aristocratic vibe, opposite to their hippie cousins. the aforementioned creatures just p*ss all over it!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 22, 2015 01:18 AM

Freaking Ashan has no business with the dungeon lineup!
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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The_green_drag
The_green_drag


Supreme Hero
posted December 22, 2015 02:01 AM

About the blindness spell: I'd love to have it, just like I'd love to have spells like bless and curse. Problem is they ditched these 'might spells' as I'd like to call them. Spells that just do what they're suppose to do and don't really use spell power for anything other than an increase to duration.

But hey cheer up! We have warcries now they're soooooo fun and interesting

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MoritzBradtke
MoritzBradtke


Known Hero
posted December 22, 2015 05:05 AM

3)AI never uses silverbacks' special ability

hm, probably (: should have a script to target shooters, not much use for the skill beside this
in General the skill is even hard to be usefull for a real Player because normally the wolves will be killed when us use it, so is it better when AI isnt useing it until they have improved the AI

Balancing
1)Regeneration must swap places with poison spray,get a slight boost as 2nd tier spell, and poison spray a nerf as a 1st tier spell And it should not resurrect!! Makes things TOO easy! COME ON!someone noted it should resurrect by mistake

2)Academy classes "alchemist" and "wizard" waste a grand master slot on a skill that does the exact same thing as its own racial. change it to literally anything, it's a shame.

3)Come on necromancy screams for dark points. make some necromancy perks,or buildings to boost dark points regeneration and quantity. you know the drill (H5 notes)

4)retribution spell is OP.

5)no "Blindness" spell present. or "animate dead"(it's been done by a modder so it mustn't be that hard)

6)Elven magic heroes get no light magic in their wheels, but prime?????????please swap prime magic for light in their wheels for at least two elven magic classes. -.-

7)XP gain is too much!!!!reduce it!

8)remove the level cap,make the hero gain only stats after a certain point, and add 5-8 more points so we can learn a more decent amount of skills since, ranks cost points too.

9)Warfare's ranks should give a bonus that scales with the hero level.
for example at novice rank,warfare units' stats are increased by x every 3 levels till level y. at expert per 2 levels till a higher level than y. and at master at every level till an even higher level than y.
(too late here that's the only thing i could think of right now)

10)make heroes' wheels more diverse, some heroes are exactly the same!!!!

11)some creature specializations are uninspired...(too many same specializations and ones that don't make sense like medusa sorceress' "mobile shooter", ghosts' and vampire knights' "vigilant")

12)that's too much but I'm going for it  (And no, i'm not a photoshop master,just a dreamer)

freaking minotaur, medusa and troglodyte have no business in ashan dungeon line up!! besides dark elves' town(map view),walls, heroes' clothes and some units give me an aristocratic vibe, opposite to their hippie cousins. the aforementioned creatures just p*ss all over it!

1) that has been suggested even before the Change but they have decided against it for whatever reason and i dont see a Problem with the Change to regen, it is a useful spell now, if u think the game is too easy now because this one spell u are wrong, other spells and skills can also resurect, even heal can and noone complained about that why u compain about regen? i would have also liked a more creative way but it is how it is and it works

4) they have already nerfed it, i dont think the spell is the Problem, haven itself is too defensive, main Problem is shield wall if u ask me, it it reducing a ton of damage, probably the most powerful core in the entire game since he can shield the entire army

5) amount of spells in game are fine, i woudnt mind more spells tough, maybe in an Expansion, i really like the idea to improve the spells with the related Talent tree through abilties btw, it is really an awesome concept

6) some light Magic for elves would be cool, yes (: i think they did it because of the restoration abilities that are only in prime and dark and quite important, i dont think it is a must have changing light for water for 1 or 2 classes could be a solution

7) exp gain isnt too much, depending how u Play, the pace is fine, u can reach the cap on bigger maps, yes, so u can on small maps if u kill everything  but it will still take a good while, lowering exp gain would result in harder fights and too be serious they are already hard enough on heroic, current maps would be too hard if the hero didn't lv up, i like the curent difficulty, all we Need is balancing now

8) i don't see a Problem with no Level cap, also i woudnt see why it should cause Balance Problems since the enemies are are also growing every week, why shouldnt u also, set a high amount of exp for those Levels 30+, why not?

9) i really love the idea of warfare, atm it is badly implented, some hereos have specs for it like alesia but they are totally useless, also i'm sot sure if warefare is good in endgame without any scaling but im really not sure here i didnt Play any warefare hereos yet in end game

i like the dungeon set up (: i like most Setups for the factions, nice Job here (: i also like most creatures, more Special skills would be cool but not that necessary, same for more diverse hereos, i like the idea how they are, if bugs are fixes and balancing is done there and there i'm quite happy with the game (:


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LukaOo
LukaOo


Hired Hero
posted December 22, 2015 06:51 AM
Edited by LukaOo at 09:50, 22 Dec 2015.

natalka said:
try only with regeneration! Stone skin is also good and now we can`t determine which was more useful. Upgrade to master hunters and play with 2 moon does.


Regeneration without the Stone Skin spell [url=https://youtu.be/JgBAVyVPkHA]https://youtu.be/JgBAVyVPkHA[/url]. Nothing was changed. Regeneration became as in H6. Now it is possible to use small army to liberate maps with next spell sets:
Regen + Stone Skin
Regen + Poison Spray
Regen + Entangle

If use the Entangle spell then an enemy AI creature turns to defend state. Thus this spell becomes more powerful than the Poison Spray

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ChrisD1
ChrisD1


Supreme Hero
posted December 22, 2015 07:48 AM

Elvin said:
Freaking Ashan has no business with the dungeon lineup!

boohoo elvin
come on read the faction description at the ubi page and tell me that the line up i posted isn't fitting
i too agree that this line up shouldn't be called dungeon in the first place. it's unfortunate. but all the creatures look good together. no awkwardness. and you know it

kidding aside regeneration is indeed op. LukaOo posted the most simple and true explanation. it shouldn't resurrect. end of story. we need to push this or mod it?? and about necromancy, is dark energy points settled? no alternaitves? it seeems complex for our team to be honest and messy. maybe a hard cap? like you can resurrect up to 20/40/60 creatures if the conditions are met?(1% per health of fallen creature or smth)
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 22, 2015 08:22 AM
Edited by natalka at 08:37, 22 Dec 2015.

Silverbacks can use their ability to reach hero units in the first turn. They won`t get killed - who cares if they have 2 defence or 0 defence.

Ancient Behemoths also don`t user their special ability and just defend

A creature movement must never be 0 after a spell like blizzard, circle of winter, entangle. If creatures have at least 1 movement it would be different story. Right now it is bugged maybe - a creature with 5 mvt in a blizzard has 1 mvt but if it gets another effect (circle of winter) it has 0 mvt.

dark energy points is the only solution imo.

XP gain is too much. It is not normal to level up 1.5 levels per fight on heroic.

Regeneration is really a problem. Nobody complained about Heal because it is 20 mana and ressurects less.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted December 22, 2015 01:56 PM

natalka said:
dark energy points is the only solution imo.

I challenge thee!

IMO Dark Energy can be part of the solution, but not by itself alone. TotE system had a big shortcoming - after a few battles you would expend all your DE points, and for the rest of the week all your necro heroes would do nothing with their racial. That's not my concept of fun

Anyway, if Limbic devs truly want to implement a new Necromancy system, they better check with the community in first place, else we might find ourselves under the same situation as in Sim Turns...
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 22, 2015 02:09 PM

Dark energy is certainly the easiest path though. All it takes is determine how many skelies per week are balanced and you can add a cap or some form of diminishing returns. That the more you kill, the less you will be able to raise within the week.

Speaking of dark energy, I remember how hilariously broken H5 necro was prior to its introduction. It is never a good idea to allow indefinite raising, especially when the raised creatures can shoot and the skill system can support them with abilities like vitality or battle frenzy.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 22, 2015 02:10 PM

I agree a discussion should be made. But necromancy can't be left like that - in MP it means we can pick only from 5 factions.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted December 22, 2015 02:14 PM
Edited by Storm-Giant at 14:14, 22 Dec 2015.

Ok, I'll make a thread this evening with my thoughts on it - so you can guys at least get what I'm thinking and why (and continue this discussion away from the bugs report thread)
Elvin said:
It is never a good idea to allow indefinite raising, especially when the raised creatures can shoot and the skill system can support them with abilities like vitality or battle frenzy.

I'm pretty sure everyone agrees on this. However, you should remember how H4 Necromancy worked - it wasn't indefinite raising
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The_green_drag
The_green_drag


Supreme Hero
posted December 22, 2015 02:32 PM
Edited by The_green_drag at 16:34, 22 Dec 2015.

I don't like regeneration resurrecting because it takes away from light magic, I thought that was there thing. They have the revive spell, no? And the heal spell, so that's their department. Earth magic is suppose to be defensive/damage over time. Minimizing casualties, not removing them. We should remove light magic if we want resurrecting regeneration.

About necromancy: h5 way is best because it was also the most fun. Finding different units in the adventure map was like looking for artifacts and resources. Found a nice treant or pit fiend? That means I can get a wraith. Early green dragon fight? Get an early bone dragon for my army. I'll fight enemy stacks for no reason other than to get some sweet units in my army. Going back to just skeletons is a step backwards imo. Not nearly as much fun.

I'd also like to mention the legionaries fascinating ability to reduce 75% incoming damage to adjacent allies. Is this not ludicrous??? Why does Ubi get a hard on for their core units all the time. Always making sure the game can be won with just cores. Some of the best abilities in the game are given to them

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ChrisD1
ChrisD1


Supreme Hero
posted December 22, 2015 03:19 PM
Edited by ChrisD1 at 15:28, 22 Dec 2015.

it's confirmed! earth magic iii messes up stone spikes tooltip when hovering the cursor above the enemy and it does not apply the stone spikes bonus that deals double damage on the center tile!

also the legionnaires/whatever their name is have too much walking speed! by speed we mean they can move way far.
and the most irrelevant creature ever has a weird niche. it can never be flanked and it always flanks its attacker when retaliating....
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MoritzBradtke
MoritzBradtke


Known Hero
posted December 22, 2015 04:30 PM

LukaOo said:
natalka said:
try only with regeneration! Stone skin is also good and now we can`t determine which was more useful. Upgrade to master hunters and play with 2 moon does.


Regeneration without the Stone Skin spell https://youtu.be/JgBAVyVPkHA. Nothing was changed. Regeneration became as in H6. Now it is possible to use small army to liberate maps with next spell sets:
Regen + Stone Skin
Regen + Poison Spray
Regen + Entangle

If use the Entangle spell then an enemy AI creature turns to defend state. Thus this spell becomes more powerful than the Poison Spray


isnt that the Point of Magic hereos? laying the Focus on power of the mage? like laying the power of might hereos on their army?

beside that the Video Shows more how good positionating and the right use of spells can win a fight, regen doesnt Play a bigger role there than posion spray else nothing would have died on the enemies side, if u make spells too weak what some People here want mage hereos will be weaker than might hereos, spells have to be strong
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 22, 2015 05:43 PM

Legionnaires are crazy. I have seen haven reach "lock" state with legionnaires , cavalier and tent. Enemy deals less dmg than haven can heal with tent only.

Each time that happened 20-40 elites were locked. It is crazy 40 liches in melee do nothing to u and from then on you can kill with hero attack & shooters and just defend.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted December 22, 2015 08:10 PM

Now you know why I love Haven in Heroes VII.

That's the advantage of the legionnaires; Large shields and look at their defense stats, it really is to protect the shooters in early game against the ever fast core troops of the elves(sylvan and dungeon) and, the ever enraged Orcs core troops.

The Empire's motto is: If you are to be slow moving of a melee bound soldier, might as well make sure to train you to be as sturdy as possible to intake the first blows. Then, retaliate with interest due.

I really started to see the influence of the Knight Hero's attack and defense skills through the troops will to do way more damage, now.

The warcry of advance is really a mass initiative booster that gives an excellent morale effect even more effective. At the start of the game, all of the core and elite troops would never move so darn fast.


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