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#8296
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I'm glad that a healthy debate has started. :)
Garnet
Huh? Maybe the brightness is high, but as for the gothic feel... you must not have played Disciples 2. Nothing is more gothic in the world yet.
Disciples 2, and then 3, and Uprising were my favorite games for a long time. :) I especially appreciate 2 (oh, how I love the champion skeleton skin). Heroes 6 is still far from Disciples, but compared to the previous installments, it's very gothic. As for the brightness, I think it's fine. Heroes 5 was the one that was really flashy. In Heroes 6, everything is more realistic. I deliberately drew a parallel between Heroes 6 and Heroes 5, and Heroes 4 and Heroes 3. I also want to note the beauty of the surrounding landscape. No comment on the Dungeon.
Garnet

Well, it's just a video. You watch it once and forget about it. I don't even remember what the video was about.
I disagree, I've already watched it about 5 times. :) It would be even better if they added some slow-motion. I guess it's because I love these kinds of battle scenes. I've probably watched 300 Spartans about 20 times. :)
Garnet

But none of the tracks stuck with me. It's just background music. It's not even worth comparing to Heroes 3.
I wouldn't say that. In Heroes 6, there's a clear return to the music from Heroes 2. And that's a good thing. The 90s were famous for great soundtracks to computer games. Take, for example, C&C, Crusader, Space Rangers, and of course Heroes 2. I still have the best tracks from these games on my phone. By the way, are you an old-school gamer? :)
Garnet

Yes, but unfortunately, I personally think that 60% of these skills are nonsense and don't give the hero any real advantage.
A similar topic has already been discussed, either on the Kings Bounty forum or on the HW forum. But it was about spells. One person wrote very well that there are indeed a lot of useless spells in the game. This is done to make the game more engaging. It's clear that the player won't use every single one. The same goes for skills in Heroes 6. Now imagine that you have 10 skills to choose from, and they're all needed, they're all useful. What would you do? ;) Although there is already such an element in Heroes. You're torn about what to learn. This answer smoothly transitions to the one below.
Garnet

In my opinion, there's actually more uniqueness here than in part 3, because in the old Heroes games, there was a very limited range of skills that certain heroes couldn't learn (for example, Adelaide + Necromancy), but in general, the set of skills was the same, regardless of race and class.
Uniqueness implies that any hero cannot learn any skill. You gave a good example with Adelaide, because the necromancy skill should be alien to everyone except necromancers. I don't think archers would enjoy being protected by unpleasant-smelling zombies. xD Here (in Heroes 6), this element is also partially present. For example, a necromancer cannot learn light magic, and also does not have all the higher spells of other schools. Likewise, humans can't, but in reverse. But I would also emphasize this point. Heroes 4 is a great example. Each castle has its own unique spells that are neutralized by the spells of the opposite castle.
Garnet

I could easily develop a battle mage from either a mage or a knight. In the sixth game, however, there is at least a clear boundary between the skills of mages and the skills of knights, and moreover, different races have access to different schools of magic. I'm not saying I'm happy about it.
I agree, there is a gradation. But! The skills for heroes of the same castle are still the same. :) A mage can learn reinforcements and tactics, just like a warrior. Likewise, with light magic: a warrior can resurrect, just like a mage.
Garnet

In the third game, it can be obtained on level 3-4. With some luck, that is. But if you compare the effectiveness of the spells, it turns out that in part 3 it was 3-4 times more powerful, while in 6 it is so funny that I never learn it.
Not quite. First, I wouldn't agree that any hero could learn expert slow on level 3-4. That is, theoretically it is possible, but in practice the probability that such an event will occur is negligible. And for some heroes, even if you try, you won't get it even by level 20. In general, slow is a separate song. It's a pretty overpowered spell. In TE, they tried to fix it by moving it to level 2. In my opinion, this is not enough, it needs to be completely reworked. More precisely, not it, but its physics. For example, in KB, this is very well done. Expert speed affects all units, while slow affects only one. As for slow in Heroes 6, you underestimate it. :) Often, the general version doesn't allow you to reach a unit in 2 turns, plus it reduces not only the movement range, but also the initiative. That is, in fact, compared to Heroes 3 and Heroes 5, the spell is enhanced (in Heroes 3 it only reduced speed, there is no concept of initiative at all, in Heroes 5 it only reduced initiative). Yes, I don't use the general slow as often as the basic one. I didn't like another feature, that learning the perk to enhance initial magic doesn't affect the power of slow. This is, to say the least, strange.
Garnet

I agree. It just infuriates me.
Do you know if the computer uses this a lot in single-player missions? And you can set a ban on this perk for yourself.
Garnet

I won't comment on the campaigns, because I only played through the barbarian campaign.
Actually, you should still play through all of them. Well, that's my opinion. I'm not imposing it.
Garnet

But for me, honestly, replayability on single-player maps (of which, by the way, there are very few) is more important than missions.
That's true, if you don't download maps from the internet. ;)
Garnet

It will pass in a week or two of intensive play :P
We'll see. :)
Главное- это мир во всем мире.

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