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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Potential Heroes 7 Skill System Implementation
Thread: Potential Heroes 7 Skill System Implementation
Stevie
Stevie


Responsible
Undefeatable Hero
posted January 13, 2015 08:38 AM
Edited by Stevie at 10:46, 14 Jan 2015.

                                              Potential Heroes 7 Skill System Implementation


        I decided to create a "most probable scenario" for what we might see with Heroes 7 in regards to Heroes, Classes and Subclasses and their Skillwheels. This is based on all the information revealed so far but also on some deductions and speculations of mine which I recommend you to treat as such and not as anything confirmed.



- Each hero has a Might or Magic Class and a Subclass of that category and they are locked with the specific hero (Ivan, Adelaide, etc.), so that there won't be any way of choosing or changing a hero's class or subclass at any point in the game.

- Each subclass has its own unique Skillwheel that will consist of a Racial Skill and General Skills and their respective Perks. Skills will have 3 mastery levels, Basic, Advanced and Expert (actual names might differ) Novice, Expert and Master, and enable one perk to be chosen for each level.

- Racial Skills are faction specific skills that are unique to all the heroes belonging to a faction irrespective of their class and subclass (for example Haven's Righteousness). () There is a possibility that this time, unlike Heroes 5, we might get to choose from more than only 3 racial perks.

- General Skills are all the other skills in existence and they are not bound by any faction related restrictions, () but their availability for learning depends at a subclass or even class level, meaning that certain heroes may not be able to learn certain skills at all. This is a deduction of mine based on the fact that there are restrictions in the ability to learn certain Magic schools for all the towns except Academy, so not being able to learn not only Dark Magic spells but also the Dark Magic skill with some or all of the Haven Might or Magic heroes wouldn't be that surprising. And I suspect that to be the case not only for Magic skills but for all the others too.

- Perks are attributes that enhance the skill under which they are found. They are specific to their skill and have internal  prerequisites, but can also have external prerequisites from other skills or their perks. They can be found on 3 tiers that open with the mastery progression of their respective Skill. The higher the tier of perks, the more significant and powerful they are, but also the more costly they are in terms of prerequisites. A skill can have many available perks (5 to 15?) but only a maximum of 3 can be active at a time. [pretty much along the lines of the Heroes 5 Skillwheel v3.X]


() Now let's take a look at the recent news regarding the Might subclasses of Haven:

" VINDICATOR

(...) Masters of warcries and offense, (...) strong leadership and warfare skills. (...) decent explorers and users of Light Magic, (...)
Main skills: Righteousness, Warcries, Offense

 KNIGHT

(...) strongest leadership skill (...) skilled in in diplomacy (...) great ability to administrate kingdoms. (...) basic magic education, mostly from the school of Light.
Main skills: Righteousness, Leadership, Economy

 PALADIN

(...) Masters of defense and diplomacy, (...) skilled in Light Magic (...)
Main skills: Righteousness, Diplomacy, Defense "


I have selected only the relevant parts that are talking directly about a skill or strongly implying one at the very least, and highlighted the adjectives for an easy comparison (and maybe even a pattern recognition?). We can identify 8 non-magic skills: Warcries, Offense, Leadership, Warfare, Logistics (?), Diplomacy, Economy and Defense (my belief is that there are more). We can clearly see that some of them are shared between the subclasses, but we don't know if all of them (restrictions?). And we can also observe that they're described with different potential under each subclass, especially the ones that are considered "main", most likely because the ones that specialize in them probably have unique class related perks than no other class has. And those might have racial prerequisites too, although it wouldn't make much sense if they're already class unique.



In the end all this theorycrafting might not seem too important because it establishes a model highly similar to the one we've seen with Heroes 5 in the form of the Skillwheel (not counting the non-randomization part which is effectively Heroes 6 - but thank God there will be a random option). But I'd like to say that it's precisely because of that that all of it is important. If what I wrote above is true, then we can already picture and even predict what the individual Skillwheels of each subclass would look like.

What do you say, do you think the Skillwheels will be implemented like that or somehow differently? Do you think that one Skillwheel per subclass will result in too many of them? What's your take on it?
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Guide to a Great Heroes Game
The Young Traveler

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Sorts
Sorts


Known Hero
posted January 14, 2015 06:10 AM

Wasn't there a mention that there will be Might, Magic and Neutral skills? If so the non-magic skills might be distributed in the following way:

Might: Warcries, Offence, Defence, Leadership. Maybe something siege/warfare unit oriented
Neutral: Economy, Diplomacy, probably Logistics, some equivalent to Enlightenment?

Destiny/Luck still can fall under one or other category, i'm leaning towards neutral but not sure.

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Kimarous
Kimarous


Supreme Hero
posted January 14, 2015 09:44 AM

As I feel it is relevant to the discussion, I will post the Traits sidebar from the Haven faction page:



Righteousness

Thanks to their faith and team spirit, the armies of the Holy Empire have impressive morale, which becomes a powerful asset in battle, where they seem to strike twice as much as their opponents.



Honour and Duty

Mounted knights make up the Empire's heavy shock troops, supported by heavy infantry and missile weapons. The Empire can also count on the support of mythical creatures, such as Angels and Griffins.



Masters of Defense

Haven troops make excellent defensive fighters, and are legendary for getting their enemies to fight on the ground of their choosing. They often win in the long run by resisting their opponents' assaults and preserving the freshness of their troops.



Light Bearers

While they have access to most Magic schools, Haven mostly relies on the powers of Light, the "holy" magic of Elrath and his ideals of Truth, Justice, and Perfection. Light shines on the virtuous but blinds and burns the impious. It can heal its servants, and even bring them back to life

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Stevie
Stevie


Responsible
Undefeatable Hero
posted January 14, 2015 10:08 AM
Edited by Stevie at 10:43, 14 Jan 2015.

@Sorts, I do faintly remember something about such skill categories as Might, Magic and Neutral but I can't quite remember where from. I've searched the Q&A and it doesn't mention it there. Maybe it's from the Twitch demo.

It's interesting though if you think about it that way. Chances are that we could get 7 skills in each category so it would look like a balanced wheel. So are we to expect a total of 21 Skills + Racial? I think it's fairly probable. Either way, what we know for sure is that there are more than 15 Skills if you bother counting the ones revealed so far.


@Kimarous, Thanks a lot We already know that Righteousness is the Haven Racial skill, so I wonder if we should think about the other ones as eventual Perks. They might just be accurate descriptions of Haven's tactical approach.

Edit: Found out from analyzing the gameplay demos that actual skills names do differ, they are Novice, Expert and Master.
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The Young Traveler

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