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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Discussion thread ~
Thread: ~ Heroes 7 - Discussion thread ~ This MEGA THREAD is 1635 pages long: 1 200 400 600 800 ... 819 820 821 822 823 ... 1000 1200 1400 1600 1635 · «PREV / NEXT»
Stevie
Stevie


Responsible
Undefeatable Hero
posted May 15, 2015 06:42 PM

Most likely in Prime.
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Guide to a Great Heroes Game
The Young Traveler

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted May 15, 2015 06:45 PM

We can see the first effects of the too many spell schools, for a puny game like this.

https://mmh7.ubi.com/en/blog/post/view/skills-dark-earth-magic#555620ffca0177025eb2011a

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted May 15, 2015 06:45 PM

Stevie said:
Most likely in Prime.

IDK Implosion, as iconic as it is, seams kind of uninspired, Timejump (an extra action for a stack) sounds a lot better as a Master spell :-)

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted May 15, 2015 06:47 PM

Dave_Jame said:
Stevie said:
Most likely in Prime.

IDK Implosion, as iconic as it is, seams kind of uninspired, Timejump (an extra action for a stack) sounds a lot better as a Master spell :-)


You meant Lightning Reflexes, which is a reference to Cat Reflexes from H4.

https://mmh7.ubi.com/en/blog/post/view/skills-air-magic

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icefield
icefield


Adventuring Hero
posted May 15, 2015 06:53 PM

Apparently, mass spells (as warcries) are altogether removed from magic schools, just individual/area spells, apparently.  So might heroes are not forced to take magic schools (if they can) for standard army buffs like they were in H3 and H5.  No mass slow (entangle) at all?

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Protolisk
Protolisk


Promising
Famous Hero
posted May 15, 2015 06:53 PM

I was at first a little angry that there is still an easy healing spell in Earth magic. However, Dark magic doesn't even have Vampirism, or even Raise Dead. I guess having one healing spell instead of two isn't so bad. And even so, it seems to only be the top creature of a stack, no resurrection. Seems they have definitely learned from H6 in this regard.

GM of each school is interesting. Different from Wind magics splash damage, we instead get a health boost, and then a way for the spells themself to do more "damage" as it were with enemies just plain deserting the battlefield with every spell slung. I assume it gives diminishing returns as the stack size decreases, and thus the ammount lost via a percentage also lowers.  

The spells also aren't too bad. Extra resources via Syllana is marginally new. Stone skin is normal. A earth "slow" spell, to Air's "haste". The real versions of these are probably still in prime. A poison effect for up to 10 turns with the upgrade means it really adds up if casted early on in a siege. However, Earth's damaging spells only really pick up at expert level, with a mass damage and a targeted damage spell. And then that poison cloud just looks monstrous. However, it likely hurts your own. Still, starting at 3x3 wize, and increasing in all directions at least twice (not sure about a third growth) means its still going to be roughly 7x7 by the final turn. As such it befits a Master spell.

Malassa... Brings in neutrals? I guess that makes sense, considering thats what happened with the Dark Elves, and now some naga. It also yet again becomes the master of debuffs, with many returns. Strangely, agony is now Expert, which is higher up than Earth's similar damage over time spell. Of course, its upgrade makes it mass by default, while Earths poison needs a whole other spell to make a "mass" like version. The upgrade to Shadow Forces at first seemed like it was stealing the Master spell's thunder, but instead it only affects the new shadow. If you want your own actual troops protected, you still need that Master spell.

I feel pretty good about these spells still.

As a side note, I'm feeling one of the Metamagic Master or GM abilities will be the ability to cast twice per turn. Just a feeling. Also, the small sinking feeling that if Raise dead isnt a thing, it might be part of Necromancy. I hope it isn't like H6, just instead is a side thing like a Expert or Master ability within Necromancy while the actual skill itself is dedicatted to raising defeated enemies as your own troops.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted May 15, 2015 06:53 PM

EnergyZ said:
You meant Lightning Reflexes, which is a reference to Cat Reflexes from H4.

https://mmh7.ubi.com/en/blog/post/view/skills-air-magic

Not exactly, This spell gives an additional hit (Double strike). What  I meant is a full extra turn, with movement, applied effects and so on. But yea this might be as close as we will get.

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icefield
icefield


Adventuring Hero
posted May 15, 2015 07:03 PM

Spell schools should really feel different from each other, and warcries (mass effects) should not be copied as spells (which are AoE at most).  That would give the hero classes diversity.  A nightmare to balance, though.

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The_Green_drag
The_Green_drag


Supreme Hero
posted May 15, 2015 07:06 PM

Spells are pretty boring, as are the skill perks. Of course they couldn't resist more copy/paste ideas. Seems every magic skill will have the same [magic school] scholar perk along with master of [magic school] taking up 4 of the 7 exciting perks with each skill.  Now if they could do us a favor and release the rest of the magic schools in one article and stop acting like they're intresting

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gourley4p
gourley4p


Adventuring Hero
posted May 15, 2015 07:27 PM

Galaad said:

A good Heroes game is a game which has a good lifespan. This translates into modding activity, amount of fan made maps, online tournaments etc. Heroes 3 and 5 are a good example of a good Heroes game, even with their flaws known by all.

I think that is an excellent definition of what makes the game good to us fans.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted May 15, 2015 07:51 PM

Protolisk said:
I was at first a little angry that there is still an easy healing spell in Earth magic. However, Dark magic doesn't even have Vampirism, or even Raise Dead. I guess having one healing spell instead of two isn't so bad. And even so, it seems to only be the top creature of a stack, no resurrection. Seems they have definitely learned from H6 in this regard.

Regeneration won't be able to ressurect dead units - an info from an insider.

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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted May 15, 2015 08:08 PM

I don't think Raise/Animate Dead should be a Dark-spell, really. I mean, it was Earth in H3 and Summoning in H5. However, it belonged to Death in H4 (Raise Skeletons/Vampires etc). But if it ain't Dark, then where should it be? Prime? That doesn't make much sense, don't you think?
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The_Green_drag
The_Green_drag


Supreme Hero
posted May 15, 2015 08:24 PM

What are the chances the effects of Master earth magic 2 will work with the Druid and Treant's entangling abilities?

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted May 15, 2015 08:27 PM

Dies_Irae said:
I don't think Raise/Animate Dead should be a Dark-spell, really. I mean, it was Earth in H3 and Summoning in H5. However, it belonged to Death in H4 (Raise Skeletons/Vampires etc). But if it ain't Dark, then where should it be? Prime? That doesn't make much sense, don't you think?


Just include it in Necromancy skill as bonus spells or something. It ain't that hard.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted May 15, 2015 08:38 PM

The_Green_drag said:
What are the chances the effects of Master earth magic 2 will work with the Druid and Treant's entangling abilities?

Close to zero, unless there will be some some faction specific ability that extends its effects... Wait, did I say faction specific ability? Connected directly to another ability? Ha ha! Ha ha. Ha...?
I miss faction specific abilities outside racial skills.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted May 15, 2015 08:41 PM

GODDAMN IT!

now i'm sad
____________
It is with a heavy heart that I must announce that the cis are at it again.

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alexine
alexine


Known Hero
posted May 15, 2015 09:11 PM

I will hugely miss faction abilities too

Anyway, I wonder what make them to do 7 schools ? It still makes no sense to me. Won´t the heroes have less spells available then ? and there´s too few of them already

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 15, 2015 09:48 PM

alexine said:
Anyway, I wonder what make them to do 7 schools ? It still makes no sense to me. Won´t the heroes have less spells available then ? and there´s too few of them already

Such minor details can not be taken into account when designing a grand game, it was made part of the lore in H6 that Ashan has 7 schools of magic, and so it must be witout question from now on!
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What will happen now?

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted May 15, 2015 10:16 PM

As many times said: it is actually good to make more spell schools, IF they had more factions, more spells and more re-playing.

In other words, the game should be majestic, grand and epic to have that. Not like this.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted May 15, 2015 11:04 PM

Dies_Irae said:
I don't think Raise/Animate Dead should be a Dark-spell, really. I mean, it was Earth in H3 and Summoning in H5. However, it belonged to Death in H4 (Raise Skeletons/Vampires etc). But if it ain't Dark, then where should it be? Prime? That doesn't make much sense, don't you think?


Hm, I have a whim that raising dead spells/perks might be given through Necromancy skill, perhaps not related to magic schools anymore. Of course, that's the line of thought when I think "Asha amuses all".
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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