Целых три??? Офигеть!
Sylvan on summer 2016
Cool... pretty cool...
Hooray!! yes )
But still slightly disappointed...
Medic, you need to go to the salon to do the eyebrows )))
Come on Ubi...We want to see Sylvan and Dungeon race...Vote for this hehe maybe we can take preassure on them :-P
While some of those skills look particularly strong, ex. necessary alliance with other diplomacy skills or preemptive strike, mind that might heroes canNOT use magic, making much easier for magic heroes to make big difference with their spells- imagine spells like mass curse of mass slow from H3- without being able to counter them with mass speed/bless etc., they can influence the game greatly.
Yes, but are magic heroes restricted to Magic-only skills? I don't recall anything like that but I haven't been very active here lately. And if Magic heroes can take these powerful Might skills they will get totally overpowered, even without Grandmaster abilities.
Might heroes can learn magic skills. They just can't GM in them, they can almost certainly get expert in a few and can probably get master in their faction's core school.
Ive got a feeling that Core creatures will be the most important one, once again...
Archery + Accuracy isnt it too OP for Novice skill? Anybody remember how painful were battles when all units had no range penalty units in H1-2, or imagine when all rangers are crossbowmen.
Preempitivestrike, well okay i tought that this will be unique ability for some unit but okay.
Perfect Off/Def, omg thats really OP, especially for Cores, Champions seem to be useless against strong hero and thats bad.
Battles shouldnt be won by pixies... So lets do a little review what makes core so strong
+ dmg against big units
same Def or Off against everybody
While I doubt that diplomacy will be on par with other skills, the necessary alliance ability intrigues me. I'm really underwhelmed by the attack and defense grandmaster skills, because by the time you get those you'll probably have higher stats than your opponents anyways, especially in the campaigns. One word REALLY scares me about this post though: capacity (basic defense, town protector). If this has creature caps like heroes online did then I'm out. This isn't an MMO, so it shouldn't.
You're right. I hope if anything that its like the auto Garrison that dwarves got in H5. If its stack cap well... cue final nail in the coffin and the appearance of Death.
I HAVE COME TO TAKE THIS SERIES TO ITS AFTERLIFE WHETHER THAT IS ANOTHER DEVELOPER OR THE BACK OF A CLOSET
so who caught the Discworld reference?
Not a difficult one to catch:]
It will be funny when weekly population of goblins/gnolls will decimate weekly population of behemoths as atack/defense will be same with particular GMs and HP and dmg in fact almost will match if we take creature growth into account.
Like I've been saying, you're hero strength seems to matter more than what your actual army composition is. Only time armies will actually be decisive is when the heroes are very close in strength.
Its not about the armies at all, they're basically nothing in this game. the only thing that matters is the stupid hero class.
I guess thats the reason why +X creature growth is so widely used ... to make army actually matter. They seem to have completely diferent vision about this game. Indeed if they even have vision at all.
I've read a criticism about Heroes VI that the heroes don't matter anymore when the armies grow too large. Now I'm reading the opposite of that criticism.
Its a pendulum effect. They're getting closer, but still swung way to far the other way. Now both have some use, but only when heroes are within a few levels of each other does army really matter. We want heroes to be strong, but to be primarily support with a few good things they can throw out.
They really don't seem good at moving towards the middle ground and keep going to far one way or the other on almost everything.
Think of prior heroes games. Heroes primarily did various passives and percentage increases. But these were significant in their own way. They could heavily influence a battle, but were by no means decisive. If you were massively outnumbered, the relative hero strengths only really determined how much you could do before getting offed.
The exception were raw magic heroes which were mostly active with some good buffs and damage spells to actively swing the tide of battle.
But fell short in giving their creatures a boost unless they had mass spells they could throw around.
Here, the skills are strong enough to be game changers. They aren't influential, they're decisive. They don't function as augmentations, they work as ways to ignore or alter the rules. That's the problem. In H1-5 heroes bent the rules, H6 heroes barely affected them, H7 it seems like heroes break the rules. Rules includes probability of victory based on relative army size.
yeah... almost sounded like cheats, these are all passive abilities that can be accumulated, and there is no linear progression, it acts more like a static cheats somehow
Instead of just static, it would be nicer you can go from 25% to 50% to 75%, but giving 100% to ability like golden-tongued, necessary alliance, morale in Righteousness, preemtive strike, archery..
it will be nice if ranking affect the effect of all abilities
Skills is nice but too overpowered, magic is weak comparing to it
Necessary alliance is a huge gamechanger. Way too strong for novice skills, isnt it? At least it should be a master skill. Nice ideas, but som balancing will be needed
will agree with a bit op for a novice skill
Nah it should be 50% (since Silver Tongued is 25%). Free should only be for (ultimate) artifacts. The same with the archer skill.
well ye an item like in H3 will be always better, nice idea. The ownership of a second or even third town will snowball the owner far too much with that novice thing
Покажите на неделе парагон - уже плешь он проел)
Да, парагон пока самый загадочный навык в игре. Надеюсь он оправдает себя=)
Что за парагон?
Is it just me or are the Novice skills the best of the bunch? I mean, as long as your hero can actually learn Offense, even a Magic hero can remove the range penalty for two skill points. Maybe that's why we can't pick the skills ourselves, everybody would just grab this one and be done with it.
And no morale penalty is a Novice skill as well? Both of those are huge gamebreakers if used right. I mean, for a mere two skillpoints you can have an army of tier 7 creatures and nobody will care.
Wait, Novice tier is unlocked from the beginning. It's one point for those gamebreakers.
Just for comparison, removing the range penalty in Heroes V required a rare artifact. Removing the morale penalty required getting Master Leadership (3 points) or several artifacts and even then you'd be at 0 morale if you didn't have both. With this setup, you could even master Diplomacy and get double turns. And now bring in Haven's Righteousness. How is that balanced?
One of the very few downsides of diplomacy was that you'd have a lot of joiners from different factions and that would ruin your morale. But now that you can get no morale penalty for start, what would stop a diplomat? In heroes 3 you had to get the most powerful combination artifact to ignore morale penalties for mixing good and neutral units only, now you only need to level up once
Перевод на русский: http://heroes.riotpixels.com/?p=1418
I'm a dryad now!
Glad you joined Sylvan too :)
I died of exciment back at the Righteousness page, now I have returned as a beautiful dryad!
Congrats :) What a pity that other beautiful dryads won't be able to join us this month...
Zdolności dyplomacji są całkiem fajne.
After playing Beta it looks that Diplomacy have some unbalanced things, it's even OP if you use it smart, during the beta I was able to get more academy units that from Haven when I was playing Haven, 20 cuirassiers vs 53 Rakshasa Rajas and 5 Swordmasters vs 27 Simurgh not including eaker units (like 450 wolfs when I had only 130 of them...) and because I already have Gold Tongued skill (which in beta is in only Expert) these troops did not cost me anything...
Do not let bigger armies join your troops (if it's shows "low" it doesn't mean it's smaller), only small ones, remove skill which joins troops for free and rise the joining troops cost, I see no other way here, otherwise it's way to OP...
Yeah, diplomacy has always been a bit of a gamebreaker skill.
Back in H3, during a Week Of where several creature stacks spawn all over the map, you could rake up hundreds of units, doubling, tripling or even quadroupling your army strength in a amtter of days.
Diplomacy the way it is does indeed seem very OP. Maybe just lower the tier bonus from +15% to 10 or even 5%? I was able to win within week two, just starting with diplomacy and literally "picking" up every unit that wanted to join me. Had a massive force when i stumbled upon my enemy and everything long before had become trivial. My hero never even returned home once. On a side note i experienced several random crashes during a long hot seat game. Other then that, i really like the game.
With each skill rank you unlock, you will be granted X Offense/Defense points
> How work these hero' attributes? Comparing with Off to Def and +/- x% to damage?
That mean u make Heroes of Might not Magic.
First u introduce WarCries to give Might-classes free Buff-spells.
Second u overcharge Might-skills/
Third (look at Air Magic) u make Magic-skills absolutly uncompetitive.
I agree. It would be nice if developers explain us in details how will it work in game process....
Agreed. Air magic doesn't look competitive enough. Anyways higher spell damage can change that, will see during the beta.