Someone mentioned on the forum that the combat system would be changed to a turn-based (old) system. Has anyone else heard anything about this? Or did I misunderstand?
Someone asked to list the shortcomings of Heroes 5. Well, I'll share my opinion, but I think someone will agree with me.
Flaws of Heroes V that, according to the developers, they are working on.
- The size of the battlefield. I hope the developers listened to the opinions of the vast majority of fans and testers and increased it (otherwise, this is a huge drawback for the entire gameplay).
- Schools of magic, the cost of spells, blessings, and curses. That is, 11 mana points for Armageddon is abnormal, no matter how you look at it. And a mass bless for 16 is complete nonsense compared to that. And the current magic from the beta simply produces such gems in the guilds. But the developers are working on this. I would like them to at least fix this, but the number of spells is very small.
- The hero. I really liked the skill system in Heroes 4. You always choose what you need, but Heroes 5 is worse than even Heroes 1 in this regard. If I'm taking a Necromancer, he should only increase Spellpower and occasionally Knowledge, and not have 2-3 levels in Attack and Defense, like 7 0 3 1.
- Random placement on the initiative bar at the beginning of the battle. And, accordingly, a random turn for the hero in the first turn. The outcome of a battle between equal opponents depends 100% on chance in the form of the turn order. This needs to be removed urgently and made as it was before, when they took turns according to the maximum speed parameter.
Shortcomings of Heroes V that will definitely not be changed and that we will have to put up with or not.
- No choice of attack. Fans of Heroes 4 will understand how useful it is to choose between ranged and melee attacks. And when Harpies can be told to Attack and stay, instead of losing a turn as in Heroes 3. But then they apply Forgetfulness, and you stand there like an idiot, shooting for 1 damage, because you can't tell them to attack a unit within the walking range.
- Interface. I can't say anything positive about it. Although the latest version is slightly better, it's just worse, in my opinion. It couldn't have been worse.
- Square grid. I think those who played the beta will understand what I'm talking about. Specifically, about hitting diagonally and moving diagonally with 4-cell monsters. The hex grid looks like divine redemption after that.
- No "wait" button. No comment.
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This is the most important thing. You can put up with everything else.