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Heroes of Might & Magic: Olden Era - Обсуждение

#970
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Hello everyone!

I might be repeating myself, as I haven't read the entire thread on this topic, but I wanted to point out some shortcomings (in my opinion) that I see in the game.

1. It doesn't save the heroes' paths after a new day begins. This is very inconvenient – if you have many heroes and play for a long time, you constantly have to keep in mind where and why you sent them.
2. After loading a saved game, it doesn't remember which troops you bought in the cities – it offers to buy unupgraded ones.
3. I didn't like that Diplomacy doesn't work, in the sense that in the old games, even without this skill, neutral units would periodically join the hero.
And in general, I don't like this whole system – when neutral units join a hero for a considerable amount of money, but since we have two upgrades for each type of unit, it's a miracle if even half of these neutrals can actually join. Maybe it would make sense to add some kind of tool to upgrade joining units "on the fly"?
4. The "Offence" skill seems to appear suspiciously rarely.
5. The topic about "Advanced classes" is good, but in my opinion, in its current implementation, it's simply useless.
   I will use English names for the skills from now on, as I have an English-language website with information at hand.
   
   Let me explain – I'm looking at the "Paragon" class, which is a subclass of "Knight," but what skills does it have?
   "Daylight Magic"
   "Battlecraft"
   "Diplomacy"
   "Summon Avatar" and
   "Tactics".
   
   In my opinion, it's a collection of random skills, and what do we get as a result?
   Will the troops deal maximum damage but receive minimum damage?
   And what does the skill gained by the subclass actually give?
   
   "Grand Inquisitor"
   
   "Trash" skills (in my opinion) "Insight" and "Scouting".
   
   And what do we get in return? The enemy hero can only cast spells
   once per battle?
   In principle, it's not bad, but it's not exactly a huge advantage.
   
   And it's almost the same for each type of subclass.
   
   In the game, many skills are designed so that they can mutually enhance each other,
   but here, for obtaining a subclass, the skills are chosen in such a way (there's a feeling that it's intentional)
   that they don't complement each other.
   
   As for the mages, there's a separate question – for some reason, all mages have only one school of magic,
   just like the warrior class. Given that there are heroes who prohibit the use of
   certain schools of magic, against such a hero, our "advanced" class, with poor development
   and having only one school of magic, can "fail miserably".
   
   Adv. class "Chronomancer" with its set of skills – is it really a mage?
   "Daylight Magic"
   "Offence"
   "Tactics"
   "Economy"
   "Battle Magic"
   
   I looked at "Dungeon," and it seems that the development team doesn't like them very much.
   However, I liked their "perks".
   
   "Hive"
   
   There's a question about Adv. class "Progenitor".
   
   +200% creature growth in all your cities.
   "Diplomacy"
   
   It seems to me, or is this a cheat? As if tripled troop growth, plus diplomacy.
   I want to ask the developers for the recipe for tea or what they're taking.
   Potentially, you can get an army that is 3-4 times larger than the enemy's army.
   That is, you can get 3-4 times more damage. It's true that it's expensive, but the possibility exists.
   
   I don't want to write about each class, as I don't yet fully understand the mechanics
   of the new game. I wanted to share my superficial opinion and vision on this.
   
   Here's what I would personally like from Adv. classes:
   
   1. Something similar to the "skill wheel" from HMM5.
      In my opinion, subclasses should be approached in such a way that it is quite natural
      for hero development, and not just to randomly distribute a set of skills to heroes. There's a feeling
      that there was a task for the "party" not to forget and evenly distribute all the skills to the heroes.
      
      Maybe it would be better to make 3 mandatory skills for a hero and go to a subclass by developing
      some sub-skills. Approximately like in HMM5.
      
   2. Accordingly, the "perks" should not be too overpowered so that there is no strong imbalance.
      But they must definitely be pleasant!
      
   3. If you make a "skill wheel," it would be nice to see it in the game interface,
      and not in the form of a mod or a separate program