Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Posts from What would you change in Heroes of Might and Magic IV?
Xaker I almost agree. However, whether each battle will be an intellectual one or just a mindless brawl depends on the player. It doesn't even depend on his intelligence, but on his interest in the game.
Xaker I almost agree. However, whether each battle will be intellectual or just a mindless brawl depends on the player. It doesn't even depend on their intelligence, but on their interest in the game.
I understand that intellectuality lies in the ability to win when the forces are equal... That's what intellectuality is. But if you have a very strong hero, then "might makes right" – just crush everyone.
Xaker That's exactly the point: an experienced player spends 70% of the game in uneven battles. For the first two weeks, especially the first, you have to fight tooth and nail to win. And only in the remaining 7 days do the upgraded heroes clear the territory.
Xaker That's just the thing: an experienced player spends 70% of the game in uneven battles. For the first two weeks, especially the first one, you have to claw out victories practically by your fingernails. And only during the remaining 7 days do leveled-up heroes clear the territory with brute force.
And that's how the dominance of one race over another manifests!:) Take Chaos, for example: during the first week, I have a maximum of 40 thieves and 20 orcs + a maximum of two heroes. In such a situation, fighting against shooters is unrealistic—the orcs just stand there, and all you can do is use Magic Arrow (if available) and attack with a dozen thieves. In melee: the thieves are one-time fodder for the first strike. Only the orcs and heroes can save the day (and if you hide the thieves, you can even do it without losses)...
GlomStatistics
Registered:
Posts:14
Auto-translated
in Heroes of Might and Magic IV... I only see a couple of problems... unbalanced factions and a huge number of spells, which are quite difficult to understand at first... but overall, I think everything is quite normal.
in Heroes of Might and Magic IV... I only see a couple of problems... unbalanced factions and a huge number of spells, which are quite difficult to understand at first... but overall, I think everything is quite normal....
Yes, yes, that's the first thing that catches the eye! They probably wanted to make it better, more spells, more tactical decisions, but as always, it turned out differently. And the spells are a complete mess (in my opinion).
Yes, that's the first thing that catches the eye! They probably wanted to make it better, with more spells and more tactical decisions, but it turned out the other way around. And the spells are a complete mess (in my opinion).
But it's better when there are many, rather than few;) Heroes 4 has variety, but Heroes 5 doesn't (IMHO);) Example of variety: Magic Theft - when a spell is cast, the target loses magic, which is transferred to the caster (demon effect) Energy Theft - spells cost twice as much Magic Shackles - the target takes damage for casting spells
But it's better when there's a lot, rather than a little;) Heroes 4 has variety, but Heroes 5 doesn't (IMHO);) Example of variety: Magic Theft - when a spell is cast, the target loses magic, which is transferred to the caster (demon effect) Energy Theft - spells cost twice as much Magic Shackles - the target takes damage when casting spells
I don't find this variety particularly impressive. In my opinion, it's better to have less, but of higher quality.
Night Could you go into more detail regarding the prevalence of races? How will you arrange the towns? Who prevails over whom?
Well, for example, Order: first level—already a marksman (push him back and shoot), then golems with resistance, mages with several spells, dragons—either mechanics or with spells. And Chaos? Read my previous post. I mean, who needs the bandit to be able to bypass the first level? Where have you even seen this first level? Next up: Humans. First level is fodder, second—pretty strong archers, third—another archer-catapult or an awesome powerful spearman. Cavalry is so-so, but as for angels... Nature is pure fodder, except for mantises and elves, but on the other hand, you can summon a ton of troops.
Well, for example, in Order: the first tier is already a ranged unit (position it further back and have it attack), then golems with resistance, mages with several spells, and dragons – either mechanical or with spells. And Chaos? Read my previous post. Who needs something that a rogue can bypass in the first tier? Where have you even seen this first tier? Further on, there are Humans. The first tier is just cannon fodder, the second tier has fairly strong archers, and the third tier has either an archer catapult or an incredibly powerful pikeman. The cavalry is mediocre, but the angels are... Nature is just cannon fodder, except for the mantises and elves, but you can summon a lot of troops.
Honestly, I still don't understand which faction you prefer. I understand that you prioritize ranged units above all else. But you forget that they are the ones that become cannon fodder when dealing with neutral creatures like Air Elementals, Gargoyles, Griffons, and other flying units. At least in defense of Chaos, one can say that orcs will deal full damage in melee combat in this case.
Sorry for interrupting.:o Let's take the Order Castle as an example: Dwarves – their resistance is already quite good, and they are usually used very effectively;
Halflings – they deal weak damage, but they compensate with their numbers;
Mages – a good set of spells, indispensable during sieges (the Poison spell);
Golems – they are undeniably strong;
Djinn – the most promising unit, which any player using this Castle should rely on (a great set of spells – Illusion – why lose your own units when you can send them forward instead, and split them for better effect);
Nagas – useless;
Titans – the embodiment of the Castle's strength, everything is clear;
Dragon Golems – good in melee combat, but still, Titans are better (not everyone can shoot and attack at full strength);
In the end, besides the Dwarves, you can assemble an army of ranged units (Mages – Magic Bolt, Djinn – Ice Bolt). And if the hero has high Accuracy, no one will be able to approach. However, a STRICT warning: if the enemy breaks through before the entire army is assembled (in battle), the Order Castle turns into complete CHAOS. It's sad to watch how Halflings and Mages are slaughtered...
If you want, I can share my opinion about other Castles without any problems.
Regarding the game itself, it's a matter of personal preference (they had nothing else to do, so I had to get used to it, but I eventually did, and it's not a big deal). It's hard to say what needs to be changed; the list is huge (I consider it as Heroes 4, and everything falls into place because I love Heroes):)
Varg-Nar It would be great to read your opinion on each Castle :) But! don't forget to write your suggestions for improvements! Pay attention to the topic title :cool:
By the way, please note that the Equilibris team has already made changes to the latest official version 3.0. I think it would be more appropriate to discuss the current version 3.51.
But it's better to have more than less ;) Heroes 4 has variety, but Heroes 5 doesn't (IMHO);)
I don't quite agree with you. Firstly, high-quality spells with good animations will take up a lot of space, secondly, not every computer can handle them, and thirdly, it's better to have fewer but more powerful spells, which is a good alternative to variety...
Xaker It's strange; if a user has enough space for 3D textures, why wouldn't they have enough for ten spells? On the other hand, I agree – it's better to have fewer spells, but ones that are useful.