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Posts from Heroes 6 - Discussion Auto-translated

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#5755
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At first, I was happy to learn that Heroes 6 would have an RPG-style skill system, but the game didn't benefit from it. I would have preferred the return of the "Wheel" from Heroes 3, and levels should be gained about three times faster. But, what's done is done. The only thing is that it would then be impossible to distribute skills to the heroes of a dynasty. Otherwise, I think that Zybr sees too much negativity.

I will be able to make a final assessment of the game only when I see the entire campaign. Although, I don't know how it will look with such simplifications :(.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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#5756
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I will be able to give a final assessment of the game only when I see the entire campaign.
Perhaps that's why you don't see all the flaws. Heroes is a game that is focused on (or should be focused on) multiplayer, not single-player. And all these RPG skills, mega-powerful units, and cool special abilities are only useful for single-player. The only potential that still exists is the economic aspect – there is an opportunity to create a great flow of resources and simplify construction with the help of a couple of additional heroes. But again, Heroes is not some kind of SimCity.


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!



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#5757
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Allow me to disagree; there are two game modes in Heroes to cater to two types of players. Some prefer more multiplayer, while others prefer single-player (I, for example).
The abilities in the game aren't particularly impressive; rather, they can be divided into those that are necessary to have and those that are completely useless.
The economic aspect is also not very good, in my opinion: on easy and medium difficulty levels, establishing a town is not a problem, but on hard difficulty, no tricks, such as using secondary heroes, will help you establish an elite unit by the second week.
 

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#5758
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The Knight has a debuff that reduces enemy damage by -7%, as well as -7 to both defenses, morale, and luck. The debuff is undispellable and lasts for 3 turns. Against such enemies, you deal 30% more damage.

Is that useless?))

or

all Naga creatures gain a second attack for 3 turns.

Is that useless?))

or

when Necropolis units die, they drain a certain amount of health from all living enemy units on the battlefield, thereby resurrecting themselves.

Is that useless?)

+ all factions have slightly weaker abilities in addition to these ultimate abilities.

What is the point of having such abilities at all?


As for the economy, the main income always came from farming, so it doesn't depend much on the difficulty level, but more on skill and the map. However, the skills available in Heroes 6 provide good additional economic bonuses, and if there are a couple of experience stones nearby and the game is not intended to be a blitz, it is quite reasonable to spend some resources at the beginning on a couple of such supporting heroes.


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!



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#5759
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The Knight has a debuff that reduces enemy damage by -7%, as well as defense by -7%, and also reduces morale and luck by -7. The debuff cannot be dispelled and lasts for 3 turns.
...
What is the point of such abilities?
Well, these are racial abilities; they don't hinder making one faction more distinct from another.
In the fifth part, it was the same, only they were more interesting, as a rule: they were described more concisely, and they were just as useful.
 

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#5760
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What is the point of such powerful abilities?
For example, in Heroes of Might and Magic V, perks like "prayer" or "inspiration" were both useful and race-specific (until "inspiration" was made available to everyone). But even then, the bonus they provided was relatively small compared to these new abilities. However, they were still important, and so on.
My point is that all these new abilities seem to be overdone.
They are only useful in single-player mode, where each king can do whatever they want, as they increase the enjoyment of their own power.


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!



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#5761
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Okay, let's look at some specific examples. Knight debuff: -7% to damage, affects -10%-15% -7% to both defenses, completely useless and also -7 to morale and luck for enemies, 7/100 – not a very high chance, one successful hit out of ten at best The debuff is not dispellable and lasts for 3 turns, nice, but I don't think anyone will want to dispell it Deals 30% more damage to these enemies, now that's something, yes. But! It only works on one creature :( In total, we have a bunch of small bonuses, overall not that bad, but it would be better to put everything into one or two bonuses, so that, for example, there would be +100% damage to one of the opponents, then it would be serious. But as it is... Now, let's look at the perks from the fifth level: prayer and inspiration – these are, of course, good, but the knight's main strength is not in them, but in preparation. Preparation, in a good scenario, allows you to double the number of knights – perhaps the most useful unit of the humans. So, which is stronger?
I mean that all these new abilities are somehow overdone.
I would say that they are overloaded with numbers, letters, and everything else, but there is not much real benefit from them. Although there are some really very strong abilities, but most of them are useless.
 

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#5762
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I didn't understand the point about morality in your post. In practice, I got +3 to luck and morality (some skill, I forgot which one) almost every round. Therefore, by analogy, +7 and 7 will appear almost consistently. The percentages from that ability are, of course, not very significant. Or rather, there's nothing particularly great about them.
Although there are some really powerful abilities, most of them are useless.
Even if that's the case, it means they should be the dominant ones, and in that case, everyone will be strengthened. They can't weaken them – the idea of the main hero would be lost.


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!



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#5763
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Strong abilities are present, and it's a shame that you have to choose them when leveling up. By the way, it should be noted that the influence of the main hero in Heroes 6 is weakened, so equalizing abilities in the average arithmetic is the most viable option.
Ment
7/100 -- not a very high probability
Ah, that's what it is! One point of morale and luck now gives a 1% chance, not 10%! I thought that such wild numbers were in spells for these two parameters! Although, 6 luck gives a fairly frequent chance of a critical hit. It's just mystical :D.

By the way, the weakness of magic lies in the high magical defense of all troops. This system used to be better. Now you even see 80% (!!!) damage absorption :(.

P.S.: Yes, I also love single-player. Although, I looked at Heroes 6 primarily for multiplayer, so as not to "spoil my appetite before the meal" with the campaign.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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#5764
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Even if that's the case, it logically means they should be in charge, and in that case, everyone would be strengthened. They can't weaken them – the idea of the main character would be lost.
What's wrong with strong abilities? The main thing is that they should be:
a) Interesting
b) More or less balanced
c) There shouldn't be a situation where one ability affects a huge number of parameters, like with the Knight debuff that you gave as an example. One or two truly significant changes to something. It's even better if it's not a change in parameters (if not everywhere, then at least more often abandon this), but bonuses of a different type that cannot be set through parameters (like in the fifth part, a rain of arrows or vision of elements).
---------
In practice, I got +3 to luck and morale (some skill, I forgot which) almost every round.
Well, I don't know what that is, since the maximum luck and morale are now =100 (although in a duel, the Knight's Inner Fire somehow gave +106 morale, but I think the extra points are "cut off").
 

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#5765
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Ment
What's wrong with powerful abilities? The main thing is that they should be:
a) Interesting
b) More or less balanced
c) There shouldn't be a situation where one ability affects a huge number of parameters, like with the knight's debuff that you mentioned as an example. One or two truly significant changes to something. It's better to avoid changing parameters (if not everywhere, then at least more often), and instead use bonuses of a different type that cannot be set through parameters (like the rain of arrows or elemental vision in the fifth part).
I agree with that. By the way, in mass magic, its effectiveness decreases by three to four times. Why? There's no point in using it then! But "Battle Cries" (a branch in the Strength skill tree) are quite effective, even in a mass equivalent. This is primarily due to its free nature :rolleyes:.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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#5766
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What's wrong with strong abilities? The main thing is that they exist.
In my opinion, this is a disadvantage for multiplayer. At least in the sense that it increases the dependence on chance.

But we can argue about this endlessly :) Because multiplayer is more important to me, and single-player is more important to you.


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!



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#5767
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Effectiveness is usually reduced by about half. With the same Inner Fire, the mass version gives +46 morale, if I'm not mistaken. It's clear that it's more beneficial to have 7 units with a ~50% chance of triggering Battle Doctrine than one with a 100% chance. But the fact that spells require cooldown time is nonsense. It's better to limit them with mana instead. Cooldown makes the game even more like some Warcraft – a good game, but not a turn-based strategy, so there's no point in focusing on it.
-----------
For multiplayer, in my opinion, this is a drawback. At least in the sense that it increases the dependence on chance.
No, if point b) is fulfilled ;) Although its fulfillment is difficult in this case, I agree.
 

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#5768
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No, the game will be great. Even though I'm a skeptic, I watched yesterday how the Necropolis demons were crushing everyone. Two guys from our group were playing.

Although, there are still many questions.
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#5769
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Here's what I'd like to see added (or changed/improved) to make the game much more appealing to me: * Add at least one more resource. * Bring back gardens, mills, etc. * Strengthen offensive magic and half of the other casting magic, allow learning some spells (at least the first levels) in the old way (from the Tower of Magic), and allow casting the same magic continuously. * Do something about hero training and secondary skills (I don't really like them now). * Make a normal town window (like in the previous Heroes 1-5, even if it's not 3D). * Finish many elements (hopefully in the full version): show army growth, show how many days it takes to travel to a certain location, increase the cost of conversion, and reduce the cost of some buildings (especially in wood and ore; I'm playing one map – it's been a month, I have 100,000 gold, but I can't build a 3rd-level Fortress and a building with a Champion in the main castle!). * Remove the ability to buy the entire army available in other castles from a single castle! (What's the point of city teleports then?) * Reduce the speed of about 30% of the units (I'm tired of clones with the same speed; almost all units reach the end of the map in 2 turns!). * Since each unit can attack walls and (most importantly) the Main Gate, make a moat with liquid around the entire wall (don't leave a free passage to the Main Gate), and make the gates lower and raise (like in parts 2-4). * Add global spells: air scouting, summoning a ship, walking on water, or a portal. That's all for now. I'd like to know what others feel is missing the most in Heroes 6 and what they don't like!