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Thread: Racial abilities | This thread is pages long: 1 2 · «PREV |
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admira
Promising
Famous Hero
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posted October 15, 2010 03:38 AM |
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Quote: Was intended and with good reason. That reason was balance, nuff said.
Worth noting that certain factions could play quite well under a non native hero, sometimes even better. Example, high lvl wizard mentors a knight and gives him artificered army. Even with less levels(sometimes same lvl if wizard is lvl 30 and there are some lvl up trees) the knight will cut down enemy heroes without much trouble. Even a lategame sylvan will have trouble against this exploit - all you need is defense, retribution and light. Likewise I believe that a ranger can have favoured enemies and command a fully trained haven army which could be sick. These things shouldn't even be possible but at least ubi made an effort to reduce them.
not to mention the town convert is there for a reason.
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TDL
Honorable
Supreme Hero
The weak suffer. I endure.
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posted October 15, 2010 03:25 PM |
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I wish Elemental Chains were kept from the beta H5 stage, with some possible balancing issues tweaked. I loved its difficult strategic concept as for some reason it reminded me of chess. It would be more than perfect if they included it in H6
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Vadagar
Hired Hero
Master of knowledge
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posted October 15, 2010 04:11 PM |
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elemental chains were nice but for me it was an underpowered ability and not very useful because it was random.
this time around I hope they replace it with something better and much more stable and powerful.
it was sad to see that the "warlock" race was super dependent on artifacts and mana, and even then at high end games (large armies) the enemies usually have so much troops and so much resistances and spells, direct damage spell were almost useless (dwarfs resisting pretty much everything, especially fire while demons were vulnerable to it!)
this time I hope we see the races less dependent on magic, and magic becoming a bonus, or a support ability rather than a core requirement for survival for some factions.
and from what I'm seeing and the planes to make magic (fire,water,earth,ligh...etc) I think they are going in the right direction, becuase honestly in H5 you were FORCED to be a warlock or a wizard...etc. Now we will have much more freedom and flexibility with units that can actually fight, remember the gargoyles and grimlings what useless units they were, they were only good for fixing golems and giving the elemental weakness aura.
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TDL
Honorable
Supreme Hero
The weak suffer. I endure.
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posted October 15, 2010 05:41 PM |
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Edited by TDL at 17:42, 15 Oct 2010.
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I expect you were talking about the ingame Elemental Chains. Had you read a bit about the beta stage, you would clearly see that given SOME tactical thought, you'd increase your damage output exponentially (clearly it would not be an underpowered ability at that, capable of tripling your damage).
This is how the true (IMO clearly one of the masterpieces from H5 skill tree) Elemental Chains should have looked like: AOH link.
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MrDragon
Supreme Hero
Eats people with Ketchup
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posted October 15, 2010 06:46 PM |
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Actually I think the Chains originally were a terrible idea.
It created a mechanic that relied heavily in the Initiative system working in your favour, you had to have at least a few creatures in range of the same opponent, that have turns in a row, that just happen to have elements matching the chain you're trying to build.
That's 3 requirements that are surprisingly hard to achieve in almost any fight, if it does happen, it's prolly due to sheer luck.
At it's core it sounds alright but chances are you might chains the entire battle through or not get any chances, unless you start playing highly sub-optimally, just to chain, and then the bonus damage won't match up so well.
A much simpler and more elegant mechanic would be if creatures of your army who's element directly opposes the element of an enemy stack gets a % bonus damage based on your hero's skill and level.
Possibly with perks triggering additional effects.
I love the idea of incorporating new dynamic mechanics, but Elemental Chains just were a little to... random and volatile.
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Vadagar
Hired Hero
Master of knowledge
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posted October 16, 2010 12:17 AM |
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that's what I mean
where you find that luck does so much more (especially for elves) and I hope to god the double damage thing is gone now, maybe a 25% damage bonus on luck proc this time around.
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Fauch
Responsible
Undefeatable Hero
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posted October 16, 2010 01:09 AM |
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Quote: A much simpler and more elegant mechanic would be if creatures of your army who's element directly opposes the element of an enemy stack gets a % bonus damage based on your hero's skill and level.
... wasn't it how it worked?
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Maken
Known Hero
Hail Hydra!
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posted October 16, 2010 01:39 AM |
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Quote: that's what I mean
where you find that luck does so much more (especially for elves) and I hope to god the double damage thing is gone now, maybe a 25% damage bonus on luck proc this time around.
I believe that I read in one of these faqs that show up from time to time that luck will give the attack maximum damage, while unlucky attacks will get minimum. So creatures with a broader (both to more and less) damage range get more affected in comparison with the "normal" ones
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agent_00_blerd
Adventuring Hero
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posted October 16, 2010 07:01 PM |
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Nerfing luck to the point of being the same as bless or curse spells? Not liking it.
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MrDragon
Supreme Hero
Eats people with Ketchup
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posted October 16, 2010 07:11 PM |
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Quote:
Quote: A much simpler and more elegant mechanic would be if creatures of your army who's element directly opposes the element of an enemy stack gets a % bonus damage based on your hero's skill and level.
... wasn't it how it worked?
Don't recall it working like that, the original implementation wasn't like that and now we have a boring passive skill.
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Vadagar
Hired Hero
Master of knowledge
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posted October 16, 2010 07:58 PM |
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Quote:
Quote: that's what I mean
where you find that luck does so much more (especially for elves) and I hope to god the double damage thing is gone now, maybe a 25% damage bonus on luck proc this time around.
I believe that I read in one of these faqs that show up from time to time that luck will give the attack maximum damage, while unlucky attacks will get minimum. So creatures with a broader (both to more and less) damage range get more affected in comparison with the "normal" ones
ty god
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