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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Do you all feel the Hero recruiting system is broken?
Thread: Do you all feel the Hero recruiting system is broken? This thread is 2 pages long: 1 2 · «PREV
Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted September 05, 2011 04:37 PM

Quote:
And speaking about hero "run, damage and die/flee" strategy. In H6 damage spells are pretty weak. Killing one champion or few cores/elites should not be game breaking.
That's how it is at the moment but there are still hopes that it will be fixed because otherwise most of the direct-damage spells will never be picked or will be the constant victim of the "respecing" (which is yet another lamer-friendly feature) after they become useless (which will be roughly after the end of month 2). In any case, it's rather stupid to have several Implosion-abusing heroes with next to no army whose sole purpose is to weaken or dispose of your most dangerous stack. That will be perfectly possible after the main hero reaches level 20. And it's not only about direct-damage spells. One Puppet Master cast on the correct stack may be disastrous for its owner and Frenzy does not even require the turn of the respective "frenzied" creature to come.
Quote:
Debuffs should be better hero, for. eg -10 to morale, luck and initiative for one week.
Sounds good and makes sense - after all the army will not be very enthusiastic to fight under a commander who has recently been defeated.

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Gweret
Gweret


Adventuring Hero
posted September 05, 2011 05:15 PM
Edited by Gweret at 17:18, 05 Sep 2011.

Fang wrote:
Quote:
You might say you can regain those levels you lose by winning battles, but the further in the game you are it becomes harder to gain the levels you lost.[...]

I also thought about Mentoring. Can you mentor the same hero "twice or more" in H6?

Your idea with level lose is also good but too restrictive in my opinion.
High cost of resurrection plus debuffs which last some time might be better. For eg. paying 18k gold for secondary hero level 15th in 7th day of week could not be a option when enemy is approaching.

Also, losing initiative boosting artifacts can make some "run and die" strategy not possible.

Zenofex wrote:
Quote:
That's how it is at the moment but there are still hopes that it will be fixed because otherwise most of the direct-damage spells will never be picked[...]

I thought that they intentionally nerfed damage spells to balance might and magic heroes and avoid H5 warlock one-man army problem.


I also thought about frenzy spell. Casting them on ~10 champions or on some powerful, high numbered elites or cores ( for eg. Maulers ) could be problematic.



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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted September 05, 2011 05:26 PM

Quote:
I thought that they intentionally nerfed damage spells to balance might and magic heroes and avoid H5 warlock one-man army problem.
The thing is they did it like every newbie would do it - the noticed a problem with ONE type of hero and extrapolated it to ALL types of heroes, no matter that most of them have never had the said problem. There were broken direct-damage spells in Heroes III and only there - ever since then they are getting worse and worse. In Heroes V the situation was disastrous and if it wasn't for the various side effects (Master of...), the spells from the Destructive shool would've been used only by the Warlock after the first few weeks. Kind of the same situation that we have now, only that there is no equivalent of the Heroes V Warlock any more. He he he.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 05, 2011 05:49 PM

... and there are no Mater Of effects either.
____________
What will happen now?

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Karanshade
Karanshade


Adventuring Hero
posted September 05, 2011 08:09 PM

Quote:
Quote:
which u don t need since u are supposed to base ur defensive/explorative strat on the teleport network and the common creature pool between towns ... which is supposed to affect your crystal expenses since portals cost some ( a bit similar to going tall vs going large in civ). If they really bowed to such a (insert a polite word here can ' t find any) lobby , they just destroyed the whole point of their new system.
When your main hero is two days out from any of your towns, and see an enemy hero (not related to the guy you're currently invading) approaching your border, you're not going to be able to make much use of those portals are you?


In which case u are doing something wrong
I guess it would be relying on the main hero too much. No town guardian mentored to defend castle , no troops left in the creature pool because ubermensch took them all ? Even if u did not adapt to the new version of the game and u are still playing the main gets all the troops approach and the approaching opponent is big enough , can 't he not tp in your nearest town network entry point and from there gives the troop to a mentored guardian ? fortification will make up for the lack of reput skills.Also if u have a ubermensch approach , u don ' t have an harasser who scouted/harrased opponent mines / ressources , dwelling so they get less strong ? Your invasion is probably not that well timed out ,or the plan is wrong

My point is , ppl scream about H6 new gameflow before they think about what it means . On the other hand , the Ubiteam never went in-depth into why they made those changes , what kind of gameplay they were expecting to add/remove so ...

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BlazeHun
BlazeHun


Adventuring Hero
posted September 08, 2011 04:39 PM

It's really sad to see as your primary hero get higher levels, your secondary hero becomes weaker and weaker compared to tavern heroes (without mentoring).
____________

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted September 09, 2011 09:16 AM

Haha, that's essentially dynamic difficulty ! In a Heroes game ! Will it also have multiplayer unlocks, and other "modern" trends ?
____________
http://www.youtube.com/watch?v=u5um8QWWRvo RSA Animate - Smile or die

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