| Faction Discussion - Necropolis | |
|
Galaad


Hero of Order
Li mort as morz, li vif as vis
|
posted November 04, 2024 05:02 PM |
|
Edited by Galaad at 21:34, 02 Feb 2026.
|
|
Stevie

   
      
Responsible
Undefeatable Hero
|
posted November 04, 2024 05:45 PM |
|
|
This feels great and I like it a lot right now.
Twisted undead Heroes that look the part, menacing and terrifying.
Creatures as well, a good mix of old stuff and some new stuff, with a bit of shuffling around. Like, are vampires tier 7 now? Above even the death knights? Interesting... And where do liches fit in here?
Don't like the dogo too much, missed opportunity to have a werewolf instead. Even a ghoul or a zombie would have been better.
____________
Guide to a Great Heroes Game
The Young Traveler
|
|
vitirr

 
  
Known Hero
|
posted November 04, 2024 10:22 PM |
|
|
I think the faction looks great. I was skeptical with the graphics at first but the more I see them in motion the more I like them. I think the first pictures didn't do any favor to the overall look.
Animations specifically look amazing (that lich death... so good).
Units look like a mix of classic and a bit of new and it seems that there will be a lot of depth in the unit mechanics with active abilities.
Vampire specifically look amazing, but my eyebrow went up a bit when I saw it drains 50% of the inflicted damage. I choose to assume that this is WIP and that they would never implement something so OP in the final version.
The heroes looks are very varied too which is another plus for me.
Stevie said: Like, are vampires tier 7 now? Above even the death knights? Interesting... And where do liches fit in here?
Yes vamps are tier 7 now, and liches tier 5. It is skelletons, ghosts, dogs, gravediggers, liches, dread knigs and vampires.
____________
|
|
MurlocAggroB

 
  
Known Hero
|
posted November 06, 2024 02:33 AM |
|
|
vitirr said: Vampire specifically look amazing, but my eyebrow went up a bit when I saw it drains 50% of the inflicted damage. I choose to assume that this is WIP and that they would never implement something so OP in the final version.
The vamps in HoMM3 have 100% life drain.
It's also important to remember that the devs have been pretty open about how they're not worrying too much about balance. They're trusting the community to balance things with bans and restrictions like they've done with HoMM3, while they focus on making broken things that are fun to abuse in singleplayer.
|
|
vitirr

 
  
Known Hero
|
posted November 06, 2024 08:17 AM |
|
|
MurlocAggroB said: The vamps in HoMM3 have 100% life drain.
But they were level 5, and still it was quite op.
____________
|
|
Drakon-Deus

 
      
Undefeatable Hero
|
posted November 06, 2024 09:43 AM |
|
|
I'm glad that Vampires are now top tier, they were always the coolest in the Necro line-up for me. 
The Bone Dragons were not bad, but I can't say I'll cry over their absence.
Nice to see Wraiths and Dread Knights again. Liches were to be expected as well.
And the Pets strike me as an interesting choice, though I see where Stevie is coming from, maybe a Werewolf unit would have worked as well.
____________
Horses don't die on a dog's wish.
|
|
vitirr

 
  
Known Hero
|
posted November 06, 2024 11:31 AM |
|
|
I don't see werewolves as tier 3 though. They should be at least 5 in my opinion, and that place was already taken.
____________
|
|
Stevie

   
      
Responsible
Undefeatable Hero
|
posted November 06, 2024 12:22 PM |
|
|
I think the main idea behind the dogos was that they wanted a non-humanoid, small creature that can also be summoned by a gravedigger. When you look at it that way, it's kinda difficult to find something, and a werewolf wouldn't exactly fit.
At least it's not a spider, but it's just as generic.
____________
Guide to a Great Heroes Game
The Young Traveler
|
|
The_Green_Drag

 
    
Supreme Hero
|
posted November 06, 2024 06:23 PM |
|
|
I’m actually excited for necro this time around. They’re usually my least favorite, but creature designs are all great and I like the line up changes. Grave robbers look fun to use with their different summoning based on the upgrade. T7 vampires sound crazy and i look forward to seeing how they balance them. The hero portraits in the reveal looked a lot better than the handful we got to see in weeks prior, which were mostly hot/cute looking undead folk. But they do seem to have plenty of proper ones lined up.
Overall, it’s a great looking faction. 2 for 2 as far as I’m concerned, with dungeon already being mostly revealed.
|
|
MattII

 
     
Legendary Hero
|
posted November 06, 2024 09:13 PM |
|
|
|
On the whole, the Vampire at the Necropolis has never really gelled for me. Every other creature in the lineup had died, and been brought back to existence, but the Vampire skipped the whole 'died' bit in the first place.
|
|
ImaginaryNumb3

 
Tavern Dweller
|
posted November 07, 2024 11:12 PM |
|
|
Got to give them credit for trying to tread some new ground with the Gravedigger. Necropolis had its fair share of weird creatures over time, but this one fits like a glove.
I do miss my Bone Dragons and would have loved to see the concept done better, but you can argue that one Skeleton in the army is enough.
The thing I am most interested in will by play-dynamics. We see lots of sustain-abilities such as heal and summoning along with some crowd-control. I just hope the faction has more to offer and will not just resolve around one gimmick.
Different unit upgrades are extremely appreciated and I hope they synergize differently depending on your hero type.
|
|
vitirr

 
  
Known Hero
|
posted November 08, 2024 08:48 AM |
|
|
Yes they have a lot of healing and reviving. It looks like they will be hard to put down for good.
The only unit that seems to escape from this pattern is the Dread Knight. It has double strike and one of the upgrades seems that will have a kind of Harm Touch ability (Wraith in H5) while the other one a kind of strengthen ability (increase damage or attack with each attack they make). (This is just educated guesses, not much is confirmed about their abilities yet).
____________
|
|
TrueMefista

 
 
Adventuring Hero
|
posted November 10, 2024 07:40 PM |
|
|
A bit sad they still have only single non-anthro being, but agree about it being tied with Graverobber and more involved this way.
I'd have liked them to have dragon, as well, this level7 looks less "vampire" and more 'Capital guard from Disciples", or maybe lich they overdesigned untill he looks t7, went' oops', made it t7 and went to design lich anew.
|
|
Galaad


Hero of Order
Li mort as morz, li vif as vis
|
posted February 02, 2026 09:35 PM |
|
|
|
MurlocAggroB

 
  
Known Hero
|
posted February 02, 2026 11:18 PM |
|
|
|
They're being sneaky with reveals within reveals, but the video also showcased that expert-level skills now have three subskills to pick from instead of just two.
|
|
Galaad


Hero of Order
Li mort as morz, li vif as vis
|
posted February 03, 2026 10:18 AM |
|
Edited by Galaad at 10:18, 03 Feb 2026.
|
Unfrozen said: 1. Why did you rework necromancy? You could've just tweaked its numbers, and it'd be in a good spot.
Unfortunately not. Just tweaking the numbers can't fix Necromancy's core issues. We can't nerf its stats enough to stop it from becoming a broken, unstoppable late-game powerhouse (as seen in the demo), without also making it the weakest starting option. It's a fundamental necromancy design problem.
For this reason, we decided to rework core mechanic of necromancy.
2. So how does it work now?
As before, you need to defeat the enemy on the global map. However, the strongest enemy stack now selects as the sacrifice for the necromancy process - you can always see its model on the global map.
Your undead units of the same tier will increase their numbers after battle, depending on the size of this (strongest) enemy stack, the power of your necromancy, and your reserve of necro energy (which prevents you from gaining undead in unlimited quantities).
If you don't have undead of the same tier as the enemy's strongest stack, you will instead restore necro energy, which will be spent later to raise undead after future battles.
3. What's this new spell that lets me disable undead resurrection?
We added this option following our closed testing, as players wanted better control over when they could resurrect units and when they could not. With this spell, you can make your hero restore necro energy even if you have undeads in your army of the same tier as the enemy you've defeated. In other words, the game behaves as if you don't have such units.
I would like to clarify why a spell is used rather than some other kind of toggle. There's no technical difficulty in adding a dedicated button that could be quickly pressed to activate or deactivate necromancy. However, such a UX element would be too unique within the game (nothing similar is used anywhere else), which could cause confusion for new players. Therefore, this functionality is implemented through an element familiar to all players in the series - the spell system. During early access, we will check player reactions to this UX and, if necessary, rework this aspect.
4. Why so difficult? Why not just use a undead selection window like in Heroes 5?
In the gaming industry, there's a concept called gameflow. It's an essential aspect of gameplay that ensures nothing hinders the player's immersion, doesn't pull them out of the experience, and so on. When developing a game, it's necessary to find the right balance of many elements so that players can enjoy the gameplay.
Adding an extra window that appears for the player after every battle, forcing them to make a decision, could, in our estimation, frustrate the player, disrupt gameflow and negatively impact the overall game experience.
In summary, the changes you've learned about today have allowed us to achieve the following results:
- We now have the options to balance necromancy at all stages of the game.
- We have saved the option to resurrect undead of any tier (including tier8, why not), which is very important to us.
- The player's gameflow remains intact and dynamic.
- The necromancy process itself has become clearer and more easy, as because it now depends on the enemy's numbers, not their total health.
- In our testing, the new necromancy has proven quite interesting: players are forced to think more strategically, planning routes on the global map in a specific way (for example, visiting point #1 and point #2 to restore energy, and only then point #3 to use it). This makes gameplay for necromancers more unique.
____________
|
|
Ghost

 
      
Undefeatable Hero
Therefore I am
|
posted February 03, 2026 04:23 PM |
|
|
Planned questions to fit the answer in advance.. They ask themselves and have the answer ready.. Not interesting..
Ok Dread Knights / Dark Champions or Nazgûls, how to call by word.. Is stronger than a vampire.. And werewolf is also stronger than a vampire.. But fits me well.. 50% regeneration is OP.. Thus Hit & Run, etc I've not worry..
____________
Fight MWMs - stand teach
|
|
TheJoker

 

Hired Hero
|
posted February 07, 2026 10:49 AM |
|
Edited by TheJoker at 10:50, 07 Feb 2026.
|
I am very happy with the design change to the Dread Knight. Funnily I like the base version the most now, mostly because of the black and red design. Also the shield on the horse is a nice touch.
I just think the scythe is a slight little bit too thin, but it's not as important.
The Dogs are also noticeably leaner now.
Also I noticed the unit stats changed quite a lot. Skeletons for example only have 1 ATK and DEF each now.
Now I wonder if they'll post update videos to the other factions too.
|
|
Elvin

     
       
Admirable
Omnipresent Hero
Endless Revival
|
posted February 22, 2026 03:11 PM |
|
|
Yes very happy with the dogs and esp death knights. The old ones felt like a disservice to an otherwise cool unit.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
|
| |
|
|