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Hello everyone on this frankly dying forum...
Now, I guess, I'll share my opinion.
I'm an old Heroes addict... of all the Heroes games... I started with the very first ones.
If I were to rate all the Heroes games, it would be:
The first one - okay
The second one - a masterpiece
The third one - a masterpiece
The fourth one - a failure
The fifth one - a masterpiece
The sixth one - a failure
The seventh one - a failure
And below is the text of my review that I left on STEAM after trying out Heroes 7 (so they don't care what anyone writes there).
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Boring and uninteresting.
As an old fan of Heroes (I've been playing them since the first one), I was really looking forward to the release of Heroes 7. After the frankly disastrous Heroes 6, I had high hopes for the release of Heroes 7.
Unfortunately, the development team seems to be led by someone who is stuck in Heroes 3.
I'll break down my review into several parts:
1. Opinion, pros and cons
2. Cheating race (tactics), hero development
3. Advice for the developers
So, let's begin.
1. Opinion, pros and cons
I won't describe the engine and graphics because I don't understand them. And everyone who wanted to has already written about them. I'll go straight to the gameplay.
In my opinion, using a turn-based combat system, like in Heroes 6, is a big step backward. Delay. Advance. Attack. Overwhelm. Win.
In Heroes 5, you think twice before delaying your turn because there was no guarantee that your unit would be placed in the right place on the ATB scale.
They kept seven types of units from Heroes 3, seven types of units. Guys, you could have at least diversified them somehow. It feels like the game is being made by people who are terrified of coming up with new units, and at the same time, it feels like for every newly invented unit, they remove two from the game.
Necromancers have lost their "zest" of raising the dead on the battlefield, and Vampires were the most offended - they are now getting their butts kicked. And how can "paralysis" affect the dead?
I read that Heroes 7 was created based on user feedback, but hey, not all feedback should be implemented. The suggestion to show how many enemy stacks there will be was clearly a suggestion from some schoolboy who was getting his butt kicked by neutrals on medium difficulty.
In Heroes 5, not knowing the number of stacks + the probability that one of them will also be upgraded made the game unpredictable.
Regarding raising/lowering morale when losing a stack of units, I have mixed feelings. My tactic was based on sacrificing "level 1" units (feint, taking damage), and now I can't use that as freely, but on the other hand, why does losing one agile unit lower my morale by 20 points, and when I lose 100 of them, my morale doesn't drop because there are still a couple of them left in the stack (although, in fact, they were all defeated).
I'm tired of writing my opinion... you already understand, it's negative, a solid two!
2. Cheating race (tactics), hero development
I quickly identified a frankly cheating race.
It's the Dungeon.
The meaning of playing as them comes down to building Medusas as quickly as possible.
A properly developed hero + 5 Medusas + a hundred or so Imps, and maybe 40 Trogolodites will easily defeat a hundred of LIMASUs, and in general, any army. Because Medusas, with a successful hit, inflict paralysis, which, by the way, only doesn't work on "constructs." As you can see, we place Medusas one by one (their task is to paralyze), and we destroy the rest of the troops.
But Medusas don't always hit with luck - the problem is solved by developing the hero's initial magic.
When choosing a hero, take SINITHAR, yes, he doesn't have attack (it would be useful for ranged units +100% damage), but he already has initial magic + enlightenment (I develop him to pump up the economy and scouting).
How to develop him:
1. Immediately develop initial magic for mass effects "Time Control" and "Fortune."
2. Continue to develop initial magic to the unique (highest) skill, casting twice is mega-cool... and you can easily block enemy ranged units by summoning "thick" elementals, and you can summon them twice!!!! (although double casting only worked for me on my territory, I don't know if it's a bug or if it's supposed to be that way).
3. Then you can develop whatever you want, but in my opinion, it's:
a) "Enlightenment" - for developing weak units.
b) "Melas's Grasp" to the highest skill - double strike is cool.
c) "Leadership" - the ability to place more Medusas on the field significantly increases the probability of guaranteed paralysis (by the way, there's a bug here, when I started dividing Medusas into new cells, they started disappearing, then I gathered them all together on the lower bar, and lo and behold - I had twice as many Medusas as I had, so after a couple of such bugs, the number of Medusas in my army reached the number equal to the Imps).
"Diplomacy" - I just liked it in Heroes 5 :)
"Luck" is not necessary to develop because you will still be casting "Fortune," and the maximum luck on a unit can be no more than 50, on the other hand, you may encounter faster creatures (there are not many of them), and you won't be able to cast twice, so it may be useful (I cast acceleration in the first round, and Fortune in the second round, and so on).
3. Advice for the developers
1. Bring back the ATB scale!!!
2. Don't mess around with inventing new units! Take Heroes 3 or 5 as a basis, add one or two units to each castle, AND MAKE IT POSSIBLE TO UPGRADE THEM 2 times (or even three), but not like it was done in Heroes 5 "either - or," make a full multi-level upgrade (like in Heroes 2, green dragon/red dragon/black dragon), and let each upgrade improve the unit's characteristics + some skill.
3. In Heroes 4, there was an interesting thing, "prison" - it was not very useful - but what pride there was in looking in and seeing how many heroes you had killed! - develop the theme - the idea was not bad.
4. In the same Heroes 4, there was an interesting idea with defensive towers in the castle, I think this can also be developed.
Added 2 minutes ago
I wrote this review a long time ago, I heard that after the updates they fixed the Medusa thing, they no longer inflict paralysis on the dead. But still, it's a cheat