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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»
The_green_drag
The_green_drag


Supreme Hero
posted December 14, 2015 03:56 PM

I have no doubt the balance has been tipped, but it was a needed change. Having a tier two perk aimed at core units is annoying imo. More importantly, there wasn't any way to passively increase ranged units damage other than that tier 1 offense perk.

But you say storm arrows will give full range now? Interesting...

About stalkers, they could definitely use a buff in damage. Maybe kinda random damage like 1-3

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 14, 2015 04:02 PM

I am not against this change, don`t get me wrong. And storm arrows has always been giving full range if u pick the mass perk in the Air Magic tree.

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LukaOo
LukaOo


Hired Hero
posted December 14, 2015 07:39 PM

Regeneration gives a Mag hero weighty starting boost in development. Together with the Stone Skin and the Poison Cloud spells it became very powerful and result is a Mag is more preferable than a Might hero. I guest prev variant with regeneration was better, but in current  variant it could be moved into higher tier, for example.

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MoritzBradtke
MoritzBradtke


Known Hero
posted December 15, 2015 03:24 AM
Edited by MoritzBradtke at 03:27, 15 Dec 2015.

LukaOo said:
Regeneration gives a Mag hero weighty starting boost in development. Together with the Stone Skin and the Poison Cloud spells it became very powerful and result is a Mag is more preferable than a Might hero. I guest prev variant with regeneration was better, but in current  variant it could be moved into higher tier, for example.


what a Statement, as if mages were not already strong before 1.6, however fire is still better than earth f. e, esspecially in the beginning,
Stone Skin is still the same same as poison cloud is or did i miss something, that's like saying FIREBALL x3 in too strong,
yes of course, but that's why u Need 3 rounds to cast it

might hereos get better as they lv because they draw their strengh from Level up ) more attack and defense for army, also they have warcries and other talents u dont use as mage, they are not too weak
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 15, 2015 08:41 AM
Edited by natalka at 08:59, 15 Dec 2015.

It has always been like that - magic heroes are better in creeping but in the end fight depending which week it is and if the might hero player has had good economics development they can crush you with army fast before you manage to cast a few spells.


EDIT: Frostbite is good now. Blizzard, Fog shroud, Deep Freeze all affect it.( deep freeze is effect gained from perks in Water Magic Tree - Water Magic Knowledge II and III).

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LukaOo
LukaOo


Hired Hero
posted December 15, 2015 12:04 PM

MoritzBradtke said:
LukaOo said:
Regeneration gives a Mag hero weighty starting boost in development. Together with the Stone Skin and the Poison Cloud spells it became very powerful and result is a Mag is more preferable than a Might hero. I guest prev variant with regeneration was better, but in current  variant it could be moved into higher tier, for example.


what a Statement, as if mages were not already strong before 1.6, however fire is still better than earth f. e, esspecially in the beginning,
Stone Skin is still the same same as poison cloud is or did i miss something, that's like saying FIREBALL x3 in too strong,
yes of course, but that's why u Need 3 rounds to cast it

might hereos get better as they lv because they draw their strengh from Level up ) more attack and defense for army, also they have warcries and other talents u dont use as mage, they are not too weak


Reply is here: http://y2u.be/VCcPoNwfs_Q

Hero is 4 level Mag with Earth Magic
- Poison Cloud affects as additional ranged stack, as you can look this spell is stronger then 29 hunters
- Stone Skin + New Regen for deers allows to finish combat without casualties.
It, seems, allows to give some advantages for Mag at start.

There aren't any restrictions to get abilities for hero between tiers now and if strong spells could be took from first level of  Magic Guild that allows to get more powerful Mag Hero more quickly than Might one.

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 15, 2015 12:54 PM

this video doesn`t proof that regeneration is OP. First of all you have stone skin + regeneration which is lucky to have. You are better off with storm arrows than with poison spray especially if you upgrade those hunters. Ofc they do nothing - you are magic hero with crappy attack what do you expect. Further investigating I see you have 10 Magic which is impossible for level 5. Additionally you will run out of mana very soon casting sooo much in a single battle(dragon veins refresh weekly). To sum up your video is a very specific example and doesn`t proof anything.


On my map might hero lvl 6 kills 20 Rakshasa Raja without any spells but with Master Hunters.

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LukaOo
LukaOo


Hired Hero
posted December 15, 2015 01:53 PM

natalka said:
this video doesn`t proof that regeneration is OP. First of all you have stone skin + regeneration which is lucky to have. You are better off with storm arrows than with poison spray especially if you upgrade those hunters. Ofc they do nothing - you are magic hero with crappy attack what do you expect. Further investigating I see you have 10 Magic which is impossible for level 5. Additionally you will run out of mana very soon casting sooo much in a single battle(dragon veins refresh weekly). To sum up your video is a very specific example and doesn`t proof anything.


On my map might hero lvl 6 kills 20 Rakshasa Raja without any spells but with Master Hunters.


I will try to retest it for more appropriate conditions. What is your hero skills/abilities?

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 15, 2015 02:24 PM
Edited by natalka at 14:27, 15 Dec 2015.

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!

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MagiCollector
MagiCollector


Hired Hero
posted December 15, 2015 06:01 PM

I personally think that the AI has improved a lot, especially combat-wise (in the map it knows when to attack and when to take objectives, but could still use some work regarding secondary heroes especially).

However, is it me or is Heroic difficulty unbalanced?
By unbalanced i mean that early fights are VERY hard, and the AI is a huge threath, which is great given it's the maximum difficulty.
But then, as soon as you fight your 2-3 huge battles (usually guardians of luxury mines), you gain EXP so fast that you reach maximum level without even capturing one city.

In my opinion, they should either make EXP gaining harder after level 20/25 or make a more spread over time neutral army growth.

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 15, 2015 06:04 PM

they should lower XP gain by 20 %. That is what I did on my map and it works well.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 15, 2015 06:08 PM

MagiCollector said:
But then, as soon as you fight your 2-3 huge battles (usually guardians of luxury mines), you gain EXP so fast that you reach maximum level without even capturing one city.

So I take it they still didn't remove the level cap?
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MagiCollector
MagiCollector


Hired Hero
posted December 15, 2015 06:15 PM

Yeah, a 20% reduction would actually allow at least half a big map to be done before reaching level 30.

Galaad said:
MagiCollector said:
But then, as soon as you fight your 2-3 huge battles (usually guardians of luxury mines), you gain EXP so fast that you reach maximum level without even capturing one city.

So I take it they still didn't remove the level cap?

While i'd love to have no level cap (or a mod that does this), removing it would make things umbalanced.
I mean, it's true that everyone can reach infinite level, but both players having a full skill tree would make things extremely umbalanced.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 15, 2015 06:23 PM

What about keep on leveling up even if you can't learn more skills and abilities past level 30? At least you'd get stats boosts...

Or does the current game design even prevents that?
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MagiCollector
MagiCollector


Hired Hero
posted December 15, 2015 06:30 PM

Galaad said:
What about keep on leveling up even if you can't learn more skills and abilities past level 30? At least you'd get stats boosts...

Or does the current game design even prevents that?

I have no idea, but i wouldn't be surprised if they hardcoded the cap and made it unchangable, but of course i'd love to be wrong.

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 16, 2015 07:47 AM
Edited by natalka at 07:49, 16 Dec 2015.

Quote:
While i'd love to have no level cap (or a mod that does this), removing it would make things umbalanced.


Noo, this is completely wrong imo. At level 30 both heroes have limitted skills which quite often are not enough. Why not specialize in another magic school after level 30 if you level up 5 more levels. Ppl think it would be imbalanced because they imagine all heroes can learn all perks. That is possible on level 80+ and let that concern be of the mapmakers who make such a huge map. I think normal huge maps will allow you level 33-37 maximum which will add a lot to the variety of builds.

e.g Enchanter class from Academy - If you take Explorer, GM Racial, GM Prime, GM Water you are basically left with only 1 "free slot". It can be Defence, Light Magic, Earth Magic. Why not have even more possibilities for this class:

1) Fully developed Light Magic + Earth Magic

2) Light Magic + Defence

3) Defence + Earth magic

It certainly will add to the replayability without making it imbalanced.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 16, 2015 11:37 AM

I can't understand what's preventing them to at least make it available in the editor, set level cap: true/false.
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 16, 2015 05:04 PM

Galaad said:
I can't understand what's preventing them to at least make it available in the editor, set level cap: true/false.


their strong logic Like less resources means more strategy lol

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ChrisD1
ChrisD1


Supreme Hero
posted December 17, 2015 01:20 PM
Edited by ChrisD1 at 22:35, 17 Dec 2015.

stone spikes have a crazy tooltip (30K damage) when you hover above the enemy,and with eath magic iii (the enemy on the middle tile gets double damage) is a sham

also i had the naga helmet which allows ice strike to be cast. when i took it off it was ok the spell wasn't in my book. but when i sold it the spell is stuck in my book with 0 mana cost -.-

and another thing about spells.
in theory they are few indeed. in practice though, i find myself trying to figure out which spell i would use since all those magic bonuses with different effects for each spell, kick in. spells didn't feel few AT ALL.

it's really sad that some aspects of the game that don't suck get in the same sack with the rest of the bad stuff because of ubisoft's screw ups :/ to be honest after H6 it's hard to be trustful of them.
BUT a little logic and some get-your-head-out-of-that-ubi-hating-hole-of-yours, wouldn't hurt this community one bit. and i don't mean, to not hate ubi, just try and see the game a little more objectively,ubi aside.
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Pally74
Pally74

Tavern Dweller
posted December 18, 2015 07:54 PM

Retribution spell is bugged. Items that adds light power, for example blazing eye doesnt affect retribution spell.

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