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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 08, 2011 01:48 PM |
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Quote: Also, have you guys noticed that Hard isn't hard at all? AI doesn't even build champion dwellings. If not on hard, on what difficulty level are they supposed to do that? The creeps aren't that much challenging either.
Maybe you're just too good already
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Kitten
Known Hero
Roar
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posted July 08, 2011 02:22 PM |
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Quote:
Quote:
Inferno is also very good, maybe better than Haven too as they won 2 out of 5 battles vs Haven.
Your logic strikes me.
What logic? This was tested and I wrote the result. And maybe you should read what the test is about and how it was done and perheps test yourself before you insult someone...
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Brukernavn
Hero of Order
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posted July 08, 2011 02:45 PM |
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2/5 = 0,4 haven > inferno
Q.E.D.
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conqr
Adventuring Hero
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posted July 08, 2011 03:51 PM |
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Quote: Sanctuary (only if able to exploit Sacred Kirin mist, needs two of them or get moral)
Sometimes its possible with one, but a nice catch nontheless. : )
Quote: Sanctuary (low HP, dmg, def and M.def with not so useful ability)
But it has a base growth of two. (Generally including growth in these type of comparisons might be a good idea.)
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 08, 2011 04:03 PM |
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Quote: 2/5 = 0,4 haven > inferno
Q.E.D.
Q.E.D. LOL!
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Crayfish
Known Hero
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posted July 08, 2011 05:06 PM |
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Edited by Crayfish at 17:07, 08 Jul 2011.
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Maybe she meant that considering that Inferno are vulnerable to light magic 2/5 wins against Haven might imply that Inferno are the better faction over all... ?
If that wasn't what you meant, better check that math Kitten
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shooshima
Adventuring Hero
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posted July 08, 2011 05:24 PM |
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Quote:
Quote: 2/5 = 0,4 haven > inferno
Q.E.D.
Q.E.D. LOL!
what's QED?
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It's not hard to be smart, all you need is Common Sense
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Crayfish
Known Hero
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posted July 08, 2011 05:27 PM |
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Edited by Crayfish at 17:28, 08 Jul 2011.
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Quote:
Quote:
Quote: 2/5 = 0,4 haven > inferno
Q.E.D.
Q.E.D. LOL!
what's QED?
Quod erat demonstrandum. Latin phrase. Loosely translates as something like "as has been demonstrated".
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Kitten
Known Hero
Roar
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posted July 08, 2011 06:16 PM |
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Some of you can be mean What I meant was that Inferno Core comes close to Haven's Core, but not better. I apologize for writing it in a bad way which made this occur.
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kainc
Famous Hero
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posted July 08, 2011 06:44 PM |
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Quote: Some of you can be mean What I meant was that Inferno Core comes close to Haven's Core, but not better. I apologize for writing it in a bad way which made this occur.
Don't take it personally, it happens everywhere not just here, and at least to me as well
Ye it seems that Haven is not that overpowered. Yet, compared to Inferno, they seem to be stronger in defence (as it should be). I'd trust in magic when fighting with Inferno against Haven.
Inferno's Paper Dogs (Hellhounds?) are pretty useless, at least under my control. Didn't like Breeders either. Succubus/Lilim and Pit Fiend/Lord are more useful.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 08, 2011 09:44 PM |
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@Kitten
Nobody tried to insult you but you'll have to admit that your argument was not very strong. Few amounts of games, probably not a lot of build variations, results not showing an indisputable pattern and so on.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Kitten
Known Hero
Roar
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posted July 08, 2011 10:35 PM |
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Edited by Kitten at 22:37, 08 Jul 2011.
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I never stated it as a fact I just wanted to share my result with you all. I don't have the energy to play so much and the result is from some playing, as I have written ( 5 battles each)
A note that the Sacred Kirins mist can be useful even in bigger battles! You can have it circle around an enemy and then have your Kappa attack 5-6 times in a row due to the mist. Kappa will probably act after the kirin as it's very fast too. Or have the Kensei attack works very well too!
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 08, 2011 10:49 PM |
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Quote: I never stated it as a fact I just wanted to share my result with you all. I don't have the energy to play so much and the result is from some playing, as I have written ( 5 battles each)
A note that the Sacred Kirins mist can be useful even in bigger battles! You can have it circle around an enemy and then have your Kappa attack 5-6 times in a row due to the mist. Kappa will probably act after the kirin as it's very fast too. Or have the Kensei attack works very well too!
Relax, don't get all defensive Btw I do not think that the mist works after the unit attacks.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Kitten
Known Hero
Roar
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posted July 08, 2011 10:53 PM |
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Quote:
Quote: I never stated it as a fact I just wanted to share my result with you all. I don't have the energy to play so much and the result is from some playing, as I have written ( 5 battles each)
A note that the Sacred Kirins mist can be useful even in bigger battles! You can have it circle around an enemy and then have your Kappa attack 5-6 times in a row due to the mist. Kappa will probably act after the kirin as it's very fast too. Or have the Kensei attack works very well too!
Relax, don't get all defensive Btw I do not think that the mist works after the unit attacks.
It works, trust me Once I walked straight line near the bottom where my enemies where and have my Kensei finish off each of them I have done a lot of testing with all creatures, no ranged creature got "no melee penalty" skill. In fact, many units hits less than half if blocked, some a little more.
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DestinyatWork
Tavern Dweller
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posted July 08, 2011 11:27 PM |
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Hello everyone, I'm a long time visitor of this forum and finally thought I should offer some feedback too.
I've played heroes 3+4, but my main focus was on 5 + expansions.
I cleared all of it on hard and played a lot of hotseat and duel against the AI and some friends. Just to give you an idea where I come from.
I want to start with the positive things, since I think they weren't mentioned enough till now.
The resources I really like the reduction to 4 since I feel it still allows for enough city planning strategies without unnecessary blur.
Only I think dragon vein mines in the starting area remove a lot of the sought after competition.
The area of control, love it it gives a lot more focus on the main targets also I've always hated to chase lvl 1 heroes around
I love the new tier system even if it has problems for now gives a much better army vs army feel as in 5 because the low tiers don 't die so fast.
The round system! Really the most important fix, the first strike wins of h5 could really frustrate one.
A word on the town screens from me I don't need 3d of the cities but I enjoyed them.
What I do not need is that town picture I never look at that creates lag every time I open the menu.
Please get rid of that or allow me to disable it, if I open a build menu I don't need that graphic absolutely unrelated if there will be a city to look at.
But enough with the praise as there is unfortunately a lot that needs attention.
Lets start with the game stability, it's horrible I play 1.1 and it crashes a lot still particularly on saves, week changes, AI action, combat, pop ups from third party programs. That is way too much for my understanding of a beta. Its to the degree that I've stopped for now and awaiting a patch to try again.
The growth rates as much discussed already are so out of hand that it makes comments on balance pretty much impossible.
The culprits for that have been named.
external dwellings(max+3 core +2 elite + 1 champion),
architect should be lvl 1 core lvl 2 elite lvl 3 champion and not cumulative, .
For champion rush there is one more the town walls should give more like lvl 1 +1 core lvl 2 +1 core +1 elite lvl 3 +1 core+1 elite +1 champion.
I will post a follow up on the creatures later because as has been said too there is too much difference between their usefulness.
The skill systems removal of randomness was a good move making nearly everything available to anyone was not.
There is already a lot of cherry picking going on since the value of the different skills wary s way too much and since nearly everything is possible you'll pick the awesome skills only neglecting even the good ones.
At this stage of development this will be hardest to fix I fear.
Testing is not really possible either since the magic system doesn't work some might abilities are bugged and the tool tips are incorrect
This needs a swift patch so we can go at it more seriously.
The AI god I hope there is a lot more work planned on that the creeps as well as the AI players don't even know the most basic tactical concepts, it has no idea of the actual army+hero power, flees way too much again and is easily tricked again.
For now it's not worth playing against and that is really not acceptable for a game like heroes that is favored by many for its single player re-playability in hotseat.
Btw is there a trick to turning the view on the world and battlefield?
I was of the opinion we would be able to turn, but the camera would always return to start? I find the inability to turn the view at all quite limiting and annoying.
Closing for now with my biggest disappointment for me, the battlefields.
I remember a lot of talk about different sizes, active objects like rally flags and was even hoping for different levels f.e for archery.
Examples are given in Kings Bounty and Disciples 3.
But nothing of that has been realized the battlefield albeit beautiful has really no surprises to offer.
Well this has become longer than expected hope someone took the time to read it at all and found it interesting.
But this game has a lot of potential to become a really great that is why I'm shocked with the state this public beta is in even if it's an older build.
I think I will return with more detailed post if we get a patch that fixes some of the glaring problems we have for now.
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Crayfish
Known Hero
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posted July 09, 2011 12:51 AM |
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Edited by Crayfish at 00:55, 09 Jul 2011.
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Hold control and press left/right arrows to rotate the view on the adventure map or the battlefield.
On the subject of view, I feel that combats would be better at the default zoom that you currently get by zooming in one level from default. One other thing I was thinking in terms of view is that when the camera goes up close for a heroic strike or a lucky strike (I think this is a really cool touch by the way) and the stack is destroyed, the camera should stay zoomed in for the death animation.
More battlefield variety (different sizes, levels, possibly active objects but not sure) would definitely be good. Even H3 had different levels, at least in appearance. The ridges in H3 battlefields made for more convincing terrain than the couple of huge boulders / odd statue features of H6.
I don't feel the complaints about battlefield appearance are major concerns, but it could be improved.
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mancubus
Adventuring Hero
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posted July 09, 2011 02:44 AM |
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Quote: I remember a lot of talk about different sizes, active objects like rally flags and was even hoping for different levels f.e for archery.
Examples are given in Kings Bounty and Disciples 3.
But nothing of that has been realized the battlefield albeit beautiful has really no surprises to offer.
I'm surprised this hasn't been mentioned more often. Different size battlefields will be missed deeply. Did they actually "cut" that feature from the game after it was implemented and to some extent tested? Cause imo the talk about different battlefields was not so long ago. Too bad.
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DestinyatWork
Tavern Dweller
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posted July 09, 2011 03:32 AM |
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Thank you Crayfish that makes it more comfortable.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 09, 2011 08:57 AM |
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@DestinyatWork
Good post, well worth reading. Eager for more to come
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Nirual
Famous Hero
Imbued Ballista
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posted July 09, 2011 11:39 AM |
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Quote:
The resources I really like the reduction to 4 since I feel it still allows for enough city planning strategies without unnecessary blur.
Only I think dragon vein mines in the starting area remove a lot of the sought after competition.
The area of control, love it it gives a lot more focus on the main targets also I've always hated to chase lvl 1 heroes around
I love the new tier system even if it has problems for now gives a much better army vs army feel as in 5 because the low tiers don 't die so fast.
I agree those changes are going the right way, though some of the details baffle me a bit.
Quote: The round system! Really the most important fix, the first strike wins of h5 could really frustrate one.
I don't quite see how going back to a static round system changes that. I actually prefered the dynamic system, though it had it's issues. Probably the most notable one, the way morale worked, has been adressed nicely here, though.
In general, I would like to say I like the general idea of many of these changes, but some of the details are irksome to me.
Also, the UI needs a lot of work. Way too many tiny, crowded screens (town, hero...) that would work better if they used the entire screen like previously.
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In ur base killing ur doods... and raising them as undeads.
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