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Heroes Community > Heroes 8+ Altar of Wishes > Thread: H7 Faction Potential Direction
Thread: H7 Faction Potential Direction This thread is 46 pages long: 1 2 3 4 5 ... 10 20 30 40 ... 42 43 44 45 46 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 12, 2013 06:28 PM
Edited by Elvin at 14:31, 13 Oct 2013.

H7 Faction Potential Direction

DISCLAIMER: H7 has not been announced, this is just a presentation of what has been and what might be in the future.

Since Ubi took over heroes, they have sought to establish a distinct gameplay for every faction, giving each emblematic units, abilities and strategies. Of course there have been some inconsistencies between titles as Ubi's vision for Ashan was gradually materialized and today there is a team that specializes on keeping lore/gameplay consistency in might&magic games. According to Erwan: When developers work in the Might & Magic universe, Ubisoft allows each game the right to slightly tweak their lineup if it makes the game more interesting and doesn¢t betray the world guidelines. From one game to the other, creatures bearing the same name may have different stats, but their lore (flavor) and main attributes remain the same.
What makes DoC special and exciting for us on the M&M IP Dev Team is that they are able to dig into the details of troops and army units to a higher degree than we are able to in the Might & Magic Heroes games.


This is especially interesting as Duel of Champions has a wealth of units, spells and backstory and may contain a number of hints on how future games might look like. Doc as well as H6 have also shown that each faction can have more than one incarnation according to the timeline it is set but also its geographical location on Ashan. More on that later.

Let's get started with the gameplay descriptions so far:



HAVEN



H5: On the battlefield, Haven troops are known to be extremely resistant, relying more on the mighty power of brutal force than on the delicate art of magic. The heroes of the Haven faction will develop skills and abilities to support the hurricane of steel and fury that will rush into the enemy's rank.

[ Of course in H5 haven only had a might class and the hurricane of steel and fury part was rather compromised in the next installment. ]

H6: Mounted knights make up the Empire¢s heavy shock troops, supported by heavy infantry (the Sentinels, renowned for their discipline and military coordination) and missile weapons (the justly feared crossbowmen). Each noble is responsible for raising, outfitting and training his local militia and men-at-arms. The entire army is under the command of whichever noble the Emperor has appointed to the post. In theory, anyone is eligible. In practice, very few are ever given command of an army; the Emperor simply doesn¢t trust many of his vassals with that kind of power.

* Strengths: Buffing and healing magic, highly resilient troops, very high morale.
* Weaknesses: Limited ranged offense, limited aggressiveness.


DoC: Haven is the perfect faction for players who enjoy a defensive gameplay. This faction relies heavily on healing, protection and quick resource gathering. Create strong creature formations to block your enemies and rely on light spells to bolster your forces and create openings in your opponent's defenses. A meaningful way to describe early Haven decks would be: slow and steady wins the race.

[ H6 had the defensive gameplay and healing but it rather failed its stad your ground mentality. While that applied to its core units, sun crusaders, blazing glories and imperial griffins were powerhouses of descruction! Haven is supposed to be less aggressive and focus more out outliving the opponent so I am guessing their damage will be toned down. ]

Notable subfactions: Haven seems to be more or less uniform as it is always led by human armies. There may be individual differences between the duchies however, the more prominent being Griffin and Wolf duchy.



INFERNO



H5: On the battlefield, Inferno troops are famous for their insane brutality in both the might and magic fields. Inferno troops will rush into the melee, while creatures with magic abilities will disrupt the normal order of proceedings and call for demonic reinforcements or to summon the fury of the fire element and set it upon their enemy. The inferno heroes will of course support their troops, sometimes taking part in combat, but most of the time they will use their boundless mana reserves to cast a multitude of devastating spells.

[ During H5 they were not particularly good at blasting stuff as they only had a might class. In H6 their magic class became the warlock which is considered the most destructive class in Ashan. ]

H6: The entire nation of Demons is an army. Each one lives only to raven and destroy, and is quite capable of wreaking tremendous havoc on his own. Forged together into a disciplined army, they would be nearly unstoppable. Fortunately for their enemies, instilling that discipline is harder than it looks, and the lesser demons often need to be driven along by massive, whip-wielding taskmasters.
Inferno generals focus on fast massive area of effect damage, mass offensive abilities, disruption of enemy support and tactics, free expendable reinforcements.

* Strenths: Deadly magic, unparalleled stamina, luck is always on their side.
* Weaknesses: No discipline, flickering morale very few support abilities.


[ H6 rather failed at spreading chaos and disrupting enemy tactics. ]

DoC: Inferno is the ideal faction for players who enjoy an offensive gameplay. This faction relies heavily on destruction, discarding abilities and high damage at the cost of defense.
Optimize your deployment on the battlefield to take advantage of your sweep attacks and use your fire spells to create breaches for your high damage troops.
A meaningful way to describe early Inferno decks would be: a good defense is a strong offense.


[ Whereas H6 demons were fairly resilient, DoC reduced their hp and made them more aggressive. ]

Notable Subfactions: None, unless we consider the hellfire demons that are more.. fiery.



NECROPOLIS



H5: On the battlefield, Necropolis troops are generally weaker than their opponents. However their cost is lower as they are less dependent on “material” resources to grow. So they tend to benefit from a clear numeric advantage.
But Necropolis troops also compensate their relative weakness with other abilities. All Necropolis creatures are Undead. Undead creatures are not affected by morale: the dead don't care, you can't motivate them with the prospect of victory and they are not afraid to die. Mind Effects and poisons also don't work on them: they don't have minds or bodies.
On top of that some units will drain life from their enemies or remain untouched by non-magical attacks.


[ H6 traded the advantage of strength in numbers for ridiculous amounts of raise dead during battle. Increased amounts of tankiness too. ]

H6: Necropolis troops are mainly composed of “puppet” undead units like skeletons and ghouls, controlled by necromancers, but also of more powerful entities like vampires and liches. They are slow but literally unstoppable, for killing what is already dead is not an easy matter and will often take time. Time that Necropolis will conscientiously exploit to slowly erode the body and dominate the spirit of their enemy.

* Strengths: Magics which can weaken and despair the enemy, units which have no notion of what fatigue and low morale actually are.
* Weaknesses: Limited mobility, slow troops, few support abilities.


DoC: Necropolis is the perfect faction for players who enjoy an attrition gameplay. This faction relies on sapping down your enemy, with constant creature resurrection and poison.
Sacrifice your weaker units to block strong enemy creatures while eating them away with your poison. Use your resurrection cards to bring back more creatures to overrun the battlefield.
A meaningful way to describe early Necropolis decks would be: the rising tide will overwhelm all.


Notable subfactions: The Nethermancers:
Under the influence of Ariana of the Severed Fates, many Necromancers of Nar-Heresh fell prey to the promises of power of the Void and serve without question. Amassing a great army within her lair, she intends have her forces join with the sinister master of the Void lurking at the Throne of Renewal. Her plans are monitored by a secret covenant of Vampire assassins whose agenda has yet to be revealed.



STRONGHOLD



H5: The result of a wizard experiment in mixing Demon and Human blood, the Orcs are a savage warrior race that live for combat. They are unable to learn any normal spell with the exception of Adventure spells, and instead use their mana for Warcries, which mainly increase the strength of their troops. All their units, with the exceptions of Wyverns and their upgrades, receive rage points in combat for most actions, which absorb some damage and increase their strength when a certain threshold is reached. When the wait or defend commands are activated, the creature stack loses rage points. Their half-demon nature causes them to be affected by Word of Light.

[ Warcries are no longer stronghold exclusive as of H6. ]

H6: Orcs were created as shock troops to fight Demons, and their tactics reflect this. Lightly armored and heavily armed, they rush straight at the enemy, counting on their numbers, speed, ferocity and toughness to break the lines of the opposing army without suffering too many casualties. Due to their origins, Orcs are naturally resistant to magic and especially to magic wielded by Demons (fire, possession, illusions…).

* Military strengths:
Frontload damage, high mobility, magic-proof.
* Military weaknesses:
Poor support abilities, tactically limited.


DoC: Stronghold is the ideal faction for players who enjoy an aggressive gameplay. This faction relies heavily on quick attacks, sacrifices and raw power. Rely on your enrage power to sacrifice weaker creatures to bolster the damage of the enraged units and constantly assault your opponent.
A meaningful way to describe early Stronghold decks would be: live free die hard.


[ DoC added the mechanics of sacrifice, enrage(when allies fall), bloodthirst(when enemies fall) and surprise attacks upon H6 already aggressive gameplay. ]

Notable subfactions: Ranaar(steppe) orcs in H5, Pao island orcs in dark messiah and H6, Sahaar(desert) orcs. The latter were first mentioned in Nathir's biography in H5 and first appeared in Forgotten Wars DoC addon.
Also the BlackSkull orcs:
At the heart of the Deep Mountains lives an ancient Clan of Orcs banned by the other Orcs for their bloodlust. Lusting for the power of the great Chaos Dragon vein, these orcs have hoarded so much Dragon Crystal that their body and minds have been twisted by Chaos. Pouring down from the mountains, the Orcs started raiding the Free Cites and are now forcing their way into the Empire.



ACADEMY



Official site: Wizards are seen on the front lines about as often as Angels are found in Sheogh, at least if they have anything to say about it. With armies of animated Constructs, Elemental Spirits, and magically engineered slave creatures (like the Orcs or the Beastmen) at their beck and call, not to mention classic Human troops (often mercenaries), Wizards don¢t need to get in the middle of the fight.
Constructs like Golems and Titans form the heavy infantry and the core of the Wizards¢ fighting forces, while Spirits are more equivalent to cavalry in their quick strike capability and power. The strength of these units is that they do exactly what they are told and have no morale issues.
Human and humanoid shock troops are used to plug breaches, follow up on attacks, and otherwise support the main body of the army.
Wizards stay in the rear echelon, preferably stationed on high ground so they can see and affect the battle without physical risk. They usually serve the role of long-range artillery, launching spells into the fray while staying safely behind the lines.


[ Around the time of H6 rakshasas are the only beastmen that still serve them. Academy is considered the ultimate magical faction and wizards study all forms of magic. ]

DoC: Academy, is the ideal faction for those who like high risk high reward gameplay. Academy features mages whose strength amplifies the power of spell-based decks. However, the creatures in Academy have high requirements and specific vulnerabilities, so players will have to use them strategically.  If played correctly, the cards are unrivaled.
Tactically, Academy players can exploit Magic Channel creatures and defend powerfully with Spell Resist. The mages forces are built from creatures the mages created themselves; Titans, Gargoyles, and Beastmen and mages can bind Djinns to their will.


Notable subfactions: The Nethermancers, a forbidden practice in the Seven Cities. They seek to explore Void magic (a sub-category of Prime magic), aware of the risk that failing to control its power can cause one to be consumed by it.



DUNGEON



H5: On the battlefield, Dungeon troops are renowned for their superior agility and power, even amongst their basic units. Fortunately for their enemies, this superiority is scarce and comes at a higher cost, for the Dark Elves are few in numbers and each loss is a severe blow to their military might.

[ Whereas H5 dungeon was plain brutal, H6 dungeon relies a lot in deception, misdirection and stealth. While destructive magic is still part of their repertoire, their main school is now dark magic. ]

H6: Dark Elves are a pragmatic people, and bribery and assassination are often cheaper than raising an army. Their generals believe that a war is better won with persuasive words, devious stratagems, and a poisoned daggers than with an army in the field, and as such they have no hesitation about sending out spies, saboteurs and assassins as instruments of their policy.
Dark Elves can use other tactics as well. The main body of their infantry consists of dispensable slaves (usually Beastmen) or beasts from the darkness. Elite troops are fast-moving skirmishers, armoured in light scale mail, and armed with curved sword and throwing daggers. Support comes from crossbow units and Shadow Sorcerers, who master various mind-control and life-draining spells.
If forced to fight in the open, Dark Elves prefer to strike under cover of darkness. If forced to fight in daylight, they can stand their ground, but they¢re more inclined to retreat and wait for nightfall.

Notable subfactions: None that I am aware of.




SYLVAN



Elves hate a stand-up fight and prefer guerilla tactics. To an Elf general, the perfect battle is one in which the enemynever sees a single Elf. Maneuverability is the key to Elf tactics - they are past masters of retreating to draw the enemy into an advantageous position for them. Land means nothing to them - in a fight they concentrate on picking enemy army apart.

Usually they will screen their main force with a line of skirmishers who will serve to draw opponents into traps, where they can bepounded with arrows from three sides. The archers and Druids will fire from cover, move on, and fire again. The more confusion theycan sow with arrow fire and long range spells, the better.


[ In H5 sylvan could play defensively or charge and demolish opponents where they stood. ]

Notable subfactions: None that I am aware of.



SANCTUARY



H6: Sanctuary generals are like Chess Masters, or disciples of Sun Tzu’s Art of War. They focus their efforts on a main attacking stack (referred to as the Champion hereafter), who potentially becomes the best 1 to 1 / duel warrior of the game. Generally, this Champion will aim at the strongest enemy stack first, to fuel its racial ability.
Alternatively, other targets can be favored, depending on the enemy army’s mobility. The one thing to remember is that the safety and efficiency of the Champion stack must be assured at all times since the global strategy relies on it.


Official site: Strike where your enemy is the strongest, fearing no challenge for there is no honourable fight you cannot win and no honourable death Shalassa might blame you for. Once your enemy¢s blade is broken, all you¢ll need is a mercy strike to end the quarrel.
The Naga warfare is all about control and an iron arm. Control to ensure the enemy cannot reach one¢s most vital assets or at least not too early. An iron arm to ensure that, where contact will take place, the Nagas will be the strongest.
As amphibians, the Nagas are most at ease fighting on wet or watery ground; their natural forms are so well adapted to this that any enemy is at a great disadvantage. They will always try to bring the fight on this kind of terrain. As they are largely indifferent to death, believing that they will be reborn to serve Shalassa in a higher form, the Nagas seldom feel the need to run from battle or save themselves. As a result, it is more likely that a Naga army will be decimated than surrender.
This fearless character, tempered by wisdom and an implacable serenity, is a potent weapon. In times of trouble, there will always be a champion to move calmly towards the enemy and draw any danger to himself, giving his companions time to prepare themselves and gain tactical advantage.
In one-on-one combat, Nagas trust their iron will, their martial perfection and their magics to bolster and protect their champions, and make the difference versus any adversary.


DoC: Under the Sanctuary flag, you will master the art of outmaneuvering your opponents and taking advantage of the battleground. Using Water and light spells, enhance your forces while blocking enemy attacks to become absolute. Your path is to master perfection and lead with your wisdom! See all be all!

[ That is really what their description says. Derp. Gameplay-wise, doc nagas are weaker than other units but come with strong outmaneuvering or immobilizing specials. They are all about board control and outsmarting the enemy than brute force. ]

Notable subfactions: Shanriya nagas: There is a great peak of eternal ice within the Deep Mountains where, according to legends, the daughters of the Eternal Empress are trapped. This mystical place is said to be home to the Shanriya Nagas, masters of freezing magical arts and keepers of secrets.
Sayama(desert) nagas. Not much is known about them yet.



FORTRESS



H5: The dwarven warbands are one of the most feared fighting forces in the world. Featuring unparalleled ferocity and iron discipline, they can be mustered on a moment’'s notice. In combat, warbands from various cities try to outdo each other in terms of enemies killed, banners taken and the like – war is a game, and this is a way of keeping score. On the other hand, dwarves never, ever surrender. They fight to the death, even when the odds are hopelessly against them. The best death a dwarf can hope for is one in battle, against impossible odds, with a witness who will someday make a song of their deeds.
While they prefer fighting underground, dwarves do occasionally muster on the surface. In the tunnels, where large bands are less useful, they build complicated defensive fortifications and traps. Dwarves who explore unknown tunnels are called Delvers, and they are often the first line of defense against an incursion by dark elves, necromancers and the like.


[ The official site contains some additional info on this: ]

Official site: [...] Most Dwarves go into battle armed with a kite shield, a heavy single-bladed axe, and a brace of daggers. They also have other weapons hidden about their person, just in case. A Dwarf is never unprepared in battle. Crossbows and siege engines are Dwarf specialties, and are vastly preferred to less complicated devices like bows, slings and the like.
Dwarf ballista crews are deadly accurate, and can reload and fire fast enough to break up almost any enemy advance. Dwarves particularly excel at sieges, with their engineers and sappers working relentlessly to undermine any fortifications they face. By the same token, they excel at defensive warfare, and can turn all but the most barren position into a fortress with astonishing speed.


Notable subfactions: They are divided in clans but it is unlikely that a dwarven lineup would focus solely on one.




More to come.. I will first focus on combat gameplay and then on newly introduced units that may be used in H7.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 12, 2013 07:03 PM

I can't wait to see your predictions of the possible new creatures for each faction - it can help killing time until H7 sees the light

Speaking of, as you mentioned above, the timeline where H7'd take place is critical for factions lineups. So, I'm wondering : will Ubi take the easy path to continue the story where HV/Dark Messiah left? What do you think?
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Elvin
Elvin


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Omnipresent Hero
Endless Revival
posted October 12, 2013 07:28 PM

There are two major storylines unresolved, the Dark Messiah and Void cycle. It would be easier to conclude one of those than jump to another timelike, like the Shantiri era. The Void cycle cannot end in Duel of Champions campaign as Sandro and his void team are still alive 100 years later, in Shades of Darkness. It is quite possible that it will be continued in H7 or in another game and a more likely choice than the Dark Messiah which more or less involves demon hordes invading everything. In Ubi's place I wouldn't want to go there, there have been too many demon invasions already

And as for the factions involved, I would bet on sylvan and academy to be in from the beginning. Poor guys didn't make it into H6
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Storm-Giant
Storm-Giant


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On the Other Side!
posted October 12, 2013 07:58 PM

Elvin said:
There are two major storylines unresolved, the Dark Messiah and Void cycle. It would be easier to conclude one of those than jump to another timelike, like the Shantiri era. The Void cycle cannot end in Duel of Champions campaign as Sandro and his void team are still alive 100 years later, in Shades of Darkness. It is quite possible that it will be continued in H7 or in another game and a more likely choice than the Dark Messiah which more or less involves demon hordes invading everything. In Ubi's place I wouldn't want to go there, there have been too many demon invasions already

Yeah, another eclipse-demon invansion would be overkill, I agree.

So Void cycle

Elvin said:
And as for the factions involved, I would bet on sylvan and academy to be in from the beginning. Poor guys didn't make it into H6

Fans have been asking for both Academy and Sylvan for H6, very fan favourite, so they are a safe bet for H7. Given it's the Void cycle, Necropolis would be another must. And I don't see Ubi not adding Haven to the mix, Humans are on all games, always...so that leaves only 1/2 slots for the rest of them? Maybe we won't see Inferno at first?

Interesting to see which ones will be left out
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IbnWaliBarad
IbnWaliBarad


Hired Hero
posted October 12, 2013 09:55 PM

Quote:
H7 Faction Direction


Reading this gave me a spasm.
So...It's been...announced....Or hinted?

Or is it a simple speculation thread for the eventual future of the franchise (which may or may not exist)?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 12, 2013 10:03 PM

IbnWaliBarad said:
Quote:
H7 Faction Direction


Reading this gave me a spasm.
So...It's been...announced....Or hinted?

Or is it a simple speculation thread for the eventual future of the franchise (which may or may not exist)?


It's mere speculation on what factions and creatures we could see on next installment.

While there are no announcement of H7, have in mind it has already been hinted here by Ubisoft, so it's quite reasonable to think it will happen, sooner or later
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xerox
xerox


Promising
Undefeatable Hero
posted October 12, 2013 11:47 PM

Meh, I wouldn't like the factions to have the same themes every single game.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 13, 2013 12:15 AM
Edited by Elvin at 00:41, 13 Oct 2013.

IbnWaliBarad said:
Reading this gave me a spasm.
So...It's been...announced....Or hinted?

Or is it a simple speculation thread for the eventual future of the franchise (which may or may not exist)?


Sorry for that, added a 'potential' to avoid more spasms Everything points out that Ubi plans to expand on might&magic so H7 is only a matter of time. I made this thread to overview and discuss the faction evolution and see where it might lead next. If there is something official you can bet I will make some noise

Storm-Giant said:

Fans have been asking for both Academy and Sylvan for H6, very fan favourite, so they are a safe bet for H7. Given it's the Void cycle, Necropolis would be another must. And I don't see Ubi not adding Haven to the mix, Humans are on all games, always...so that leaves only 1/2 slots for the rest of them? Maybe we won't see Inferno at first?

I wouldn't mind if the original release lacked inferno, I enjoy the faction but I find others more important. I suppose it will depend on how many factions there will be.


- Academy added. There was no warfare section in the H5 academy so I went with the official site description.
- Dungeon added.
- Sylvan added. Like with academy, H5 description lacked a warfare section.
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Simpelicity
Simpelicity


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posted October 13, 2013 01:49 AM

xerox said:
Meh, I wouldn't like the factions to have the same themes every single game.


D'you know why he had to write down a description for every game? Because it's the same theme evolving. A consistent but changing world, that's pretty fair.



Interesting stuff Elvin. I'm curious about your notable subfactions section though. How do you decide what's a notable subfaction and what isn't? Here's a few observations.

Haven does indeed seem to vary a little between duchies. Griffin and Wolf speciafically, however, only applies to a certain time period, which seems gone by H5 timeline (at least for wolf, which we don't even hear of).

For inferno, they were clearly positionning Kiril as his own faction within the demon realm at the end of SoD, although he takes a hit in his power at the same time.

For academy, isn't necropolis technically a subfaction of academy? That's how they were introduced in H5 at least.

For dungeon, I don't know how much it would count, but they always seem to be very divided politically by the question "To demon or not to demon"

For sylvan, if we conceive them as the "elf" faction, dungeon is technically a subfaction.

Can't help but notice the dwarves seem left out. Were they out of DoC as well (haven't played the game), or are they just not done yet?

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted October 13, 2013 05:33 AM

Is this speculation or insider info? I thought this was cannon ebcause it came from you and is in the New Beginning forum, speculation belongs in The Alter.
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zaio-baio
zaio-baio


Promising
Famous Hero
posted October 13, 2013 09:40 AM

Elvin said:

DoC: Academy, is the ideal faction for those who like high risk high reward gameplay.



Edit: ...  for those who like no risk high reward gameplay, at least on toh maps

On topic: im not so sure that the inferno faction needs to be skipped, too many ppl like them. Most of the new players start either with dungeon or inferno, as their destructive nature is pretty tempting.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 13, 2013 12:33 PM
Edited by Elvin at 13:21, 13 Oct 2013.

@Simpel

Easy, by taking note of what could result in a different theme, gameplay or lineup in a given faction. I am not concerned by their leader, political/theological beliefs or whatever. It should be noted however that all I know comes from H5, H6, DoC, Q&As and official sources so there is undoubtedly a lot I do not know. For instance, who knew about Sayama nagas before the last DOC addon? But let's get back to your subtypes discussion for now.

Kiril does have his own forces but.. it's still inferno as far as I know. Zero difference from the rest. Hellfire demons on the other hand ARE a different kind of demons with a different gameplay - though not interesting enough to see the light of day in heroes if I may say so Demons who burst into hellfire when killed? Spare me.
Some time before the events of H6, necro is a subfaction of academy but it is unlikely we will ever see those two factions unified for obvious reasons(hint, EPIC FANRAGE). Academy should stay academy and necro should stay necro.
Same for dark elves who become demon cultists, from the moment they do they are part of inferno like Agraelag was. And dungeon is obviously not part of sylvan anymore, they are not even considered dark elves until after they secede.

@Miru
If you take half a minute to skim through, everything should become clear. If the title does not make it clear enough already. Eventually it will be moved to the altar.

@zaio-baio
That is for DoC man, not H5

- Sanctuary added.
- Fortress added.

With this we have all 9 factions represented. Next step, faction theme guesswork based on this info and DoC units that are likely to return in H7 or serve as the base for new units.
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zaio-baio
zaio-baio


Promising
Famous Hero
posted October 13, 2013 01:21 PM
Edited by zaio-baio at 13:52, 13 Oct 2013.

@ Elvin

DoC? I meant heroes V, where high risk high reward was also the concept of academy, at least on ubi and rmg maps. But those balanced toh maps introduced playing academy as no risk high reward faction, while inferno offered high risk no reward gameplay. I wonder if the mapmakers really knew what they were doing back then.

Btw, Necro + Academy = Necrademy, that would be the perfect name .

Inferno + Academy + Necropolis = Infernademypolis. Now that would be epic . Imagine Sandro led green infernal army with mini artifacts. And then ubi can add all other towns from previous games - dwarves, sanctuary, orcs etc .

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 13, 2013 01:43 PM

I remember those days fondly Some maps had a really epic scope whereas I was more into risky fun maps like rat race ^^

Ps, DoC stands for Duel of Champions, the might&magic card game.
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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted October 13, 2013 02:05 PM

Hey Elvin in your Fortress notes.. I don't think individual clans could be seen as subfactions..
You could do this for most factions like giving the names of all Duchies in Haven, All Hauses in Academy (Anima, Chimera, Materia) , some of the more known Tribes of orcs (Black Skull, White Spear, Red Skull) or Clans of Dark elves (Soul scar, Night shread, Shadow Brand)

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 13, 2013 02:22 PM
Edited by Elvin at 14:27, 13 Oct 2013.

PART 2, CONJECTURE



HAVEN



So haven has evolved to be about healing, buffing, tactical formations, retaliations, resilient troops and high morale.

I am hoping that formations will play a greater role in H7, than just stand next to the unit that gives you melee/ranged protection. And that there will be offensive as well as defensive so as not to devolve into turtling tactics. I'd like something that goes outside hero skills, something that the unit roles and abilities would support.

Retaliation theme has not been properly explored before DoC, where units have an individual attack and retaliation value. Which got me to thinking, if the hero has medium attack but high defense - what if retaliation damage came from defense instead of attack! That way, orcs would have powerful attacks but not as spectacular retaliations and vice versa for haven. One simple move that would make factions more diverse without even taking into account racials and skills.

Healing was also overdone in H6 and I'd rather it got toned down. I love resurrection as much as anyone but not from week 1, this is ridiculous. I'd support the return of warmachines though, with first aid tent being able to revive a number of units from each battle.



What of its theme?

I present you the Wolf troops, introduced in void rising. Less shiny than H6, I like that.





You have to admit, wolf praetorians look awesome.



Herald of the Void introduced the Griffin troops. More.. haven-like




I wouldn't want to see the griffins mounted mind you.

And now the crusader theme!




Other notable cards.




Personally I'd prefer crusader theme though wolf should be fun too. And I'd really want the angels to change, the current design has gotten old.


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xerox
xerox


Promising
Undefeatable Hero
posted October 13, 2013 04:52 PM
Edited by xerox at 17:06, 13 Oct 2013.

I LOVE the idea that Defense raises retaliation damage. It has really interesting implications for gameplay and just makes sense.

Of these, I like the Wolf theme the best. They really do look awesome. I wouldn't like Crusader because I feel that the "overzealous worshippers of Elrath"-theme has already been done to death in both H5 and H6. The Light Magic should still be there (unless set far in the past or future), but the emphasis is on the military. So less fancy white/gold armours and more warlike, rugged aesthetics please! Since we're not getting Fortress (its hardly in demand), I wouldn't mind if it got a little industrial too. I guess the main problem there is that unless set after DM, it's hard to motivate why there are cannons before H5. But that's what retcons are for!

Potential line-up with new tier system as I feel there needs to be a little larger difference in power than in H6:
Lv1: Praetorian, Crossbowman
Lv2 Inquisitor (melee/caster), Swordsman/Crusader (H3/4-style)
Lv3: Cavalier, Cannon/Mortar (siege attack)
Lv4: Battle Griffin (armoured aesthetic, can quickly position itself all over the battlefield)

Alternatively, if they're considered to essential and iconic, have Angels as Lv4 and replace Cannon with Griffins. I think essential H7 factions are Haven, Necropolis, Academy and Stronghold. After that, it's a fight between Sylvan/Sanctuary and Inferno/Dungeon.
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ShardofTruth
ShardofTruth


Hired Hero
posted October 13, 2013 05:50 PM
Edited by ShardofTruth at 17:51, 13 Oct 2013.

Nice post.
I think you could consider the Academy houses (Anima, Chimera, Materia) different subfaction because as with Necropolis and Nethermancers before they use different forms of magic.
Also if I remember correctly the Sea Elves are subfaction of Sylvan.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 13, 2013 05:55 PM
Edited by Elvin at 17:58, 13 Oct 2013.

xerox said:
I think essential H7 factions are Haven, Necropolis, Academy and Stronghold. After that, it's a fight between Sylvan/Sanctuary and Inferno/Dungeon.

I was thinking the same.

I wouldn't like cannons in haven, maybe in dwarves
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 13, 2013 05:56 PM

Yeah Sea Elves even have a card in DoC.


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