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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
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15 years ago
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O_o
(I think this emoticon perfectly conveys my reaction to the previous message)
In reply to Победитель
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15 years ago
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Winner
In my opinion, seven factions is too many.
I remember the words that five factions is too few, eight is just right, and I'm amazed:smile28:. Well, never mind. I don't think anyone would want to wait another 2-3 months for one or two more factions to be added to the game. It's better to postpone the release for more useful things, such as fixing bugs...

Does anyone know if each faction will have its own school of magic, as it was in the 4th game, or will it be the system from Heroes 5? And also, will there be warrior and mage heroes? I would like to know if there will be a mage hero for the Orcs:confused:
15 years ago
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I would like to see the old, good Rampart, especially the Gorgons with their breath attack, in 3D, and with a zoom-in feature when they attack.
15 years ago
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In my opinion, seven factions is too many. And the dragon perspective doesn't quite fit here – in the fifth game, in Ashan, there are only four schools of magic.
What other seven factions are you referring to? Are you talking about the schools of magic? If so, I don't see anything wrong with that approach. This division is still somewhat arbitrary. As before, it will be possible to develop non-specialized areas, but, presumably, with some limitations (in the fifth game, they had a probabilistic nature). So, what's the problem then? On the other hand, each faction will now be associated with its own school of magic, with some minor caveats. And the correspondence will be determined by the dragons that these factions worship. In my opinion, this creates a logically complete and reasonable picture. It is only unknown how well this will be implemented, but I like the idea.
In reply to Майор Вихрь
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15 years ago
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Major Whirlwind
Even so, this division is somewhat arbitrary.
I would like the division into schools to be more than just indirect. For example, a specific school of magic could inflict damage characteristic of that school; a spell from the fire school would inflict fire damage. However, it is very difficult to implement this without creating a mess. Although the system of dividing damage and defense into magical and physical types also has its advantages, and it is easy to learn.
In reply to Deriel_Linch
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15 years ago
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Deriel_Linch
O_o
(I think this emoticon perfectly conveys my reaction to the previous message)
The game hasn't been released yet; it will be in March... so calm down.
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15 years ago
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I don't think it will be bad. I hope the division of magic into schools will remain as it was, but it's interesting to see what the developers will surprise us with, as elemental spells will be the main component of magic.

Added 2 minutes later
Major Whirlwind
On the other hand, each faction will now have its own school of magic with some minor exceptions.
Excuse me, there are seven schools of magic. And so far, there are only four factions.
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15 years ago
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Excuse me, there are seven schools of magic. But so far, there are only four.
Five. Not four.
In reply to Саня Изи
15 years ago
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Lordesat

My apologies, there are seven schools of magic. But for now, there are only four factions.
New factions may appear in the future.
In reply to Саня Изи
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15 years ago
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Winner
I can say the same about myself: smile43.

"Magic Fist" and "Ice Block". Differences:
1. "Fist" deals physical damage and can miss ghosts, while "Block" cannot.
2. "Block" does not affect Water Elementals, while "Fist" does (see the difference between "Arrow" and "Lightning" from the third game).
3. The spells belong to different levels and schools of magic.
4. Because of this, "Block" deals more damage.
5. "Ice Block" belongs to the element of water, so it is affected by elemental chains, while "Fist" is not.
There are many differences. And the schools of magic in the fifth game differ significantly in their application.
The first two points depend on the creatures to which the spells are applied; this has nothing to do with the magic itself. The other three are made up, and it's already clear that the damage is different and the schools of magic are different, but the essence is the same: dealing direct damage to a creature. There's nothing wrong with this being within one school (or separate spells from different schools), but when different schools only have a visual difference, that's bad.
Lordesat
And how interesting? Maybe they should just make one spell that deals direct damage, and the rest of the spells should be special in some way? For me, from the point of view of the spell system in the third game, practically nothing has changed with the arrival of the fifth game, no matter what they say. Practically everything is the same. For example, the force field was renamed to the secret crystal, and the wave of death was renamed to the unholy word. But the system remained the same. I don't know how the developers of the sixth Heroes will come up with ways to "move away" from the established system (and who even said that they are going to move away? I personally haven't heard). But I wasn't talking about that. I was saying that there are too many elemental spells and too few of the others.
Yes, it's the same spellbook, you choose a spell and apply it, from this point of view, nothing has changed, but the system of schools of magic itself has differences, and this is the main thing. In the fifth game, each school has its own clear purpose. Where did the information come from that there are too many elemental spells and that these will even be damage-dealing spells? I hope they come up with something more original; four schools of chaos are hardly needed.
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15 years ago
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What role did it play? Connected campaigns are only found in The Shadow of Death. In the other two parts, the campaigns are separate stories, just like in the original Heroes of Might and Magic IV.
No, it's also in The Restoration of Erathia.
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15 years ago
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No, it was back in The Restoration of Erathia.
Ah, yes, but it seems not all campaigns have a single storyline. At least in the first three initial campaigns, it's hard to find, and judging by what the Winner said, he was playing them.
I just checked, and about 4-5 campaigns are related to Catherine. The first two initial ones (for humans and Necropolis/Inferno) and then three more are unlocked, one of which I remember where Catherine fights her dead father. I don't remember the other two. And the Barbarian and Swamp faction campaign (initial) is separate, as is the campaign about the elven uprising. Is that right? It's been a while since I played, and I've already forgotten.
In reply to Arandor
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15 years ago
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The first two points depend on the creatures to which the spells are applied; they have nothing to do with the magic itself. The remaining three are made up, and it's obvious that the damage is different and the schools of magic are different, but the essence is the same: inflicting direct damage to a creature. There's nothing wrong with this being within one school (or separate spells from different schools), but when different schools only have a visual difference, that's bad.
"In essence, he only offered us two systems, totalitarianism and democracy, and there isn't much difference between them, you'll agree. And democracy deprives the individual of freedom no less than outright totalitarianism, because a victim of skillful manipulation loses the ability to make a free choice just as much."

1. Physical damage from the spell, suitable for creatures with magic resistance. Where a Golem is powerless, a Fist will be effective.
2. This is the only direct damage spell from the Summoning school (Hive doesn't count). This is quite a significant difference.
3. The point about chains is also valid.

Or what should the Fist do? And this is just one skill out of different schools.
In reply to Wistrit
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15 years ago
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WisTrit
"In essence, he offered us only two systems: totalitarianism and democracy, and there isn't much difference between them, you'll agree. And democracy deprives the individual of freedom no less than outright totalitarianism. Because a victim of skillful manipulation loses the ability to make a free choice just as much."
I could argue, but the topic isn't about that.
WisTrit

1. Physical damage from the spell, suitable for creatures with magic resistance. Where a Stone Skin spell is useless, a Fist spell will be effective.
2. This is the only direct damage spell from the Summoning school (Hive is not counted). This is a rather significant difference.
3. The point about chains is also valid.
1) The type of creatures the spell is applied to is a specific case, and there aren't many creatures with magic resistance.
2) Well, I don't see anything wrong with having a couple of attacking spells in Summoning. The school itself is quite different from Chaos in general.
3) Chains are only relevant for Warlocks, which is also a specific case.
WisTrit

Or what should the Fist spell do? And this is just one skill from different schools.
Yes, everything is correct, damage to the target. I'm not criticizing the schools of magic in Heroes of Might and Magic 5 in general, I just don't want there to be many such examples in Heroes of Might and Magic 6, for example, a Stone Skin spell from the Water school, a Lightning spell from the Air school, and some kind of Thorns spell from the Earth school, all dealing approximately the same damage and differing only in visual representation.
In reply to Vayshan
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15 years ago
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1) The spell applies to specific creatures – this is a special case, and there aren't many creatures with magical protection.
2) I don't see anything wrong with having a couple of offensive spells in the summoning list. The school itself is quite different from Chaos.
3) Chains are only relevant for warlocks, which is also a special case.
1. But aren't special cases already part of the differences? The point is that they are for "special cases."
2. That's the point, nothing bad, it's just magic from a different school, so that some mage can also deal direct damage, at least a little.
3. They are relevant.

Lightning and Stone Skin have different damage and different attack types + different bonuses + different artifacts affect them. Thorns are more of an area-of-effect spell...
Each spell is for some "special case." Isn't that the point of the difference? Why debuff the enemy's attack when you can hit them with lightning and reduce the number of units in the stack, thereby reducing the damage? Why buff your defense when you can just as easily cast Meteor Shower?

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