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Posts from Heroes 6 - Discussion

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In reply to Элементаль Бога
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Elemental of God
It looks very much like Disciples, not Heroes.
What, besides area control? This has already been discussed hundreds of pages ago.
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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I try to take them out at the beginning of the battle. Advanced Cyclops shoot, while the regular ones deal significant damage in melee combat. They have decent initiative, strength, and damage. And this feature, where even completely dead Cyclops deal a retaliatory strike in melee combat with the entire group, forces you to deal with them in the early turns, preventing them from engaging in melee.
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And what about Cyclops, do they have infinite defense or something, why are they so feared?
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



In reply to Победитель
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Winner
What else besides control zones? This has already been discussed hundreds of pages ago.

Through the distribution of skills and abilities. In Heroes, there were two to choose from; in Heroes 6, you choose from six in a scheme, just like in Disciples.
On the battlefield in Heroes, there are only obstacles; in Heroes 6, there are various veins, flags, and other elements, just like in Disciples.
The graphics are very similar to Disciples.

But it's still playable, and it's interesting to play; the storyline is great! The units are new and interesting, the abilities are new, and the buildings are unique. I wish they would come up with a reasonable way to split the party and clarify, "Do you really want to start the battle again?"
And if we're being serious, what in Heroes is the connecting thread that unites all the parts and connects the player to the Heroes series? Are there any ideas? Perhaps the valiant Heroes?
теоретик
In reply to Элементаль Бога
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Elemental of God
Skill and ability distribution. In Heroes, there were two options to choose from; in Heroes 6, you choose from a scheme, just like in Disciples. On the battlefield, in Heroes, there are only obstacles; in Heroes 6, there are various veins and flags, just like in Disciples. The graphics are very similar to Disciples.
Indeed, I agree with everything except the graphics. But are these really drawbacks? Skill point distribution is debatable, but the fact that there is a little more variety in battles is a plus!
Elemental of God
But it's still playable, it's still interesting to play, and the storyline is amazing! New and interesting units, new abilities, unique buildings. I wish they would come up with an acceptable way to split the party and clarify, "Do you really want to start the battle again?" And if we're being completely serious, what in Heroes is the connecting thread that unites all the parts, what connects the player to the Heroes series? Are there any ideas? The noble Heroes?
XEL posted references to the original universe here and in the "Story and Campaigns" thread. You can also write about the storyline there.
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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It's better for a Necromancer not to focus on attack, but rather on defense and health, so that his troops take less damage. It's worth taking Education right away; the first combat spell should be Ice Bolt, as it not only deals damage but also freezes. Meditation is needed, in my opinion, if you're playing on a huge map against a human opponent, closer to the end of the game, so to speak, for the final decisive battle. Again, it's worth remembering that meditation consumes 3 mana points. Subjugation makes an enemy unit (except those immune to mind control or magic) yours for one turn, meaning you can't attack it. It doesn't lose initiative, as it did in Heroes 5. Any damage dealt to the subjugated unit will break the subjugation. You can use the unit to attack neighboring units or to draw an enemy unit away from your units. The subjugated unit blocks attacks from neighboring enemy ranged units; they usually wait, then someone from the non-ranged units attacks the subjugated unit, thereby breaking the spell, although they will receive a counterattack. The effectiveness of Waves of Renewal depends on the number of Priestesses; they have two charges. Waves of Renewal removes all negative enemy spells from the unit it's cast on for three turns. Moreover, Renewal from one Priestess can remove the most powerful spells, and also restores its hit points up to resurrection; the more Priestesses, the more health is added. It's very effective to cast Waves on a creature that is linked to Stream Spirits; then they will also start to "renew." In practice, Dance of Thorns only slows down opponents that can be slowed down; for example, it doesn't work on Dryads or Angels.
How much experience does a Hero get for the next level? Like 5000 or 10000, or how much?
It increases gradually. Go to the hero's profile; there's a scale in the upper right corner that shows how many experience points are needed to reach the next level.

Added 5 minutes later
Chingis
I've been thinking about it a bit.
Education should really be taken on the first turn, as it gives +20% experience.
Education gives +25%
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Turns out, there are idiots who duel Arachne. I met one. He almost killed me before I realized what was going on. :)
In reply to Supric
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Supric
Turns out, there are idiots who play duels against Arachne. I met one. He almost killed me before I realized what was going on. :)
And how did you realize you were losing?))))

Why did you assume it was Arachne's ability, and not Vampire Embrace?
In reply to Supric
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Supric
Turns out, there are idiots who play duels against the Arachne. I met one. He almost killed me before I realized what was going on. :)
I'm a little surprised by such an assessment of a person's mental abilities based solely on their use of good dynasty weapons. If you don't want any surprises, don't agree to play with dynasty bonuses; what's the opponent's fault?
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"
In reply to I_N
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I_N
How did you realize you lost?))))
I was playing as Demons and dealt a good blow to him with my first move (they can do that :), but then I noticed that the remnants of his army were recovering from the attacks quite quickly, and the "Drain Life" spell wasn't working as effectively as it should :)
Why did you assume he used "Arachne" and not "Vampire Embrace"?
You can see it in the buffs on the stacks :) And the number is also bugged - 39 thousand percent :)

Added 2 minutes later
Winner
I'm a little surprised by such an assessment of a person's mental abilities based solely on the use of good dynasty weapons. If you don't want any surprises, don't agree to play with dynasty bonuses; what's the opponent's fault?
Not good, but bugged. Are you aware of the bug? Arachne gives "Drain Life" (in percentage) of 15 multiplied by the number of creatures in the stack. We were playing in "Legion" mode, and I gave the "Drain Life" numbers from Arachne above :)

What's the point of playing like that? I thought no one was doing this kind of thing (that's why I didn't even pay attention to the "dynasty bonuses" checkbox), but apparently, there are freaks out there :)
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Guys!!!! Has anyone collected the complete Rogue set? I can’t find the Amulet of Distortion. I mean, I have 5 out of 6. Maybe I missed it in the previous missions for Irina?
In reply to yatre
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yatre
Guys!!!! Has anyone collected the complete Rogue set? I can't find the Amulet of Distortion. I mean, I have 5 out of 6. Maybe I missed it in the previous missions for Irina?

Maybe.
..изведать то, чего не ведал сроду! глазами, ртом и кожей пить простор! кто в океане видит только воду, тот на земле не замечат ГОР
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I was a little disappointed with the sixth installment.
РУССКИЙ
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Chingis
I was even more pleased with Heroes 6. :)
I've played through everything (except the campaigns), but I never managed to develop either the Path of Tears or the Path of Blood. :) What a joke.
After victories, a war report is displayed showing who developed which path, and at the end, it says that someone developed the Path of Blood or Tears, but there's no such information for my hero. I remember that when I played an easier level, at least something appeared on the scale, but on a harder difficulty, the scale is completely neutral and doesn't move towards either Blood or Tears. Although I didn't let anyone go, I killed all the neutrals, but the Blood scale didn't even move. What is this? How do you develop these paths? Can you tell me?
When I played maps, Tears and Blood "flowed like a river," it was more fun than in the campaigns. And you develop them as follows: you attack units located on the map, and they periodically want to either join you or flee from you. If you accept or let them go, it increases Tears; if you kill them, it increases Blood. I always developed Blood, although I was often tempted to let the weaklings go in peace to save time. After reaching a certain level of Tears or Blood, the hero in the picture transforms into a really cool guy - "amazing."
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Chingis

I watched the experience bar while recruiting to get a rough idea of how much experience is needed. The bar doesn't have numbers, so it's just an approximate estimate – about half, more, or less. I also checked the hero's profile in the upper right corner, but I couldn't find any information about the amount of experience.
Right-click on the experience bar.
And here's your quote about meditation:
"In my opinion, meditation is useful when playing on a huge map with another player, closer to the end of the game, so to speak, before the final decisive battle. It's also worth remembering that meditation consumes 3 mana units."
How does it consume 3 mana units? Per turn? Or? I read that it actually restores mana. Tell me more about this meditation.
30 mana units
Meditation is like a spell – you open the spellbook, click on it, and it costs 30 mana units, in exchange for which you restore a percentage of your initial mana level and enhance your spells.

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