Skip to content

Posts from - What are the drawbacks of Heroes 3? (What didn't you like about it?)

No ratings yet — be the first to rate!
In reply to VDV_forever
User Avatar
#245
Auto-translated
VDV_forever;52674
If I'm being honest, I'd say:

Level 5 magic spells: Hypnosis and Mirror Image!?
Yes, there's a complete imbalance in magic in Heroes. It's especially noticeable at levels 5 and 4 – if you get Hypnosis or Summon Elemental (no matter which one) at level 5, while your opponent gets Teleportation or, at worst, Explosion or Flight, you really feel this imbalance...
Level 4 is also very uneven; it's frustrating when there isn't a single combat spell at level 2 – just espionage with "obstacle removal."
С Пути сбивают мелкие достижения, а изощрённые суждения скрывают смысл слов. И вот уже возникают "правильное" и "неправильное"...
- Чжуан-цзы
Сильванис
In reply to VDV_forever
User Avatar
#246
Auto-translated
VDV_forever;52674


Level 5 magic, the spells are Hypnosis and Mirror Image!?

Sincerely, VDV_forever

I'll say one more thing: Hypnosis is a spell from level 3 magic, so everything is done correctly. The only thing that's wrong in Heroes is that they often mix magic from different schools, and give attack and defense to mages, which shouldn't be the case... or at least, to gain a skill from a particular school, you should attend specific schools!
Герой в каждом из нас...:rolleyes:

"Истинно могуч тот, кто побеждает самого себя"
In reply to Geksorin
User Avatar
#247
Auto-translated
Geksorin;52939
I’ll say one more thing: Hypnosis is a 3rd-level spell, so everything is done correctly. The only thing that’s wrong in Heroes is that they often mix up different schools of magic in battles, and mages should have attack and defense skills specific to their school. It shouldn’t be like that... or at least, to gain a skill in a particular school, you should attend specific schools!

I apologize, I meant to write “victim,” but I wrote “Hypnosis”:o. Although hypnosis doesn’t even deserve to be a 3rd-level spell... IMHO.
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
In reply to Geksorin
User Avatar
#248
Auto-translated
It's a good strategy to weaken an unnecessary warrior (a neutral unit that joined you earlier) and then resurrect your own unit. Alternatively, a reliable method is to cast Blindness (fire skill) on the last remaining enemy and then resurrect (earth skill) units until you run out of mana. Of course, this doesn't work if the enemy has a powerful Ballista (except for the Ballistics Expert). Regarding the main topic, I don't understand how the hero Krag's attack increases (by 5% for each level). For example, if he's level 25, does that mean his attack should increase by a factor of 2? I haven't figured this out yet... If anyone knows, please answer.
Летай иль ползай конец известен, все в землю лягут, всё прахом будет...
In reply to Geksorin
#249
Auto-translated
I didn't like the fact that the hero "carries units in his pocket" – there's only one hero on the map, and then suddenly, during the battle, hordes of units appear out of nowhere!
In reply to Geksorin
User Avatar
#250
Auto-translated
But such a thing, unfortunately, exists in all parts of the Heroes series...
С Пути сбивают мелкие достижения, а изощрённые суждения скрывают смысл слов. И вот уже возникают "правильное" и "неправильное"...
- Чжуан-цзы
Сильванис
In reply to Silvanis
#251
Auto-translated
by the way, one could say that things are a bit better in the 5th installment! At least there are some signs that an army exists!
In reply to Geksorin
User Avatar
#252
Auto-translated
Guys, you're not playing Snake, you're playing Heroes. I sometimes have armies of 1500 units, and if you display them proportionally to their size (a level 6 unit = the size of a hero), imagine what that would look like...
Летай иль ползай конец известен, все в землю лягут, всё прахом будет...
In reply to Малыч
User Avatar
#253
Auto-translated
If something went wrong, even in Disciples (I'll immediately clarify that I haven't played the 3rd installment), the army was displayed only as the hero's figure, even though he had a maximum of 5 units, not 1500.
It's like a chess piece. And we move it across the map like a chessboard. :)
By the way, then you can also criticize the size of trees, mills, and mines. It's like a sandbox, the mine is knee-deep for the hero's horse! But...does it really affect the playability that much?
In reply to Слоныш
User Avatar
#254
Auto-translated
Slonysh;53331
If things don't go as planned, even in Disciples (and I'll immediately clarify that I haven't played the third installment), the army is displayed only as the hero's figure, even though he has a maximum of 5 units, not 1500.
It's like a chess piece. And we move it on the map like on a chessboard. :)
By the way, then you could also criticize the size of trees, mills, and mines. It's like a sandbox, with a mine up to the hero's horse's knees! But... does it really affect playability that much?
No, that's all correct... And, by the way, it's very difficult to implement in the game; but we were just talking about an ideal plan! I would like a little more realism...
For example, today I thought that it would be possible to introduce a monthly payment for troops (by the way, in Age of Wonders, they paid every day!), because it seems absurd that people are willing to sell their lives for some ridiculous amount, even less than the weekly tax paid by a single miller! It's hard to believe that there are so many poor people...
But don't say that there won't be enough money! It's enough to increase the income from cities - and there will be enough money.
And if the troops don't get paid on time, their morale drops significantly:p
С Пути сбивают мелкие достижения, а изощрённые суждения скрывают смысл слов. И вот уже возникают "правильное" и "неправильное"...
- Чжуан-цзы
Сильванис
In reply to Silvanis
User Avatar
#255
Auto-translated
But in AoW, each unit "spawned" over several turns! Gathering 4-5 dragons for your army was half the battle – you had to wait a long time! And here, you can recruit units in droves... It's definitely overwhelming. :(
In reply to Geksorin
#256
Auto-translated
Also, buildings in the castle are damaged after battles, and you either have to rebuild them if they are severely damaged, or simply repair them. If you don't repair them, they will only provide half of their original output. For example, if it's a Capitol, it will generate 2000 per day, but repairing it costs 5000. This applies to each building.
In reply to Geksorin
User Avatar
#257
Auto-translated
But sometimes, all the income would go towards these new units. In Heroes, you can set it so that a unit requires 1 gold per level per turn/week/month. And accordingly, increase the income of the cities by a factor of two. By the way, this would significantly change the gameplay.
С Пути сбивают мелкие достижения, а изощрённые суждения скрывают смысл слов. И вот уже возникают "правильное" и "неправильное"...
- Чжуан-цзы
Сильванис
In reply to Geksorin
#258
Auto-translated
monsters should be paid gold for battles, not for running around.
In reply to }\{ЕК
User Avatar
#259
Auto-translated
And it seems like it will be a completely different game...
By the way, I don't think that all fans of Heroes like AoW. So, ideas from there would turn many people off, I think. I like AoW and Disciples precisely because they have different rules than Heroes. Why try to create some kind of ideal mishmash of three or four games when there are three different ones?
For example, the idea of placing a hero on the battlefield alongside units, as in the 4th installment, which works so well in AoW and Disciples, turned me off from the 4th Heroes game forever.
Heroes has its own rules... centuries-old, so to speak. And most people like them.