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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted July 29, 2011 04:44 PM |
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To return to the topic of factions with Healers vs. factions without. Have you guys considered the implications if only the upgraded version of the unit could resurrect? For instance, Sisters could still have the ability to Heal (regain max HP, remove negative effects, similar to H5 Paladin Lay Hands), but only the Vestal could resurrect units?
In this way, you could still have access to early resurrection, but it would need a deeper level of devotion - no longer could you just choose a Magic hero (or Might, if you choose to switch armies) and buy a secondary hero to supplement your troops - you'd also have to build the dwelling and upgraded dwelling, which could (and should reasonably, since this is the magic troup of that level) be expensive in terms of Crystal?
Thus, early Resurrection would still be an option, but at least it would come at a cost, in that it works against other tactics like early Champions. Wouldn't that be desirable?
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What will happen now?
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JollyJoker
Honorable
Undefeatable Hero
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posted July 29, 2011 04:50 PM |
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In fact some have thought about it and suggested it - myself even, as part of an initiative to not have this immediately, but it's no good: since Inferno Magic can creep just as well as Haven, it would make no difference, except making things more difficult for all Might heroes.
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Austere
Tavern Dweller
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posted July 29, 2011 05:17 PM |
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Quote: In fact some have thought about it and suggested it - myself even, as part of an initiative to not have this immediately, but it's no good: since Inferno Magic can creep just as well as Haven, it would make no difference, except making things more difficult for all Might heroes.
So in your estimation the combinations that are at a significant disadvantage for creeping are Inferno Might heroes, and perhaps Stronghold?
I've had success creeping with Stronghold by getting Furies quickly, but I don't know how thrilled I am at how much the faction has to lean on a certain building/unit path to compete effectively.
Even when using Inferno Magic heroes, though, I've often found myself bottlenecked a bit on mana. Perhaps that's my own shortcomings as a player, though.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted July 29, 2011 05:48 PM |
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I'm not sure I agree with this - if the idea of having early (instant!) resurrection is to make creeping more accessible to new players (as Austere suggests), then there still is a problem, because while skilled players might find it unproblematic to creep with Inferno Might heroes, to give an example, it certainly isn't for newcomers.
I find creeping with Inferno Magic heroes if not troublesome, then at least a nuisance, as I happen to run out of Mana at some point. And while I'm in no way a pro at competitive gaming, I don't consider myself a newcomer to the game either! So I still don't see any pros in making resurrection with units at least a bit less accessible - while it might not solve the problem alone, I do think it would be a step in the right direction.
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What will happen now?
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KingImp
Famous Hero
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posted July 29, 2011 05:51 PM |
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Quote: To return to the topic of factions with Healers vs. factions without. Have you guys considered the implications if only the upgraded version of the unit could resurrect? For instance, Sisters could still have the ability to Heal (regain max HP, remove negative effects, similar to H5 Paladin Lay Hands), but only the Vestal could resurrect units?
In this way, you could still have access to early resurrection, but it would need a deeper level of devotion - no longer could you just choose a Magic hero (or Might, if you choose to switch armies) and buy a secondary hero to supplement your troops - you'd also have to build the dwelling and upgraded dwelling, which could (and should reasonably, since this is the magic troup of that level) be expensive in terms of Crystal?
Thus, early Resurrection would still be an option, but at least it would come at a cost, in that it works against other tactics like early Champions. Wouldn't that be desirable?
I like it!
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted July 29, 2011 05:54 PM |
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If the Sister/Ghost/Pseudo-Medusa's healing does not get nerfed prior to the release and the creature stats remain largely unchanged, I'm pretty sure that the MP games will very quickly prove that Stronghold and especially Inferno are way behind the other three factions when it comes to creeping. Someone wants to bet against me?
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Mithrandir
Hired Hero
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posted July 29, 2011 06:19 PM |
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Quote:
I find this a bit different from criticism of the creature pool. I think it is more a criticism of town/dwelling conversion. I may be mistaken, but my understanding of people's concerns with the creature pool were the easy availability of the cumulative production of one's towns at any single town, and the consequences of that.
It sounds to me like in other Heroes games it was a huge drag to get a town that was not the same as yours. Conversion gets rid of that drag. I think it comes down to that many people interpret certain things as "strategic" or "interesting" that, personally, I interpret as "annoying" or "pointlessly difficult."
This strikes me as falling into the idealistic divide above. To me, a player has tons of strategic choices every turn no matter what. Where to go, what to do, what creeps to fight, what mines to grab, what buildings to build, what units to put where, what skills to take, etc. etc. Creating "choices" by making logistics a nightmare is undesirable, in my opinion.
I don't have an issue with complexity, I just find that certain logistical issues are not fun and only serve to bog down the game. To me, the game should be about collecting cool stuff and fighting things with your sweet army. Using Heroes 5 as an example, I wasn't a fan of playing remotely optimally involving micromanaging the weekly runaround to collect Wee Folk and Windmills and somehow getting Caravan creatures upgraded and to my main/secondary since they would make it to the castle a day or two later than the rest of my creatures...
I know a lot of the die hards think "But that IS Heroes. That's what Heroes is about!" and I understand that traditional mentality. But, as someone who is relatively new to the franchise, those things stuck out to me immediately as pointless and annoying issues, not strategically positive facets of gameplay.
Allow me to return to this topic for a moment. While I find some of your opinions very interesting, I strongly disagree with the quoted ones. The reason is simple: realism. When playing a strategic game with armies, conquering and such, I value realism very much, even in fantasy settings. Logistics of a real army is a nightmare, therefor I want the ingame logistics to be at least a challenge. I know Heroes are not Settlers or Anno or another "building an army needs a lot of resources" type of strategy, but since we have an adventure map with cities and mines and dwellings (fingers crossed for individual dwellings returning in the future), it would seem logical for the troops to came from this cities and dwellings instead of magically popping anywhere you want them to be. This isn't about nostalgia or making the game pointlessly difficult; it's about the way things should logically be, about realism and needless oversimplifying... and game balance, ofc. If I want to play a simple conflict, I play an instant duel. But on the adventure map, I don't want things that do not make any sense, such as instant troop transports or instant city conversion. And even if they are good for gameplay, they won't stop feeling wrong in my eyes.
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English ain't my native language, sorry for any mistakes.
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kusosaru
Hired Hero
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posted July 29, 2011 07:31 PM |
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About the healing discussion:
I think they should have kept the old first aid tent, give it a cooldown, make it fairly vulnerable (similar to the siege units, but at 2-3 hits till death) and be talentable to heal more / have more health.
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radox
Known Hero
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posted July 29, 2011 08:15 PM |
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Another thing that bothers me very much are the stupid names of the secondary skills. DIPLOMACY has been DIPLOMACY since day one, but now it has been renamed to DIPLOMAT! Why in the world??? The same goes for a number of other skills, like PATHFINDER. Why have they renamed the skills from the old skill-names to personal quialities-names? It's sluggish and stupid. There's more to it - some of the names have mysteriously remained as the old ones - eg. LOGISTICS, not LOGISTIC and COUNTERSTRIKE, not COUNTERSTRIKER. Having two patterns of naming secondary skills is totally beyond me.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted July 29, 2011 08:25 PM |
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Err calling it Logistic would constitute broken English.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted July 29, 2011 08:35 PM |
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Edited by Avirosb at 20:36, 29 Jul 2011.
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EDIT: Logistician
But why Diplomat?
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Nelgirith
Promising
Supreme Hero
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posted July 29, 2011 08:46 PM |
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Quote: Another thing that bothers me very much are the stupid names of the secondary skills. DIPLOMACY has been DIPLOMACY since day one, but now it has been renamed to DIPLOMAT! Why in the world??? The same goes for a number of other skills, like PATHFINDER. Why have they renamed the skills from the old skill-names to personal quialities-names? It's sluggish and stupid. There's more to it - some of the names have mysteriously remained as the old ones - eg. LOGISTICS, not LOGISTIC and COUNTERSTRIKE, not COUNTERSTRIKER. Having two patterns of naming secondary skills is totally beyond me.
You're really snowing at anything ...
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted July 29, 2011 09:00 PM |
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Snow? Better grab the Pathfinder skill
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MattII
Legendary Hero
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posted July 30, 2011 12:34 AM |
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Quote: I don't have an issue with complexity, I just find that certain logistical issues are not fun and only serve to bog down the game. To me, the game should be about collecting cool stuff and fighting things with your sweet army. Using Heroes 5 as an example, I wasn't a fan of playing remotely optimally involving micromanaging the weekly runaround to collect Wee Folk and Windmills and somehow getting Caravan creatures upgraded and to my main/secondary since they would make it to the castle a day or two later than the rest of my creatures...
Quote: I know a lot of the die hards think "But that IS Heroes. That's what Heroes is about!" and I understand that traditional mentality. But, as someone who is relatively new to the franchise, those things stuck out to me immediately as pointless and annoying issues, not strategically positive facets of gameplay.
Which suggests that Heroes isn't really for you, because from the way you describe it, you're after a RPG, which heroes isn't.
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Austere
Tavern Dweller
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posted July 30, 2011 01:15 AM |
bonus applied by alcibiades on 30 Jul 2011. |
Edited by Austere at 01:26, 30 Jul 2011.
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Quote: Which suggests that Heroes isn't really for you, because from the way you describe it, you're after a RPG, which heroes isn't.
I get what you're saying here, but it's not exactly correct. Obviously Heroes with a less intricate/meticulous adventure map =/= an RPG. I mean, a lot of the things I described as negatives are - for better or worse - changed or streamlined for Heroes 6 in one way or another, so I'd imagine my criticism isn't too far off the mark from someone else's vision for the game.
Either way, I'm not saying I hate the adventure map, or I only like to fight huge battles or anything like that. I just think certain things being difficult for difficulty's sake, because it can be argued that they add strategy or complexity or something, don't seem like positives to me. They seem like negative drags that get in the way. That may not be the popular opinion, and it may even be true that what I'm talking about and these changes are in some way too far outside of the realm of what Heroes is supposed to be, I'm just offering a certain point of view on the subject.
For example, I think the entire concept of slave/caravan heroes is kind of ludicrous. I mean, they're described as a hero and yet many of them are simply pack mules, be it for gathering resources, or holding certain artifacts, or moving units from point A to point B. They're fine, I don't really have a problem with them, I don't necessarily think they should be removed, but I find the whole concept a bit unfortunate.
I mean, the alternative would be something like every hero automatically has Snatch and there would be a way to get your units to your main/secondary in a way other than running all the way back to the castle. But I think that WOULD be getting too far away from what Heroes is supposed to be.
That's why I love, for example, the mine sabotaging skills available in Heroes 6. At least on some level, extra heroes that aren't really equipped for battle can contribute to the war effort in another, positive (as opposed to passive or logistical) way. I think that feature is fantastic.
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Cleo
Hired Hero
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posted July 30, 2011 01:27 AM |
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Oh no, new game, cry fans, cry cry cry!
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted July 30, 2011 01:59 AM |
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Karanshade
Adventuring Hero
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posted July 30, 2011 05:40 AM |
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Quote: The irony is with the new tier system, if they had just made it two instead of one rare ressources, they could pretty much have avoided this. With 3 buildings on each tier, one could have heavy demand on ressource 1, the other ressource 2, and the third primarily Wood/Ore. That would at least mean a difference in ressource demand between the three.
So true !
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MattII
Legendary Hero
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posted July 30, 2011 07:10 AM |
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Quote: For example, I think the entire concept of slave/caravan heroes is kind of ludicrous. I mean, they're described as a hero and yet many of them are simply pack mules, be it for gathering resources, or holding certain artifacts, or moving units from point A to point B. They're fine, I don't really have a problem with them, I don't necessarily think they should be removed, but I find the whole concept a bit unfortunate.
What as opposed to send your main hero around scouring the land for that same reason? Having plenty of secondary heroes allowed two tactics for expansion, creeping and rushing, but now there's a limit you can only really creep, so that's one more choice they've removed.
Quote: That's why I love, for example, the mine sabotaging skills available in Heroes 6. At least on some level, extra heroes that aren't really equipped for battle can contribute to the war effort in another, positive (as opposed to passive or logistical) way. I think that feature is fantastic.
Which they added in because they realised that mine-snatching, as had been in the old game, was a worthwhile tactic for non-main heroes.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 30, 2011 07:38 AM |
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Quote: Having plenty of secondary heroes allowed two tactics for expansion, creeping and rushing, but now there's a limit you can only really creep, so that's one more choice they've removed.
They did? You have probably misunderstood what those two terms mean.
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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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