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Heroes 6 - Discussion

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#6239
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Well, many of my old-school gamer friends agree with me. And that says a lot for me.
There are no worse or better installments in the Heroes series. Each one is better in some ways and worse in others. Official statement from an old-school gamer :)
But Heroes 6 is built on the principle of "drag out the battle as long as possible" – healers, strong healing magic, incredibly powerful mass vampirism, tough units.
Previously, you could feel the tension, the significance of each move, the desire not to make a mistake (because every mistake meant huge losses; Heroes 3 didn't forgive).
A simple example: in Heroes 6, if Tier 3 units (the strongest) attack Tier 1 archers, they deal too little damage to them. In Heroes 3, they would simply crush those archers (weak archers, not Titans), and that was right – you put the archers in a vulnerable position, so you pay for it. Here, the archers take 4+ hits from creatures much stronger than them, stubbornly refusing to die. At the same time, these archers can be healed by the hero and units, which allows them to "tank" super-units of Tier 3 until the hero runs out of mana. In other words, the game forgives mistakes (in this case, exposing the archers). How is that even possible? Is that normal?
And I just feel like I want to fall asleep with my face on the keyboard during these battles. Mistake? Half of the archers died? So what, one healing spell – and they're all alive, heal and continue conquering, without straining your brain.
I wholeheartedly agree. In previous installments, battles were always the most enjoyable part of the game, and any mistake could cost you the game. Now, yes, healing magic is too strong, and damage output has been severely nerfed.

However, I seem to have been born under a lucky star; I haven't encountered any bugs or glitches so far. Even when I first bought Heroes 5, I noticed more problems than I have in the downloaded Heroes 6.