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Thread: More creature abilities in H6 | This thread is pages long: 1 2 · «PREV |
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted October 12, 2007 01:19 PM |
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The Last Idea is excellent!
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 12, 2007 06:29 PM |
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Quote: id have a titans setting up a cloud that makes it so the enemy cant see the area for several turns
Well, isn't that exactly what the new Cloud Titan does?
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What will happen now?
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phoenixreborn
Promising
Legendary Hero
Unicorn
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posted October 12, 2007 07:08 PM |
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Not sure that you are serious Alcibiades but he was referring to an effect on the adventure map.
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Stankelbenet
Adventuring Hero
bringer of nostalgia & darknes
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posted November 24, 2008 04:59 PM |
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I don't like the idea about many abilities. A strategy game needs some complexity, but not that much. A few creatures from each faction and all neutral creatures having a special ability would good enough for me.
Specializing creatures is not necessary done by giving it a special ability. It could also be done by lowering HP while giving it more attack.
I didn't like HOMM 5!
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del_diablo
Legendary Hero
Manifest
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posted November 24, 2008 05:24 PM |
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In H4 lots of abilitys was needed, there was also 6 factions.
In H5 there was spammed abilitys like heck, i don't like it. H3 did a better job because the grunts are the grunts and the special grunts would be the special grunts.
We also got faction abilitys like ex Bloodrage, it works so who cares
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