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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes VII bugs and balancing issues - version 1.6
Thread: Heroes VII bugs and balancing issues - version 1.6 This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
natalka
natalka


Supreme Hero
Bad-mannered
posted December 10, 2015 08:16 AM
Edited by natalka at 14:07, 17 Dec 2015.

Heroes VII bugs and balancing issues - version 1.6

Pathfinding still doesn`t work

You have messed up shadow image formula. In battle it replicated only 5% of the stack with 30 Magic and Master Dark Magic. Looking up the formula in the magic guild showed that it gives 1% replication no matter the mastery level.

EDIT2

Academy is better now with the new regeneration but another boost I suggest is that basic Djinns have 6 speed also. Also why not change Arcane Channeling to give 1 metamagic for each hit instead only for the first. This will make for strong warmachine build whereas now nobody cares for warmachines.


Equipping artifacts in trade window still doesn`t give stats to heroes

There is visual cue when you receive creatures from another hero - very bad decision. When secondary hero splits army of main hero there are numerous visual cues which overlap for both heroes.



when defending player has outnumbering and splits stacks, this bug occurs. No unit can be placed and nothing can be clicked on the UI - only possibility is to load game

editor

MAJOR Scripts in multiplayer only work for player 1

building in a town thru script makes it impossible to build in same town in the normal fashion

prebuilt magic guild level 1 has a random specialization

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ChrisD1
ChrisD1


Supreme Hero
posted December 10, 2015 01:32 PM

so the one who suggested that regeneration should resurrect, congratulations, you got your win-button enjoy your game
the weird thing about this now is that regeneration resurrects and acts as heal should act. meaning that if a creature 5/10 hp is regenerated for 8hp it will resurrect one creature and it will go to 3/10 like it should.
I know what we asked about regeneration is more difficult to be done but it was the perfect solution!!!!
regeneration being a tier two  spell would allow you to acquire it later on when you'll have an elite creature that needs it more than the cores. and in its place, poison spray could give a little damaging boost to earth magic at the start. now that i think of it this is way easier than making regeneration resurrect (and working correctly).
so again to the person that suggested that it resurrects and to those who took this person seriously, congrats...
why the f*ck can't we agree on smth and then present to the devs? but yeah useless polls and threads for whining are better i guess.

healing on the other hand still acts like ravel had posted. (i'll repost it later)

the animations for time control are still super slow on enemies.
does pathfinding work now? i can't tell.
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MoritzBradtke
MoritzBradtke


Known Hero
posted December 10, 2015 03:39 PM

There wasnt that one Person several people wanted a change and gave different solutions they have to decided to do it this way and i see nothing bad in it of course they could have done something else but thats their decission

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 10, 2015 05:00 PM

I didn`t ask for that too. Now it becomes even easier - many times I was going to lose 1 elite creature or lost it for a minimum hp. Now I won`t have such worries just press regeneration and it is ok.

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MoritzBradtke
MoritzBradtke


Known Hero
posted December 10, 2015 10:35 PM

Oh, of course, because earth magic is op now because regen does what ih should heal the amount that it is supposed to
i didnt had the time to Check it but i will on weekend but im pretty sure there are still better schools like fire just because offense is usually> defense
Ok with exception of haven but haven has no earth magic sadly xD

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 11, 2015 11:44 AM

Golems now require tent building instead of  pyramid building. That was my suggestion to strengthen academy. Thanks for listening me but it is not included in the patch notes.

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MoritzBradtke
MoritzBradtke


Known Hero
posted December 11, 2015 11:18 PM
Edited by MoritzBradtke at 00:53, 12 Dec 2015.

some hero specs are still bugged and not working, f.e gem in sylvaan not casting Regeneration on expert rank, only novice

and probably also orna's spec. and the haven building that let's u cast light Magic a rank higher also still doesnt work together, already reported that but never sure if bugs are noticed i post without official Statement because there is no source for all reported bugs at all...


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natalka
natalka


Supreme Hero
Bad-mannered
posted December 13, 2015 10:19 AM
Edited by natalka at 10:25, 13 Dec 2015.

Nobody said regeneration is OP.

I see devs want to cater for players who have trouble creeping. Before out of 5 pixies losses you could regenerate 2 so lose only 3 . Now u can resurrect all 5. Can't u live with 3 losses lol. Because of this unnecessary whining on the official board regeneration can resurrect elites and champs now. Excuse me but that is huge. It was fun tanking with a stronger elite and make it happen with no losses and only regenerating the top creature.  


Why make game even easier?

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 13, 2015 01:09 PM
Edited by Galaad at 13:11, 13 Dec 2015.

natalka said:
Because of this unnecessary whining on the official board regeneration can resurrect elites and champs now.


Then probably no one would have complained about that before H6. They are making this game with the H6 fans, the game not requiring you to think for a single moment.

I wonder how many people down the official forum, because HC seems more active.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 13, 2015 02:09 PM

It was useless before so better than having a totally wasted spell. Still, it would serve a better purpose at a higher tier and same is true for heal.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 13, 2015 02:16 PM
Edited by Galaad at 14:18, 13 Dec 2015.

Trying to save this game is what is truly useless... For nothing should have been useless from the start, obviously we all know the reason if no other alternative was viable...

I mean what's the point of the lesser bad? I want something good why bother with half-assed solutions?
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 13, 2015 05:55 PM

I don`t get it how it was useless before. It was fine regenerating top stack. Who cares if you lose 3 cores more and these cores are not master hunters which are importnat but some fairy. 3 native heroes fully loaded with cores + more cores from towns is enough.

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted December 13, 2015 06:01 PM
Edited by The_Green_Drag at 18:02, 13 Dec 2015.

And how is this going to backfire? We're going to continue to have cores dominating the game, just like in H6. They improved on this with H7 but only barely. The early access to healing/resurrecting was a big part of the problem. Now 'minimizing losses' means using regeneration and wasting time until you have resurrected what was lost.

I can think of plenty of other ways regeneration could have been changed if it needed change. Instead of just reusing more crappy H6 ideas.

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 13, 2015 06:34 PM
Edited by natalka at 18:41, 13 Dec 2015.

decreased numbers in +growth dwelling is one step forward but now we have one step back with the new regeneration.

What about necromancy? Necropolis is OP and can`t be balanced on any map. If number of skeles raised are limited to number of troops killed that will not aleviate the issue - it will still be OP. Only solution is dark energy points. Nival found it back in the days why discover hot water again?

Dark energy points similar to h5 variant is a thing that I doubt they will implement because necromancy racial perks and GM is organized around raising skeletons and ghosts. So complete rework of the necromancy racial tree will be too much for them I assume. The only tiny possibility that I see is to use dark energy points but to allow only skeletons and  ghosts to be raised.

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MoritzBradtke
MoritzBradtke


Known Hero
posted December 13, 2015 09:16 PM
Edited by MoritzBradtke at 21:21, 13 Dec 2015.

Regeneration is fine and they have made elites cheaper snd i dont think core dominate the game atm, however heal feels a bit weak now compared to regen but it can also dmg undeads... but still worse than sunburst... regen is half cost of heal and heals 3x the amount so i think heal should be boosted a bit but not too much

if cores dominate ure army game is simply too easy on heroic i loose plenty of cores even with omfg op regen, some factions have it easier here f.e haven has a pretty awesome defensive but it is natural because factions are different

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 13, 2015 09:39 PM

U have trouble creeping average armies on heroic. So I read in other thread. No doubt u were one of the main activists on the official  board to boost regeneration.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted December 14, 2015 04:34 AM

The multi-player feature is, of course, a total mess but,

it is unfortunate, for players like myself, to say: The hell with your damn multi-player! Give me a very-good single-player game first! Patch that sore loser of game mode called: multi-player when the overall single seat + campaigns are fully fixed and ready to enjoy!

As I can possibly care, multi-player should not even be implemented until version 1.9 or, not until the first expansion is released + being at version 2.0 of the game, also. It has been known since the release of the very first expansion of HoMM5:Hammers of Fate that tons of previous game breaking bugs were literally annihilated(reduced to total nothingness = 0).

I haven't seen a single HoMM game that did not need some serious debugging and patching ever since HoMM 3:Vanilla Edition + being at its 20th anniversary as of this year-2015. I think that most youngsters of today would agree to this statement of mine. Me, in other hand, lived thru all of that and, I still do not cry foul on how things are handled at the development level of any Vanilla Edition of this series' titles and, other games' alike.


____________
Now, all 7 titles can be played on Windows 10 Home/Pro Editions. Thanks to the good ole' Gog.com people, all the series can be played on any decent multi-core PC.


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LukaOo
LukaOo


Hired Hero
posted December 14, 2015 02:28 PM

It is strange for me, to add overpowered regeneration and same time to change full range ability to +3 attack. Seems, now the Earth Magic is OP. The 5 level hero with couple of deers can smash about fifteen Rakshasas using only three magic spells. Is this balancing? Did anybody test balancing before do it?

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The_green_drag
The_green_drag


Supreme Hero
posted December 14, 2015 03:00 PM
Edited by The_green_drag at 15:28, 14 Dec 2015.

I'm actually glad they changed the offense perk. I've pointed this out severa times in the past, It makes me sorta think they're actually reading stuff on the forums

But really, if you take a closer look at who was actually benefiting from the "shoot at max range" you'll see why it was needed. The tier 2 offense perk was only effecting the core shooters, and some Unupgraded elites. Now all the ranged units get a small buff instead of just the cores.

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 14, 2015 03:39 PM
Edited by natalka at 15:47, 14 Dec 2015.

but now it has really tipped the balance. Not able to shoot with full arrow can be huge in certain matchups.

Master Hunters, Gnolls, Trackers, Cabir Masters are all affected. Storm arrows giving them full range is now more viable than before. Only trackers led by dungeon heroes can`t have the "magical" full range(except for Sorshan, Sephinrot - class Shade Weaver)

I said before that Orcs, Sylvan, Haven need a nerf and here it is but to balance it even more I would give trackers full range. They are already the weakest shooters which excel only vs stronger elites and champions in the end fight. If the combat takes place in the opponent`s half of the map trackers become useless. It doesn`t help that you can`t boost the range in any way except with artifacts. Shadow Slayer is class that comes to mind which depends on heavy first attack but with this change shooters are lacking..

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