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Heroes Community > Heroes 6 - The New Beginning > Thread: Balance Issues
Thread: Balance Issues
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 05, 2012 09:33 PM

Balance Issues

Now that the vanilla game is about to reach its more or less final version I would like your opinion on balance. Despite all the balancing there are still some issues and I would like you to help me spot them or offer your opinion based on your gameplay experiences. I am not referring to bugs mind you so please stick with design issues or too high / low effects in abilities or units. If another patch or hotfix does not come, it may be possible to add them with the addon.

Without further ado:


- Mass agony should be 60% of the basic spell, it is currently too strong.

- Fireball's greatly increased damage AND 4x4 area is too much. It should revert back to 3x3.

- Mizu kami's bond would probably be better off as an activated ability that does not consume an action.

- Reinforcements II and III seem a lot points to invest into when you can only use the ability once. It would be better if you gained another charge for each level of reinforcements or at least a cooldown.

- Unicorn horn bow and emerald yumi bow do not need the damage boost on top of no range or obstacle penalties.

-  Mass celestial shield seems rather weak, not up to par with other mass spells once armies grow a bit.

- Artifact merchants and advanced marketplace should be able to spawn artifacts that belong to a set.

- Mass stand your ground would definitely be better with a cooldown.

- Evasive maneuvers have a very low starting value, it should start at 15%.

- Parry could use a small boost.

- The death knight's doom ability takes too many turns - that's 11 turns for lvl 25.

- Tormentors have an abysmally low magic defense, it should be increased.

- 20% water reduction for undead is too much. I'd recommend 10-15%.

- Monsoon should be improved, blizzard has about the same damage for less mana.

- Warlord's command should +50% speed apart from the init boost and rush! init boost should be reduced by 5 (+50% speed AND high init is a lot for a tier 1 ability)
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 05, 2012 09:56 PM
Edited by JollyJoker at 21:57, 05 Oct 2012.

Quote:


- Unicorn horn bow and emerald yumi bow do not need the damage boost on top of no range or obstacle penalties.

No obstacle penalty is pretty good and equal for everyone, but no range penalty?
No Range Penalty doesn't gain much, simply since there are not many units that have one.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 05, 2012 09:59 PM

Indeed but it makes necro and orc ranged obscenely good and inferno's breeders with no range penalty are lovely as well - if for a short while. More than +1 dmg is too much, after all not all artifacts are meant to be as useful for every faction and this is especially true for H6. Not in a good way unfortunately..
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 05, 2012 10:18 PM

Nah. The Unicorn Horn Bow is not a good artifact. Range penalty is Skeletons and Goblins. Breeders don't count - they don't need it. And isn't the Horn Bow Might Only?
Haven? Nada. Inferno? Nada. Sanctuary? Nada.
I'd give a damage percentage, not a flat bonus.

Emerald Yumi is a Relic. No obstacles is good; no range doesn't gain a lot. Still, a percentage gain might be better.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 05, 2012 11:08 PM

Ranged percentage would definitely be more like it.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 05, 2012 11:15 PM

Yeah, sure. RANGED percentage.

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted October 05, 2012 11:34 PM

Shouldn't we wait for 1.8? This feels a little premature.
____________
"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 06, 2012 12:11 AM
Edited by Elvin at 00:11, 06 Oct 2012.

Wait for what? The upcoming 1.8 changes are known, I am looking farther into the future which is why I am asking for opinions.
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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted October 06, 2012 12:25 AM

Quote:
Wait for what? The upcoming 1.8 changes are known, I am looking farther into the future which is why I am asking for opinions.


Yes, well. I hadn't looked at the previous patch notes. Still haven't read the 1.8 ones. Maybe it's just me, but I judge the thing from playing it. Patch notes are stale. Rather boring too. But again, maybe that's just me.
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"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted October 06, 2012 12:15 PM

The thing you mentioned can be changed easy enough even without waiting for official patch, if you know what I mean
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HoMM3Lite

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ChrisD1
ChrisD1


Supreme Hero
posted October 06, 2012 01:02 PM

i think there is a stronghold issue. not sure yet. they already have high attack to make up for the lack of magic, and using a magic hero with the perks of blood rage would be fine. but when a might hero with normal attack, the creatures' high attack, and the blood rage (initiative, speed and attack) it feels like it's overpowered.
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