The new skill tree
The new skill tree
I couldnt find any thread on the new skill system so I thought I'd just make one.
What do you guys think about the new system, and how do you like it.
For me I'm abit undecided. Seems like a great idea to have access to all the skills, having to decide where to invest your points, but at the same time seems to limit how your hero's going to be built. Sooner or later people will find out what are the must have of skills, and then you'll have very little variation in how the heroes are built. Or are the skills so well balanced, that even if i go full magic or full might they are equalls in the end?
What do you guys think about the new system, and how do you like it.
For me I'm abit undecided. Seems like a great idea to have access to all the skills, having to decide where to invest your points, but at the same time seems to limit how your hero's going to be built. Sooner or later people will find out what are the must have of skills, and then you'll have very little variation in how the heroes are built. Or are the skills so well balanced, that even if i go full magic or full might they are equalls in the end?
Re: The new skill tree
Strategic diversity does not seem to be Ubihole priority.Torur wrote:Sooner or later people will find out what are the must have of skills, and then you'll have very little variation in how the heroes are built.
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Yeah, I feel so to. But atleast for now I'm enjoying the new system, but that might just be cause its new. The randomness of H3 was both a frustration and a way to diversify, or atleast I think so. But you had more options in H3 and I also liked the way H4 did it. But never really got into the skillwheel deal of H5.mr.hackcrag wrote:I haven't played it, but I liked the random chance element in previous games because it was really exciting not knowing what surprises you might end up with.
I feel so confident that this new system is going to have cookie cutter best builds and will become stale soon.
Yeah, and that sucks. The more viable options the better. Balancing the different options you have doesent look like a priority. Lets just make x amount of paths to choose from, and random path Y is going to be OP beyond all.Dalai wrote:Strategic diversity does not seem to be Ubihole priority.
H5 had some interesting skills and it would of be nice to 'plan' you ideal hero, but the randomness destroyed that. I'm hoping that the new system of H6 will let you design heroes to take on specific roles (trainer, logistics etc) and make 'junk' heroes less likely - for those who have played the beta, any sign of this happening?
The only way to end up with a junk hero is if you build him crappy. So thats not any more.Blocks100 wrote: H5 had some interesting skills and it would of be nice to 'plan' you ideal hero, but the randomness destroyed that. I'm hoping that the new system of H6 will let you design heroes to take on specific roles (trainer, logistics etc) and make 'junk' heroes less likely - for those who have played the beta, any sign of this happening?
And making specialized heroes seems very viable. I always build one super hero, where all the skills go to better him in warfare. And atleast one other that focuses more on kingdom benefits like +1 creature a week. Has been working fine for me.
But still hard to say if that is the better way to go.
I think you might be on to something here. I really like the H4 skill system, maybe a mix of that and the H5 would be good??Pitsu wrote:I do not think that the new system is great and fun. They should have given more control over the randomness of previous games, but not remove it completely.
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Unless you where going it on purpose there was no such thing as a junk hero, just one with a useless skill out of 10 or so...
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By 'junk' hero I mean those heroes you recruit simply to run errands like collecting resources from windmills, ferrying troops to your main hero etc. Not a deliberately ill-planned hero with Eagle Eye as his main skill or something.
A team of heroes specialising in their own set of complimentary skills would be great, but it ain't never going to happen till they set troop caps to armies....
A team of heroes specialising in their own set of complimentary skills would be great, but it ain't never going to happen till they set troop caps to armies....
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That's easier to fix by making sure they're not needed for those things...Blocks100 wrote:By 'junk' hero I mean those heroes you recruit simply to run errands like collecting resources from windmills, ferrying troops to your main hero etc. Not a deliberately ill-planned hero with Eagle Eye as his main skill or something.
Someone hasn't played Heroes 4...Blocks100 wrote:A team of heroes specialising in their own set of complimentary skills would be great, but it ain't never going to happen till they set troop caps to armies....
And really, that's not going to fix it because it's way better to invest most XP in one hero even with a cap, as more levels = more creatures in the army... so secondary heroes will always be too weak to take on the enemies primary,a nd any XP they take will be less XP for your main.
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Yeah, that has always been the case in HoMM, 1 superhero and a bunch of useless errandboys. I wonder if that will ever change...?ThunderTitan wrote:And really, that's not going to fix it because it's way better to invest most XP in one hero even with a cap, as more levels = more creatures in the army... so secondary heroes will always be too weak to take on the enemies primary,a nd any XP they take will be less XP for your main.
With skills like eagle eye, scouting, scholar in HOMM3, random ellemenets are more frustrating than tactical, strategical choices.
In Homm4, howerver skill table was largely homogenized and it had hadnfull of skills that were not spellc related so random element was largely present only when you wanted to get other specific tree to her, that actually limited strategical choices, and you had to pray for some particular skill set in academies.
In Homm4, howerver skill table was largely homogenized and it had hadnfull of skills that were not spellc related so random element was largely present only when you wanted to get other specific tree to her, that actually limited strategical choices, and you had to pray for some particular skill set in academies.
I think one of the reasons for the Superhero and Errand Boy issue is that ever since H2, troops under a might hero have been getting double-boosted, because not only do they get the secondary-skill bonuses, they also get boosted by the hero's attack and defence as well, and magic had to be made all the more powerful to cope with it. I think if you can work out a way to eliminate the primary skills (attack and defence are easy and H4 eliminated spell power) the Superhero and Errand Boy issue will be a lot smaller
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MattII wrote:(attack and defence are easy and H4 eliminated spell power)
H4 didn't apply your stats to the creatures, that's why one of the tactics skill gave you up to 30% more attack and another 30% defence...
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Oh, right. But secondary skills give you those bonuses anyway, so taking the H4 arrangement a bit further, you could make you mana pool dependent on your hero level, and do away with all the primary skills.ThunderTitan wrote:H4 didn't apply your stats to the creatures, that's why one of the tactics skill gave you up to 30% more attack and another 30% defence...
Re: The new skill tree
What makes you certain there is less strategic diversity? After all, in H5 for example you could already choose different builds, no reason why that can't carry over to H6.Dalai wrote:Strategic diversity does not seem to be Ubihole priority.Torur wrote:Sooner or later people will find out what are the must have of skills, and then you'll have very little variation in how the heroes are built.
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