Sempai_Mur Тень
Sure. We need more of those >increases production vital skills :D
#MIPA = More "Increase the Production Abilities" ヽ(•‿•)ノ
Sure. We need more of those >increases production vital skills :D
#MIPA = More "Increase the Production Abilities" ヽ(•‿•)ノ
There's #GUBHS already - "give us better hero specializations".
Something I agree with strongly for once.
the worst is that all those specailization will rather not scale- it will be as strong at 30 level as at fisrt level, I am afraid
In HoMM 3 and HoMM 5 it defines the hero, forges him- here I have the feeling that it will not matter whoeer I will choose- the gameplay will be almost the same ;/
+1
People don't love old NWC heroes just for nice portraits, but for interesting, memorable and useful(!) specializations that made each of them truly unique. The way it is now choosing a hero in H7 will be nothing more than picking a prettier portrait :f That's how it was in H4 and H6 - the game needs more diversity than that
#GiveUsBetterHeroSpecializations
#GiveUsMoreDiverseCreatureAbilities
yeah but there are already to many hashtags starting with GUB- without "B" it will be easier to remember and to differ it
JotunLogi, probably it will change according to the levels but imo that's not the best solution. They could copy similar system from H5 where they affected the stats of one unit. It was a way better than "increasing the production".
Change the specializations while it´s not too late.
it should not be to late- it one of the previous articles it was written that they can change it- and what is more, it is mostly just scripts and some text so it should not be that hard to change it
I am for both. Cool skills for creatures with stat bonuses and growth for same hero, why not? It would make him great as Main with skills and stat bonuses and he/she would be also great as secondary increasing growth.
I also want both- as it was in HoMM 3, some specializations that gives resources or even growth
But the game needs also specialization that will strengthen some skills or units- I like op hereos, they are so fun to play. Also as enemies- it is always satysfying to beat someone op
specialization should not only mean quantity but also quality
Heroes 3 was okay but some Heroes were not that useful and they were very similar HEROES 5 in other hand... That was masterpiece in field of specializations!
+1
This game needs better specializations, please devs don't make the same mistakes of H6.
Aye, agreed! We need evolution of abilities, not devolution!
Typical Heroes of Might and Magic III example:
Edric - Human Male Knight
Skills: Basic Leadership, Basic Armorer
Specialty: Edric increases the Attack and Defense skills of any Griffins or Royal Griffins he commands for each level he attains after the 3rd level.
Biography: Edric's father was the first man in Erathia to domesticate and train a wild Griffin. Now, Edric continues what his father started by setting up Erathia's largest Griffin breeding grounds for use in the King's armies.
I really hope that when you say,"Keep in mind all of this is still work in progress, especially the class attributions and specializations." that you actually mean that.
It should really not be too hard to implement a system like HoMM3, as Galaadle pointed out, or HoMM5. Static bonuses and/or growth bonuses really make the Heroes very generic and boring. What is the purpose to actually choosing a Hero when they are only portraits with slightly different beginning skills and end game armies.
Give Us Better Hero Specialization!
These specializations have so many disadvantages and they are really not creative.
Told by UBI-NOX:
Moreover, this specialization topic might be subject to changes until the very end due to balancing discussions.
Idioms:
+1% to spell damage for every mage in army
Heros Spellpower increases spell power of creatures in the army - creature spellbook need
increases Cabeiri's health and their Soldering Hands ability per level (Dr. Lord Maxi)
Rakshasa takes turn after killing enemy stack +stats
Increases chance of giving Titans aditional shot by every heros lvl +stats
+5% to golem retalation by lvl + stats
gayrgoyles magic immunity affect nearby friendly units (3squares) by 2% per lvl
Genie cast random blessing on target friendly stack at the begining of its trun
- increases number of affected creatures by each 7 lvls
Constructs recieve 2% less dmg from ranged attacks for every lvl
Alchemy +1 gold for every Cabir +1 mana for every djinn
1 mana point regeneration during battle (per turn) for every 6 lvls
Enchanted weapons- 5% chance to cast random negative spell (from heros spell book) when friendly stack attacks enemy +1% for each lvl
Increas heros spell power when casting (some elemental school) spells by 1 for every two lvls
Hero can cast two spells during one turn if they are from same elemental school
-second one would cost triple mana points
Few examples for stronghold:
Increas HP of friendly stronghold units by 1% for each lvl, starting with 5%
Increas 5% Attack / Defence / Hero attack (Classics)
All friedly units gains 5% more Blood rage when attack, 5% less loses when attacked
+2% to map movement for every lvl
Lvl of Blood Rage also increases HP and magic imunity by 10%
Break the chains: every warcry remove one curse from friendly stack
I want to add some creature abilities but well, we still dont know the line-up
Oh yeah ! Specializations on HommV is good and a lot og choices.
We need good specializations like Heroes 5 had.
Best specialization and best skills were in H5!!! And the magic schools were much simpler. Now there are too many of them
The most practical and interesting specializations were in homm5, they could make real difference between heroes. These examples that you announced make almost no differentiation between heroes... :'(
Make an effort and be creative please. I don't want to insult you, I just want you to make this game more interesting and challenging. Thanks
-- http://heroescommunity.com/viewthread.php3?TID=41148
Bring back H5 specializations! Galaadle link have some nice hints about the specializations so far
Arts are great...
Different races are great...
Specialization is utter s***
And the last one is the most vital ;/
I told Marblethrone to get ready for Cabir growth as an specialty, guess I was right...
Damn it !! Why so cool Rakshasa hero but so boring ability ? Just imagine how cool he would be if he increase the attack(decense stats of Rakshasas by every x levels :P
I don't think I did it before, side with the majority, but I guess there's a first time for everything.
NO.
#SNTSHS
Or maybe even gives the units a special ability that they only can have with this hero.
I do agree that many of the specializations are boring, but the Rakshasa one specifically doesn't seem too bad to me. I mean, rather than having a flat attack/defence boost (which if following the H3 scheme would be something like +2 to +4 under most circumstances, if +1 for each 6 levels), the boost to growth rate seems like a much more significant bonus, in terms of percentual power increase. I mean, you can boost stats through spells, but flat growth is much harder to manipulate.
H5 was a great game. Don't know why they forget about it. It would be better to have more things from H5 (specialy some concepts... and necropolis of course)
Specializations are shitty, it doesn't matter how many possible heroes are there and how pretty their portraits are if they're all equally useless.
Bring back H3/H5 specializations :<
Increase creature ATK/DEF or HP when a hero levels up, not their growth :3.....
Creature growth is for external dwellings, town fortifications and upgraded dwellings in-town!
H5 would be enough. Its like H3 with like 50 more types of specializations :P
I mentioned H3 cause they were similar, but you're correct - in H5 it was way better :D
Changing production bonus to ATK/DEF is an easy change that will make most of us happier. I don't understand why they don't do this.
"Increases the production of" just makes you buy the hero and have it sit there for the purpose of getting more units per week. And then you buy more heroes with these special ability to get more and more units per week. These special should be changed into something else.
Agreed these are the most boring and lazy skills to have
I know why Asad looks so angry. He absolutely hates spiders.
This game needs:
- better hero specializations increased by each level
- better and more creatures abilities
- great skillwheel
- Random map generator
- Death Necropolis with abilities
- better townscreens
- not to have lore dictating everything about it
As many others stated, scaling bonuses are better fit in Heroes, instead of a static beginning bonus for X.
For example:
Minasli- gain X Magic power for Water based spells per level.
Mirym- during a siege (as a defender) his army gains Defense bonus per level.
Asad- increases Rakshasa's/Raja's Attack against targets who didn't act in the current turn per level.
Saabira- increases Cabeiri's health and their Soldering Hands ability per level.
Great ideas, but Rakshasa ability would be hard to use, you know, mostly when enemy is nearby you dont push defend. And city guy wouldd be also one tough to use. You need to experience him outside of the city but need him as garison hero to make him useful. Maybe improved attack on sieges as conqueror and defese as defender. Kind of city watch guy who knows towns and their defense well.
But +1 for creativity
Wow! Great example of how easy it is to greatly improve abilities by putting just a little work into it!
still their specializations are not impressive(((
So more boring specializations, again "Increases the production..." very disappointing :(
Give us better heroes specializations!
#GUBHS
Guys, seriously... it's a fail again.
...again again and again...
UbiLimbic - stop this bullshit and learn true lesson from your mistakes. You promised not to copy bad things from heroes 6 and you do it all the time. Start working for REAL.
Play Heroes 3,4 and 5. Whatever. Fix this now because the list of your fails is getting longer and longer.
The list of fails:
- townscreens
- necropolis faction
- initiative system (Heroes6 copy. I don't believe they even tried to think about changing it.)
- skill wheel (please check the Heroes Community - it is said the skill wheel doesn't seem to be that good)
- heroes specialization
-
+ Personally I do not think the flanking system will be good. I'm not sure about this one but I'm afraid it will became a new "backstabbing game".
townscreen : ok
necropolis : ok for the lack of abilities
skill wheel : many ask for his return with random skill? ;-)
heroes specialization : no problem for me
flanking : while it's not too powerfull, I'm ok. In a game where placement is important, I think it may be a good mechanic (we'll see in game).
Let me add few more to your list of fails :)
- creature abilities
- creature dwelling on world map
- no ammo cart
- level cap
- possibly hero recruitment
As for the flanking system, yeah I can imagine creatures running around the battlefield a lot just to get backstab bonus.. and a lot of turtling lol
Najakir check the Heroes Community :-) I like the idea of random skills and skill wheel but it's not the point here :-)
Thank you Chiasa! :-) I forgot about it and you're 100% right :-)
Absolutly agree. That is why we need to know about skill systems.
Can you link me the threat concerned ? I'm intressting, but I don't find it.
They first fail was thinking H6 was somehow a success. All the problem started there. From there, all other fails are flourishing.
Really like the looks of Asad and Saabira.
Still hoping for a return of Solmyr.
Me too, i think he(Solmyr) was my favoutite magic hero. The favourite might one was Gelu of course.
Good evening Councilors. I too would also like to share some art with you today; although this would suit better the Necropolis faction. I hope you guys enjoy it!
---http://kobaltmaster.deviantart.com/art/Cursed-Shell-Tromented-Husk-522304788
Thank you guys, it's taking it a step into the unknown so I appreciate your interest and support. Cheers!
Well, pretty much everything looks better than a spider.
But yes, this looks interesting and stylish.
JotunLogiMarch 24, 2015 19:10:00
Give us Stronger specialization!!!
#GUSS
Community, unite! Our game need us!
Really those specialization seem to be so... boring and blunt, so unnoticable and they are so lacking any character that we must show our disapproval for this! Remember those specializations from HoMM 5 and some from HoMM 3- like armourers or offense? we love them- so why change them?
Ps. I could not invented better hashtag, i am not good at this. If anyone has better idea and name I would appriciate it ;)!