I think this thread is warranted. I'll quote Etharil's post:
Etharil said:
Today we would like to show you our new gameplay trailer. Can you find all the secrets we've hidden within it?
On top of that you've been asking us to let you try Olden Era out and so here we are — starting TODAY, the signups for our Arena mode are open! Do hurry though as we will accept only a limited amount of people: first come, first served!
We’ll start the Arena playtests on March 17th and wrap everything up around March 28th. See you in the Arena!
there s just few that got it, 11? If we check the discord channel almost none got it, just fammilies ))))
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dacian falx behind you
-knowledge itself is power-
Yea, there should be more clarity when they send waves of access, just to avoid keeping people on their toes. I did get one, but had to refresh lots of times to not miss it.
Main complaint so far is that things are a bit slow. You get around 15 minutes to create your setup and if the opponent doesn't wait for you, it's back to square one. Already had someone quit on me.
Getting matched should come after customizing your lineup.
____________ Guide to a Great Heroes Game The Young Traveler
Have to say that despite the rough quality of an early build, it's a pretty good experience. Had 3 games so far and I only want to play more. ____________ Guide to a Great Heroes Game The Young Traveler
As much as I'd like to agree, I think that's not the case this time around. Nay, in fact not getting access is a veritable testament to the integrity of the forum and goodwill from the devs! Not cozying up to one another for such illegitimate benefits takes some truly impressive character. One can only hope things continue this way until the event finishes! ____________ Guide to a Great Heroes Game The Young Traveler
Some initial thoughts:
1. People like to quit the lobby a lot if they don't get what they want, even after 10 minutes of planning! Terrible waste of time.
2. Hero stats are whack, someone I met had 58 Spellpower, summoned 2 stacks of 70 purple things that completely annihilated my army with aoe.
3. Army damage cannot compete with magic and summons. Seems like a balance issue more than anything.
4. Rush Hive is a thing, game is decided turn 1, start of turn 2 is cleanup.
5. Hive units don't look distinguishable, it's a big nuisance.
6. Armageddon wipe with magic immune dragons is a legit strategy, but I won that game because Daylight magic buffs and sustain are powerful too. Plus Judgement is crazy single target damage.
7. Spell animations are entertaining and feel appropriate. Big spells have big effects.
8. High tier units like 6-7 feel powerful.
9. There will be must-have skills I'm afraid. For example Resistance in this format seems mandatory. But the perks provide variety.
10. I didn't understand what focus did until halfway through. I think it has a place, but gameplay around it could be a difficult to master.
All in all, pretty fun and addictive! Definitely needs more polish and balancing, but it's a solid foundation to build on. I'm hopeful.
____________ Guide to a Great Heroes Game The Young Traveler
1. There's a high chance they never intended to play and were just checking descriptions.
3. If we're talking 58 Spellpower, maybe the issue is army strength. And balance
9. That is understandable but.. if you don't know your opponent we're headed towards shatter territory. Either you face nukers and it's good or you don't and it sucks.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
I have no access yet, so can someone give some details on the following?
1. How do damage spells compare to non-damage spells? Are both viable?
2. How much do the different unit abilities affect gameplay? Especially the many active abilities. Unfrozen goes with a higher average number of abilities per unit, so I reckon they make a big impact.
3. Offense vs Defense, which feels like the better gameplan?
4. Might vs Magic, though from what I gather so far Magic seems stronger.
5. Balance between factions?
6. How much do you like the new Sylvan faction and their units?
7. How much do you like the new ice faction and their units?
TheJoker said:I have no access yet, so can someone give some details on the following?
1. How do damage spells compare to non-damage spells? Are both viable?
2. How much do the different unit abilities affect gameplay? Especially the many active abilities. Unfrozen goes with a higher average number of abilities per unit, so I reckon they make a big impact.
3. Offense vs Defense, which feels like the better gameplan?
4. Might vs Magic, though from what I gather so far Magic seems stronger.
5. Balance between factions?
6. How much do you like the new Sylvan faction and their units?
7. How much do you like the new ice faction and their units?
I can respond to 6 and 7: they cannot tell. ____________
5. Hive units don't look distinguishable, it's a big nuisance.
I was fearing that would happen. They don't seem to have distinguishable character. It's not like minatours and hydras.I hope one unit gets changed in the line up during the beta becoming a bit more iconic, interesting unit.
More playing today got me thinking that arena could use having two different modes, one that is more deterministic and streamlined with less time needed in the setup phase, and another that is more customizable through RNG for a higher payoff. What we have now seems rather in line with the latter, meaning it's more difficult to navigate and has unpredictable results. Not everyone is a fan of that, it can feel tedious and time-consuming, so giving an option could be a pleasing solution for both crowds.
____________ Guide to a Great Heroes Game The Young Traveler
Played about 60+ full games up to this point and thought about making a tier list post with my personal rankings. I'll keep it short and without going into specifics, since many things are not revealed yet.
Currently magic wins over might and performs better on average.
TheJoker said:I have no access yet, so can someone give some details on the following?
1. How do damage spells compare to non-damage spells? Are both viable?
2. How much do the different unit abilities affect gameplay? Especially the many active abilities. Unfrozen goes with a higher average number of abilities per unit, so I reckon they make a big impact.
3. Offense vs Defense, which feels like the better gameplan?
4. Might vs Magic, though from what I gather so far Magic seems stronger.
5. Balance between factions?
6. How much do you like the new Sylvan faction and their units?
7. How much do you like the new ice faction and their units?
1. Damage spells have more immediate impact over the game and usually predict a winner since they're basically putting a timer on the other side to finish faster, and there's only a few builds that can do that. They're way too efficient and powerful at what they do and add a ton of incentive to starting first, which means investing into initiative. But there's one thing that tops even that, which is summons.
2. Unit abilities matter to varying extents and incremental to winning, but not the true deciders of a game. It's basically optimizing, min-maxing and being efficient in some way or another.
3. Offense versus magic, defense versus might.
4. Magic.
5. Hive and Temple dominate, Dungeon and especially Necropolis are underdogs in most games I played.
Can't answer the rest.
____________ Guide to a Great Heroes Game The Young Traveler