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Nelgirith
Promising
Supreme Hero
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posted July 15, 2011 09:10 AM |
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Quote: I believe it is a bug with the computation of the damage when performing the dive. While in description it says the two amounts should be equal the normal attack damage is way higher.
Same as the Kappa jump. It does less damage than their normal attack.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted July 15, 2011 10:44 AM |
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Let's face the truth, it looks pathetic as well
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted July 15, 2011 11:17 AM |
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Quote: Let's face the truth, it looks pathetic as well
I would agree. The Kappa's jump does look pretty stupid. A series of sommersault in a straight line towards the target. If you ask me, they should have kept the archical jump the Horned Grunt used to have.
But then again, there are plenty of animations that need sprucing up. Most ranged attack take ages to land.
Also when most creatures move, there is absolutely no sence of urgency. In most previous games, nearly every creature movement conveyed the idea that they were doing what they could to get there fast. Now the creatures just wander across the battlefield, like they intend to take in the sights while getting there.
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Vote El Presidente! Or Else!
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pacifist
Famous Hero
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posted July 15, 2011 11:52 AM |
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Edited by pacifist at 12:18, 15 Jul 2011.
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The kappa's jump works well in the campaign, go figure why. Maybe two different builds in the beat?. I didn't try to fight the griffins in the campaign as they fled but maybe can be interesting to see if it's corrected there too.
edit: difficult to see exactly as the damage is low but seems ok in campaign too for the griffin's dive. They dealt +- same damage as normal attack ( 10 vs 12 or 16). Also the interface is different, we can have custom skills or spells in campaign fight interface.
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http://www.youtube.com/user/alkoriak#g/u
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted July 15, 2011 11:53 AM |
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Quote: Now the creatures just wander across the battlefield, like they intend to take in the sights while getting there.
Who can blame them? The new arenas are very pretty after all.
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What will happen now?
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Nirual
Famous Hero
Imbued Ballista
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posted July 17, 2011 08:00 AM |
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Quote: The kappa's jump works well in the campaign, go figure why. Maybe two different builds in the beat?. I didn't try to fight the griffins in the campaign as they fled but maybe can be interesting to see if it's corrected there too.
Seemed like it was normal damage to me, but didnt deal with griffins a lot. However, I noticed their dive seems to be homing in this game, you can move your units however you want they will still hit their target... and nothing else, it seems.
Kinda takes the tactial aspect out, if you ask me. Although it makes them harder as single neutral enemy, can't avoid their initial dive. Just have to defend with everything and wait for the next turn.
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In ur base killing ur doods... and raising them as undeads.
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Nelgirith
Promising
Supreme Hero
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posted July 17, 2011 09:21 AM |
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No, the Kappa jump does less damage than a normal attack (A LOT less).
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Priest
Tavern Dweller
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posted July 17, 2011 01:59 PM |
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Edited by Priest at 14:10, 17 Jul 2011.
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I've got a problem. In the first mission garrison doesn't want to open. Can't go anywhere. Can anybody tell me what should I do? Or maybe send me a save. I'll be thankful for any help
And one more question - how to choose faction in Broken Alliance?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 17, 2011 02:08 PM |
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Capture the ore mine.
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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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Priest
Tavern Dweller
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posted July 17, 2011 02:11 PM |
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Edited by Priest at 14:25, 17 Jul 2011.
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I've already captured it, built fortification. Even convert the city.
Maybe I did it in the wrong order (shock that it matters) - but now it works. Thanks one more time
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 17, 2011 02:40 PM |
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That's.. curious. Unless you meant the second garrison after you convert the fort? Don't remember well, I just did all that the quests required.
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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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pacifist
Famous Hero
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posted July 17, 2011 05:13 PM |
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Cyclops are amazing. A level 5 barbarian with regeneration (druid artifact), stand your ground and good morale beat 9 pit fiends (2 upgraded amonf then) to capture lv7 cyclop dwelling (well not capture since it belongs to a fort but at least win one cyclop from there ). One condition though was to have morale at one moment before losing one cyclop or else I couldn't cast regeneration since the cyclops are otherwise always berserk. Cyclops had 15 moral so it's doable. Well it's just for fun those things don't work in multiplayer . I rushed to have upgraded cyclops on 1-3-1 and to my surprise there were 4 more! Only built fortification lv1 (no architects, only 2 heroes). So that means normal growth for upgraded cyclops is +3? Or a bug?
Well on another subject, it's the second time I play with 2 teams, my two AI partners always get slaughtered by the other AI. It's fun to see them play with just one hero, starting troops and still manage to capture 3 mines while a secondary waits with fresh troops doing nothing in town .
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http://www.youtube.com/user/alkoriak#g/u
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KingImp
Famous Hero
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posted July 17, 2011 05:18 PM |
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Edited by KingImp at 17:18, 17 Jul 2011.
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I was just looking at all the 3rd level skills and one struck me as quite a waste of time.
Economist III requires you to be Level 15 and all you get is 1 wood and 1 ore per day. Really? Considering how long it takes to get to that level, doesn't anyone else see that as a waste of a skill point? By that point, I hardly think 1 wood and 1 ore a day is going to help you, especially when you could pick a much better skill that will aid you in combat.
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mytheroes
Famous Hero
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posted July 17, 2011 07:25 PM |
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So I played the beta at my friend's place. Only for a while though, so I'm not going to give an impression. The Town Window ,for sure, is an unfortunate thing though and leaves little appeal. Also, is it me or has necromancy become nothing but an underpowered version of heal (seriously? resurrection at lvl 1?)? No more raising free troops from the dead?
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Zeki
Supreme Hero
sup
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posted July 18, 2011 12:26 AM |
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Quote: I was just looking at all the 3rd level skills and one struck me as quite a waste of time.
Economist III requires you to be Level 15 and all you get is 1 wood and 1 ore per day. Really? Considering how long it takes to get to that level, doesn't anyone else see that as a waste of a skill point? By that point, I hardly think 1 wood and 1 ore a day is going to help you, especially when you could pick a much better skill that will aid you in combat.
For the main hero, sure. But if you have mentor on main hero than this is a good skill for a secondary hero who is never supposed to fight but to help in the economical part.
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KingImp
Famous Hero
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posted July 18, 2011 04:54 AM |
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Edited by KingImp at 04:59, 18 Jul 2011.
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Quote:
Quote: I was just looking at all the 3rd level skills and one struck me as quite a waste of time.
Economist III requires you to be Level 15 and all you get is 1 wood and 1 ore per day. Really? Considering how long it takes to get to that level, doesn't anyone else see that as a waste of a skill point? By that point, I hardly think 1 wood and 1 ore a day is going to help you, especially when you could pick a much better skill that will aid you in combat.
For the main hero, sure. But if you have mentor on main hero than this is a good skill for a secondary hero who is never supposed to fight but to help in the economical part.
Okay, I see your point, but still at that point in the game, where it seems to take forever to even get that high in level, will anyone really need an extra wood and ore a day?
Now, if that was upped to something like 2 wood, 2 ore and 1 blood crystal a day, then it might be more worth your while to choose.
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Zeki
Supreme Hero
sup
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posted July 18, 2011 12:32 PM |
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Edited by Zeki at 12:38, 18 Jul 2011.
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If you play with fastest leveling it's not that late in game and also 1 wood and 1 ore is still better than one useless battle skill.
But you're right in your second point, though it's better than nothing it's not that usefull.
@mytheroes, if it was fully like heal necropolis would be way too strong, now it's just a bit imbalanced(though with the uber-healing of the ghost i never had any losses against neutrals at all and also very little against ai heroes).
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mytheroes
Famous Hero
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posted July 18, 2011 12:57 PM |
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Yes, but the strong point of necropolis is always having the ability to get free troops from raising the dead. Before I thought you can raise fallen enemies on the battlefield in addition to raising your own. Know it feels like something is missing from necropolis.
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Nelgirith
Promising
Supreme Hero
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posted July 18, 2011 01:43 PM |
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Quote: Yes, but the strong point of necropolis is always having the ability to get free troops from raising the dead. Before I thought you can raise fallen enemies on the battlefield in addition to raising your own. Know it feels like something is missing from necropolis.
Like what ? An unbalanced skill that always gave Necropolis the edge in any episod ?
Right now, Necromancy works like heal that costs NO mana and NO hero/creature action, which not only makes sense but is also slightly overpowered (as much as every other healing spell in this game).
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mytheroes
Famous Hero
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posted July 18, 2011 03:11 PM |
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Quote:
Quote: Yes, but the strong point of necropolis is always having the ability to get free troops from raising the dead. Before I thought you can raise fallen enemies on the battlefield in addition to raising your own. Know it feels like something is missing from necropolis.
Like what ? An unbalanced skill that always gave Necropolis the edge in any episod ?
Right now, Necromancy works like heal that costs NO mana and NO hero/creature action, which not only makes sense but is also slightly overpowered (as much as every other healing spell in this game).
You're missing the point here. One of the enjoyable and unique experience of playing necro is the ability to raise undead from fallen enemies and now it's gone. Unbalanced? Only in H5 pre-ToTE maybe. Pretty sure good players have strategies to overcome necro on this.
And about the current Necromancy, you forgot the 1/3 bit. I rather spend 15 mana and a hero turn to fully heal/resurrect a stack (Core, Elite, and Champion right from start, Wow!) which is sadly not available to Necropolis, well except if you build the tears of asha.
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