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Thread: Healing spells are op? | This thread is pages long: 1 2 3 4 5 6 · «PREV / NEXT» |
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Karanshade
Adventuring Hero
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posted November 08, 2011 09:47 PM |
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Quote:
Quote: Nevertheless, I don't like that core units receive such powerful abilities.
They can only use it twice, though. And the strength depends on the stacksize as well, so splitting them up over multiple stacks to gain more healing is useless.
Also you have to actually play the game to really understand wether it is broken or not , not randomly support every whining post you can read because you choose not to play the game.
Just my two cents...
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G0b1in
Adventuring Hero
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posted November 11, 2011 12:04 AM |
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Edited by G0b1in at 00:06, 11 Nov 2011.
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I say keep the healing - hell it should even more powerfull! but you don't get to keep units after battle. Period
P.S Edited spelling errors
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Minion
Legendary Hero
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posted May 07, 2012 06:16 PM |
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I am wondering what will happen to Healing in future patches. One thing that annoys me veeery much is that a spell as Fire storm (lv 15!) does same damage on 5x5 area, than Mass heal does on everyone(to 3/5 of factions). It even costs less. That is completely absurd
Luckily they said that they will look into the damaging spells. The same thing with Word of Light vs Armageddon, only half the damage and without a heal I know Inferno is supposed to suck but comeoon...
Other thing I was thinking was maybe Necro units would be imune to Regeneration. They have too much healing, so that might help.
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"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor
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Minion
Legendary Hero
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posted May 07, 2012 06:49 PM |
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Oh I was just being sarcastic, there is no reason for it to be weakest but oddly it always seems to be
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"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted May 07, 2012 07:21 PM |
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Inferno doesn't suck against Stronghold, just against everything else.
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fauch
Responsible
Undefeatable Hero
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posted May 07, 2012 07:22 PM |
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I guess that healing is even more powerful than H5 resurection, since it doesn't lower HP, right?
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Minion
Legendary Hero
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posted May 07, 2012 08:01 PM |
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Edited by Minion at 20:02, 07 May 2012.
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Wellllll, in H3 I remember Inferno was a bit overpriced, but I can't comment any further as I don't remember any more. H5 it was just hard to "powercreep" without Deleb and ballista before Tote, and in H6 they can loose units too easily according to many.
@Fauch Yeah Healing doesn't reduce Hp in H6
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"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 07, 2012 08:16 PM |
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Quote: I guess that healing is even more powerful than H5 resurection, since it doesn't lower HP, right?
That, and the fact that it's available from level 2 for every class except Inferno. In previous games, you had to gain the appropriate magic school and have luck with your spell selection, here you just pick it at will. They've tried to balance it by adding a cooldown on the spell, but much of the time all that does is just draw out battles to last longer because you have to wait for cooldown to go away.
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What will happen now?
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Minion
Legendary Hero
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posted May 07, 2012 08:50 PM |
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Edited by Minion at 20:52, 07 May 2012.
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What do you wish they did Alci? I was positively surprised they are doing something. I just hope they don't nerf them to oblivion. Maybe mass heal could cost 60 mana, and only do 66% of the power as damage...
I personally think the damage aspect now mostly annoys me, I get hit by Mass Heal all the time by AI, and for example my mass damaging Ultimate ability that costs 80(!) does as much damage to them as Mass heal does to me (Father Sky Wrath from Storm Caller)
It is completely unfair
/end of whining
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"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 07, 2012 08:57 PM |
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What I would sugest they do is some or all of:
- Add some sort of requirement that you have to invest skillpoints in native skills (Light Magic I/II/III) to learn spells *or* to add improved efficiency.
- Move spells that resurrect creatures permanently to higher levels *or* make it so that resurrection effect is only permanent at higher levels of mastery (eg. you need Light Magic III to make give resurrection effect to Heal spell).
- Maybe add a HP penalty for resurrected creatures or some other disability like in H5. That was pretty effective to prevent Resurrection spamming.
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What will happen now?
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted May 07, 2012 09:03 PM |
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The healing spells are useful only during the early game, later on, when the armies get big, they don't do much. In comparison, the healing creatures and Necromancy remain ridiculously powerful no matter the stage of the game - they need to be nerfed.
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fauch
Responsible
Undefeatable Hero
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posted May 07, 2012 09:48 PM |
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Edited by fauch at 21:49, 07 May 2012.
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yeah, it doesn't seem to make much sense to have it from the start. that's usually something I would pursue in previous heroes, because it is so good. either from the guild, or from archangels, or even vampirism.
in another hand, we used to have imba mass haste and mass slow at level 1 (though that required a few levels of mastery, but usually that wasn't so hard to get)
and mass resurection? seriously?
btw, what's the point of having a haven hero who can learn resurrection??
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 07, 2012 10:09 PM |
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Quote: The healing spells are useful only during the early game, later on, when the armies get big, they don't do much. In comparison, the healing creatures and Necromancy remain ridiculously powerful no matter the stage of the game - they need to be nerfed.
Well then Healing Resurrection spells need to be more powerful but less accessible. And creature abilities needs to be rebalanced against Hero abilities to better match.
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What will happen now?
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted May 07, 2012 11:10 PM |
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The problem is the scaling of the respective spells' effectiveness and it exists since... Heroes III, even Heroes I-II to an extent. In Heroes III some direct-damage spells could get ridiculously powerful, in Heroes V it was the opposite - the direct-damage spells never scale well enough to be useful for any non-Warlock hero in a long game and in Heroes VI the direct-damage spells are again briefly useful during the first 1-2 weeks but get nearly useless later and the same thing happens to the healing spells. If this - the effectiveness scaling - gets fixed, one of the main balance issues of the game AND the series will be resolved.
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Minion
Legendary Hero
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posted May 08, 2012 12:12 AM |
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Yeah I agree. And I would love the approach that by spending many skillpoints, aka specializing, you could turn spells a LOT more devastating. But it would mean that you cant get a lot of other abilities. Direct spells don't have to be über-strong from the get-go, but you could have skills to complement this approach, by sacrifing other abilities.
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"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor
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fauch
Responsible
Undefeatable Hero
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posted May 08, 2012 01:02 AM |
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maybe if power of spells grew exponentially for each spellpower point and not linearly.
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einomida
Known Hero
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posted May 08, 2012 09:59 AM |
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Quote: Personally, I'd like to see a post-battle option for the victor of a combat to spend as many mana points and creature abilities (as far as they still remain) as the player likes, to resurrect fallen units.
This is a system similar to Chrono Cross.
After every battle you had the options to:
1. continue without doing anything (aka not healing)
2. heal using consumable items (not available in H6, but could replace mana)
3. heal using available abilities - the ones you didn't use during combat
It was a good system, though the overall mechanics were different as well.
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xerox
Promising
Undefeatable Hero
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posted May 08, 2012 10:56 AM |
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they should just make it so that ressurected creatures are lost after combat
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fauch
Responsible
Undefeatable Hero
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posted May 08, 2012 03:07 PM |
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wouldn't that allow to take a dragon utopia very easily for example? (well, considering there is a dragon utopia)
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DIEGIS
Supreme Hero
power of Zamolxis
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posted May 08, 2012 10:35 PM |
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Quote: they should just make it so that ressurected creatures are lost after combat
worst idea ever! better improve spell dmg then this awfull "idea"
wont be heroes series game no longer...but only...stupidity!
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dacian falx behind you
-knowledge itself is power-
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