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Thread: Which Heroes game had the best might heroes | |
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Mystic_Genie
Adventuring Hero
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posted November 26, 2018 03:18 PM |
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Poll Question: Which Heroes game had the best might heroes
Might heroes,...have had it a bit ruff? not in terms of balance mind you, I'm aware might heroes tend to dominate the late game in...all games in the series except maybe heroes 4?
But what I mean is, compared to magic heroes, might heroes never had a universal building to call theirs, and until around 4...again, the only way to make them interactive was to have them cast spells...yeah...
But credit where it's due, as the series went by the devs have experimented with auras, enhancing attacks, rage mechanics, counterattack mechanics and so forth, to spice might heroes up and distinguish them from the spell casting branch.
But which Heroes game had the best might heroes and what did you like/love about them? Alternatively, can you name a mod or TBS game that distinguished the might and magic heroes so well you wish it got ported to the next heroes game?
I'll start with an Other pic just to demonstrate. I quite liked how king's bounty (the more recent 3d series not the OG one) kept developing the hero tree in order to make the 3 starter choices more distinct.
You can chose to be a mage and learn to cast 2 spells per round, you can be a warrior and build up rage while minions got killed to use on his own set of active combat skills, or you could be a diplomat with the largest armies and who could use battlecries that differed from aoe buffs by having stronger effects but also came with a debuff of some form, so you had to weigh your options when using them.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 26, 2018 03:55 PM |
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Edited by Elvin at 16:03, 26 Nov 2018.
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H5 probably with H3 close behind. It has fixed buffs like H3 but doubly as powerful(+12 mass spells cast at half the initiative!) and very strong might skills, including a very decent warmachine skill that allows might to creep almost as fast as magic, or even faster in some cases. H3 did not have a spell that controls whole stacks(and mass berserk was a bit rare ^^) but even so, a dark caster that happens to play right before a light caster is very much screwed. Even with hard might counters you need to be lucky with hero initiative.
Balance aside, H5 also had some fun active abilities that don't quite feel like spells. Like counterspell, retaliation strike, mark of the damned, divine guidance, powerful blow, banshee howl or banish. It was a good step into making might heroes more distinctive.
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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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Mystic_Genie
Adventuring Hero
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posted November 27, 2018 03:43 PM |
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Oh wow...you just made me realize siege weapons could almost fill in that gap created by the mage guilds. It benefits might oriented heroes more than mage heroes, they function somewhat differently in terms of pricing depending on the civilization,and 7 gave them each their own models.
You just gave me quite a bit to think about. Thanks!
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monere
Bad-mannered
Supreme Hero
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posted November 27, 2018 07:25 PM |
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I don't think I fully understood what you mean, but I voted anyway, simply because I like taking polls
I have voted H5 because of the battle cries (were they in H5?? I don't remember...)
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 27, 2018 08:07 PM |
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Edited by Elvin at 20:07, 27 Nov 2018.
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For stronghold, yes. H6 streamlined them and gave access to everyone but they did not leave a lasting impression for some reason. There were some good ideas worth revisiting though.
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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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monere
Bad-mannered
Supreme Hero
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posted November 27, 2018 08:25 PM |
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Quote: There were some good ideas worth revisiting though
for example?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 27, 2018 09:13 PM |
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Intimidation that won't allow units to attack units of a higher tier. Taunt though not for all adjacent enemies, that was overkill. Stand your ground for extra retaliation and defense, it felt more fitting as a warcry than a spell. Pressed attack as a source of extra hero damage. Reinforcements that increased the stack forces with the extra troops preventing real unit losses.
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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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monere
Bad-mannered
Supreme Hero
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posted November 28, 2018 12:17 PM |
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ah, right! I do remember intimidation and stand your ground.
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Mystic_Genie
Adventuring Hero
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posted November 28, 2018 04:51 PM |
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monere said: I don't think I fully understood what you mean, but I voted anyway, simply because I like taking polls
Admittedly this is a bit of an abstract question since might heroes have only been officially called such in 4, 6 and 7.
But I guess...I'm trying to figure out in which game a high level hero would still be fun to play with if they exclusively only picked might skills.
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monere
Bad-mannered
Supreme Hero
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posted November 28, 2018 07:52 PM |
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Quote: I'm trying to figure out in which game a high level hero would still be fun to play with if they exclusively only picked might skills
ah-ha! So, I accidentally understood you correctly then
I think in Heroes 3 no hero is more fun than other with regards to might skills, because the said skills are not tailored to each hero individually in order to give a specific flavor to each hero. In other heroes games things might be different, but since I only play H3 I can't give a complete and accurate answer, sorry.
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mike80d
Famous Hero
Map Maker
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posted February 12, 2019 06:20 PM |
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I voted H5 because towards the end of the game your specific hero still felt relatively unique. In H3 the uniqueness didn't feel as great on high level characters, except those with logistics as their primary benefit.
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