The new skill tree

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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Re: The new skill tree

Unread postby ThunderTitan » 22 Jul 2011, 18:43

Banedon wrote: 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.
In H5 you had random skill choices...

Avonu wrote: Weren't these 50% at GM level + up to 40% from artifacts?
Could be, i never bother remembering the specific numbers...
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Re: The new skill tree

Unread postby Dalai » 22 Jul 2011, 21:06

Banedon wrote: 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.
One hero, one alignment, one set of skills. This is what H6 is. Do you see anything else? Any reason to have more heroes with experience or more towns? So far I don't.

Someone in Ubihole played couple hours H3 for the first time in his life (or H5, if that matters) and after "I figured it out!" phase started designing the game.
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Unread postby ThunderTitan » 23 Jul 2011, 20:16

Towns give extra units and heroes are good for running around to flag mines outside your area of control...

But those aren't new reasons...
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Unread postby Dalai » 24 Jul 2011, 11:40

ThunderTitan wrote:Towns give extra units and heroes are good for running around to flag mines outside your area of control...

But those aren't new reasons...
I mean - one town alignment. In previous games you could actually consider developing a second hero to use the different set of creatures from captured town. You could choose to develop magic guild in your own town instead, or put your money into your main hero, buy him an artifact or extra level. Now THE ONLY sensible strategy is to convert towns and increase your army. One army requires one hero. That's just it.

Different towns in previous games had different strategic importance. This town stacks troops with my main army, this town - with my secondary, this town has a best magic guilds, and this town just gives extra income. The same goes about your opponent towns. Some towns are valued differently by different players. It creates a whole new layer of strategy. Now every town is just the same. To both parties.

I'm not counting those errand boys. Hero is different from a creature in one significant way - he can develop his skills. Unlike creature, he "evolves". Errand boys do not, so they are just upgraded creatures who can take mines and do not require daddy's permit to leave the town.
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Unread postby ThunderTitan » 24 Jul 2011, 12:46

Oh, that i see...

But in MP that hardly ever happened (making your main more powerful was more important 90% of the time), and when they talk balance that's where the main focus is on...
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Unread postby Banedon » 24 Jul 2011, 15:20

ThunderTitan wrote:Oh, that i see...

But in MP that hardly ever happened (making your main more powerful was more important 90% of the time), and when they talk balance that's where the main focus is on...
Exactly. Building up a second force with a secondary hero is usually costly and usually ineffective too. What're you going to attack? A medium-sized army led by a low-level hero is going to threaten nobody. I suppose if my opponent did it to me I'd do it back at him, and then the secondary heroes can just stare at each other, neither side able to commit.
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Unread postby ThunderTitan » 24 Jul 2011, 16:03

So i was bored and decided to write down the reputation stuff:

Code: Select all


 Knight:


		 Tears: Anathema -> Hour of Judgement	

 Fervor->	 

	 	 Blood: Martyr -> Divine Justice

 
 Cleric


		 Tears: Resurrection -> Divine Intervention	

 Bless->	 

	 	 Blood: Holy Blades -> Word of Light




 Death Knight:


		 Tears: Bound by Death -> Death is not the End	

 Face of Death->	 

	 	 Blood: Vampiric Embrace -> Doom


 Necromancer

		 Tears: No Rest for the Wicked -> Sacrifice	

 Aha Uses All->	 

	 	 Blood: Mark of teh Necromancer -> Curse of the Netherworld



 Sanctuary might:


		 Tears: Eightfold Lotus -> Eye of the Storm	

 Calm Before the Storm->	 

	 	 Blood: Prepare for Strike -> Twin Fangs


 Sanctuary magic:


		 Tears: Serenity -> Tsunami	

 Inner Eye->	 

	 	 Blood: Watery Grave -> Monsoon



 Inferno might:


		 Tears: Irresistable calling -> Seal of Power

 Hellfire Aura->	 

	 	 Blood: Demonic Luck -> Mark of Chaos


 Inferno  magic:


		 Tears: Linked Gate -> Abyss Gate

  Chaos Magic->	 

	 	 Blood: Inferno -> Armageddon



  Stronghold might:


		 Tears: Unfettered -> Might Over Magic

  First Blood->	 

	 	 Blood: Blood Fury -> Power of the Horde


  Stronghold magic:


		 Tears: Idol of Earth -> Mother Earth's Blessing

  Earth and Sky->	 

	 	 Blood: Idol of Storms -> Father Sky's Wrath
Enjoy.
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Unread postby Avonu » 25 Jul 2011, 04:14

You need to visit Ubisoft's HVI page more often. It's known from long time.:P

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Unread postby ThunderTitan » 25 Jul 2011, 05:44

Well someone post the links more often... i can't be bothered checking the official site all the time. (and i see some of the ability names are different, like Doom is For Whom the Bell Tolls on the site)

BTW, are the spells out yet?
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Unread postby Humakt » 25 Jul 2011, 06:36

ThunderTitan wrote:
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....
Someone hasn't played Heroes 4...

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.
You are not going to be very successful using only one hero in H4.
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Unread postby MattII » 25 Jul 2011, 06:38

Maybe not officially, but yes.

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Unread postby ThunderTitan » 25 Jul 2011, 10:57

Man, those guys are kicking our asses at data collection...

Once i'm home i'll be stealing all that and formatting it better in Word... now someone convince them to list the buildings for each town...
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Unread postby Torur » 25 Jul 2011, 11:47

ThunderTitan wrote:Man, those guys are kicking our asses at data collection...

Once i'm home i'll be stealing all that and formatting it better in Word... now someone convince them to list the buildings for each town...
:rofl: A bit lazy perhaps...

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Unread postby ThunderTitan » 25 Jul 2011, 15:49

Efficiency, laziness, same thing really...
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Unread postby Torur » 26 Jul 2011, 09:16

ThunderTitan wrote:Efficiency, laziness, same thing really...
Hehe, perhaps. But I can understand the lack of wanting to manually copypaste all the abilities in the game.

On a sidenote, HURRAY! we can finally see the exact effect of the spells.


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