Posts from Heroes 6 - Discussion
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In the very first Heroes game from 1995, which, in fact, established the series' famous "heroic spirit," the concept of unit division was quite different compared to, say, what was implemented in Heroes 5. This is, by the way, one of the reasons why I don't like Heroes 5 – it's overly saccharine and mainstream. It tries to emulate "others." But in the previous games in the series, this wasn't the case (or at least, it wasn't as noticeable).
People seemed to be in favor of reviving the ideas from the early games, which, in principle, became the concept for the development of Heroes 5. At the same time, it's strange why the ideas from the same race-based "fourth" game (good, bad, strong, and humans) – one of the cornerstones of the series' beginning – are mostly perceived negatively...
This isn't off-topic; it's just my personal, somewhat strange, and modest wish that the division of races in Heroes 6 would be more avant-garde than in its predecessor.
P.S. The link doesn't open
Devils are a different story. All their subordinates are also from the Underworld (including imps, nightmares, and succubi). But angels don't walk the earth, so there's no reason to include them among humans.
It turns out that Heroes of Might and Magic V isn't perfect in terms of faction distribution either.
Well, then, what's the justification for angels in the Castle faction? It's just mindless borrowing from the third game. Nothing more. Where else do angels fight on equal footing with humans and rank slightly higher than cavalry in the hierarchy? It's absurd. Even in my favorite third game, I don't support the developers' introduction of this unit. :(
Devils are a different matter. All their minions also come from the Underworld (and imps, nightmares, and succubi). But angels don't walk the earth, so there's no reason to include them among the human ranks.
So, it turns out that the fifth game isn't perfect in terms of faction distribution.
It's just that angels don't walk our earth; maybe in the world of Heroes, people's faith in God is stronger.
I don't understand how, while justifying the place of devils in the Inferno faction, one can doubt the existence of angels.
In the 5th installment, a new system was introduced: initiative, unit movement range was added, and each race received specializations.
Movement range? Here, 50% is just cosmetic and for convenience, and 50% is a novelty.
"Specializations for each race" - the 4th game also had them. Each race has its own magic, for example. Necromancers, in general, have always had their own specialization throughout the series. So, it's not quite accurate to call all of this new. It's just a development of existing ideas.
Dwarves with elves - Where have you seen that before? - In Heroes. Centaurs in forests - Where have you seen that before? - In Heroes...
The 5th installment gave Heroes a new lease on life. The game was revitalized with new colors.
Many fans don't like the plot of the 5th Heroes game. And they're wrong. The main problem with the Russian version is the localization.
improved skill/ability system.
So, what's the justification for angels in the castle? It's a mindless borrowing from the 3rd game. Nothing more. Where else do angels fight on equal footing with humans and rank slightly higher than cavalry? It's absurd. Even in my favorite 3rd game, I didn't support the developers' introduction of this unit.
Devils are a different story. All their subordinates are also from Hell (imps, nightmares, and succubi). But angels don't walk the earth, so including them in a human faction doesn't make sense.

Барон "Vampires"
Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!
That's interesting. Actually, in Heroes of Might and Magic III, "speed" determines initiative, just like in Heroes of Might and Magic IV. The only difference is that in Heroes of Might and Magic III, two indicators (action speed and movement) are combined into one, while in Heroes of Might and Magic IV, they are separated. There's nothing new in Heroes of Might and Magic V in this regard.
In Heroes of Might and Magic IV, doesn't defense determine initiative?
Except the ones we've made
Actually, initiative affects the number of turns per round and, consequently, the turn order.
In Heroes of Might and Magic IV, everyone has 1 turn per round. Battle Dodge (BD) gives you the opportunity to go before others. But the main distinction is based on the speed stat.

Барон "Vampires"
Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!
Oh, I'm just overwhelmed by the world of Ashan. Everything is so well-structured and wonderful. But for some reason, there are just as many enemies in the fifth game as in the fourth. And nothing good will come of it if Ubisoft and Nival make the sixth installment again.
Angels are hierarchically higher than not just cavalry, but paladins, sacred warriors endowed with divine superpowers.
Perhaps angels don't walk on our land; maybe in the world of Heroes, people's faith in God is stronger.
I don't understand how, while justifying the place of devils in the Inferno race, one can doubt the existence of angels.
Angels are the sky (I don't know what race that would be...).
Humans are the earth.
Demons are the underground realm of Hades.
It has always been the case that angels and demons are symbols of good and evil, respectively.
Humans are in the middle because they are a very controversial race. NWC tipped the scales towards good (I would even say towards holiness), and as a result, they were led by those who symbolize good, i.e., angels... This is perhaps the only real, not invented motivation that I find.
At the same time, the nature of angels, as celestial beings, is very different from most of those inhabiting the Castle...
Added 15 minutes later
There should be more new units in Heroes 6. The angels, knights, and a few other units are getting a bit repetitive, it's time for something new. And I don't know why you're all arguing about the factions, some people don't like this, some don't like that. Everything is fine, what's really stupid is combining the undead and demons into one faction in Heroes 4, but everything else looks more or less good.
Humans - the composition is completely identical to the one from 3. It 100% will not change, as many perceive it as the classic. Unless fans of 2 are against it. However, reshuffles regarding the 1st level are possible, though unlikely. Training from peasant archers looks, IMHO, better than from spearmen. But if the shooters are moved to the 3rd level and the swordsmen dropped to the 2nd... I still believe it won't change.
Demons - this castle appeared only in 3; in 4 it was... let's not say what. The composition is almost identical - some reshuffling of levels occurred and Efreets were replaced by Nightmares. Unlikely they'll change it, although... I quite like Nightmares, but some want the Efreets back. The return of Efreets contradicts the concept of Ashan, but as neutrals, they'd fit perfectly. Overall, I liked how the demons were implemented in King's Bounty - both visually and in terms of unit strength, it's just a pity that Cerberi correspond to them. Demons and imps are just too weak in Heroes, just too weak. In King's Bounty, for fun, after completing a quest in Cordar for beer, I spent time in Demonis and built a fully demonic army. And so, demons and imps were my main strength. By the way, I also liked them in the art from Heroes Online: Kingdoms (and the best piece of art I've seen from that game is the Angel. I set it as the background for my PDA).
Undead - now this is a big problem. Ubisoft wanted to make this castle in an Egyptian style, ala Tomb Kings from Warhammer. But here Nival did well—they fought for the classic look. Then there was the controversial replacement of Death Knights with Harbingers. But later it justified itself. Without it, my favorite new necromancy likely wouldn't have appeared. But the composition of the Necropolis in 6 remains a question mark.
Wood Elves - in the original plan, the castle composition was completely identical to 2, only the dwarves (they have no place in the Rampart) were replaced by dancers. Ents were added. Although they could have had female riders on pegasi :). Then there was again a controversial replacement of phoenixes with dragons. To be honest, I don't know which is better here. By the way, comparing the rampart in 2 and 3, I choose 2. Elves should have more than one shooter.
Dark Elves - the composition of this castle changed throughout the entire series. In 2, it had centaurs, griffins, hydras... In 3, medusas, troglodytes, beholders... In 4, thieves, nightmares... Only minotaurs and dragons were in this castle throughout the entire span from the 1st to the 4th part. They were kept. This castle resembled a hodgepodge more than any other. So it was changed, leaving perhaps only the dragons and minotaurs. Now it is the Dark Elf castle. Oh, what a fuss the fans made. But I liked it. I played this castle extremely rarely; now I do it more often. Generally, if you look at it this way... you can easily recognize the thieves from 4 in the assassins, and the harpies in the furies. If you use some imagination, some will see medusas in the matriarchs, and some will see beholders. I doubt they will redesign it, and I don't want them to, but...
Mages - originally, this castle was supposed to be without changes. Except that an Arabo-Indian style was acquired. But that is correct. Some creatures didn't look great with nagas and djinn (by the way, there is a sketch depicting a naga as she should have been in this castle, had she been there). Then the nagas were moved to the planned Swamp, and rakshasas took their place. IMHO, the castle composition will not change, but the appearance will 100% be corrected. Developers, decide on the gender of the rakshasas. And give the djinn their heads back. And make the gargoyles into normal chimeras, like in all the parts. And for once, why are they elementals? Make them mechanisms. IMHO, it's more atmospheric and they could be repaired by gremlins.
Dwarves - a new race. Dwarves in the game were merely a unit, and even then, always located where they didn't belong—among the elves. Honestly, I'm glad they were finally implemented. I doubt the castle composition will change. Everything is in its place. Hird, spear throwers (though by the original design these were supposed to be axes), bear riders, priests, jarls. I can't imagine dwarves without all this. In King's Bounty, the composition of dwarves wasn't great for me, but they are useful... The class name should be Warlord, not Rune Mage. And give the throwers axes.
Orcs - The castle composition is a sort of blend of 3 and 4. Goblins, centaurs, orcs, shamans, chieftains (you won't believe it, but in the Ukrainian localization they are atamans), wyverns, and cyclops. StrongHold is quite recognizable.
Nagas - the unimplemented castle from the third add-on. It was supposed to be in a Japanese style (more likely, based on all the Far East countries at once, IMHO). There are a number of models in the resource files of "Hordes of Storms". I've seen them. A lizardman with a crossbow, a troll with a weapon ala Wolverine (called a steel claw, if I'm not mistaken), a "samurai", and a naga. Presumably, medusas and dragons were also supposed to be among them. Only long, mustached eastern ones. At least on the sketch, their statues are on the castle facade. The plot of the third add-on, IMHO, has been moved to 6; we'll see.