Heroes V Race Specific Skills

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protecyon
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Unread postby protecyon » 23 Nov 2005, 19:48

If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1132768623

Arzang
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Unread postby Arzang » 23 Nov 2005, 19:48

I commented on the sylvan faction page but I will bring my comments here.



I find it weird that Sylvan can change their arch enemies because, as defenders of nature, it seems like a given fact to me that they know who their arch enemies are. And those enemies are nothing that the hero can change by himself since nature as a concept is bigger than both the Sylvan kingdoms and the specific hero. Haven on the other hand (isn't Haven allied with the Necros?) seems like an empire that isn't particularly "good" (good=knowing what they fight for, having firm principles etc etc). so for me; it would make more sense for the humans to have the "arch enemy" ability.



But admira 99 (or was it 999?) explained the reasons behind Haven's and Sylvan's respective skills. and for Haven to have both counterstrike and the arch enemy system would be a bit overkill maybe.



either how: I wonder if the Infernal brethren will stay after the battle? maybe it will work like summoning in H4, only it can only be done in battle. So maybe this would encourage inferno players to actually battle a lot?



Overall, Inferno and Dungeon have the most interesting special skills to me.



I would like it though if the game would encourage you to have cross-faction heroes for the armies. but maybe this issue will solve itself for players with multiple towns.

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Sir Charles
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Unread postby Sir Charles » 23 Nov 2005, 20:20

Calvin: "Weekends don't count unless you spend them doing something completely pointless."

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dragonn
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Unread postby dragonn » 23 Nov 2005, 21:15

I'm not sure about this. I hope this special abilities will not bring chaos (etc. big disproprotions, unbalanced game) to the Heroes V game.Will see. It's all in the hands of Nival...
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Unread postby Marcus333 » 23 Nov 2005, 23:24

If it turns out ok, I think I'll love this idea. To me it sounds very, very good.

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CloudRiderX
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Unread postby CloudRiderX » 24 Nov 2005, 00:29

Okay....

- Why did Arzang post twice?

- Abilties sound great

- So 'gated' inferno units remain after battle?

- Yes, abilities sound somwhat off balance, but I trust Nival to test this well

- @ Arzang: Sylvan should be able to change their arch enemies because if they were predisposed to have certain factions as arch enemies automatically, they would be screwed if they were fighting in a map with none of their arch enemy factions. If they couldn't change it, they would be stuck with no bonus resulting in a unfair game. From what it sounds like, the first creature arch-enemy is picked for you, but at higher levels you can pick more and/or change your first one.
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Ryder
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Unread postby Ryder » 24 Nov 2005, 07:01

I'm surprised, something that actually sounds good.

Arzang
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Unread postby Arzang » 24 Nov 2005, 11:55

@cloudrider:



I have no idea why the post came twice. it struck me as peculiar too. also check the time difference. It can have something to do with my connection though. it died sometime around the first post and got resurrected later. I tried to delete it, but it doesn't want to be deleted.



and cloudrider: I was never against the arch enemy thingy, but I just don't see it having anything to do with Sylvan. but now that they have it, it should work just like they have made it. also, this could make for some very interesting multiplayer (especially hotseat) games where everyone has their own faction and the sylvan player has to do some priorities. I love the idea, trust me, but it could fit better in another town. Overall though; I have no complains.



I'm also interested about Haven's special ability. Do peasants still have the taxpayer ability? Because if they do and the ability is better than before, you would think twice before upgrading them.



and I'd really like to know whether or not gated creatures stay after combat. does anyone know?

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dragonn
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Unread postby dragonn » 24 Nov 2005, 13:01

Arzang: Demons staying after battle is over? It will all depend on how well the game will be balanced. I remember that in Heroes III the Necromancers were hard enemies because of their necromacy skills. They've had lots of skeletons, and with bonuses like no morale, Death Ripple and Animate Dead they were really hard to beat. So there is a posibility that because of this ever-growing army of Demons, Undead or the Heaven with it's big numbers of high level units, the rest of the Factions will have a hard time.



By the way I think when it comes to unit abilities Heroes IV were better than Heores III. Ich ability was described, and it made each unit unique in their way. I really liked the unit descriptoins in Heroes IV with the "four slots" for abilities. In Heroes III there was only a text and it sometimes didn't explain the ability very well. I think that Heroes V would be good if Nival used this idea from the fourth part of the game...
Edited on Thu, Nov 24 2005, 06:03 by dragonn
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Arzang
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Unread postby Arzang » 24 Nov 2005, 13:18

@dragonn:



That's true. but if the skill only is summoning during battle I would find it a little bit boring. but it all depends on how magic-oriented inferno is. if they are might-oriented like Haven, summoning creatures wouldn't seem like a waste of turn. and if they did stay it would remind too much of necromancy..



and I agree on units' skills being more thoroughly explained in H4. I even liked the fact that every unit had its own skill although "toughness" and "strength" didn't make much sense to me. maybe because they were skills that weren't explained.



when it comes to skills though I am a bit worried about the archers losing area attack when becoming marksmen. So far; I haven't seen a similar trait in other units. is it just a trait archers have? will it even be worth upgrading to marksmen?



and will it be cheaper to upgrade militiamen than peasants using the Haven train ability?

Arzang
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Unread postby Arzang » 24 Nov 2005, 13:22

I figured out the reason behind the double post. if I refresh this specific page, it sends the entire comment again. I totally apologize and I've learned my lesson. if it complains about postdata, I'll just press no.



Sorry for the inconvenience, it won't happen again.
Edited on Thu, Nov 24 2005, 06:24 by Arzang

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Labyrinth
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Unread postby Labyrinth » 24 Nov 2005, 13:38

Now, these abilities are a cool thing! I'm not sure if it will work out like it's planned, but it might give you a very different feeling for every faction :). And it's the D-word *g*: Diversity!
What the #$*! do we know?

admira99
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Unread postby admira99 » 24 Nov 2005, 17:08

Azrang: I don't know, about inferno. It may work in various way. e.g:

1. You can summon 'demon' type creature out of nothing. Your skill lvl in summoning decided the lvl of creature you may summon

2. You can only summon an army of demon on specific castle with a specific building alredy built in your castle. In this method, you may summon a stack of unit that is available (alredy bought) in that castle. Wheter the units will remain permanently or returned to castle is unknown.



yeah, these specific faction skills are great addition as long as it is balanced and I guess that is what the last and open beta tester's to-do list.

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Unread postby Orfinn » 25 Nov 2005, 11:57

I find the Sylvan special power pretty interesting. Choosing up to 4 arch enemies, sounds logical Sylvan seems to be neutral and kill those 4 that are the worst threats for nature.



I doubt the demon spec ability will last after battle, it would be too much of the good... I mean evil =P

liniste
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Unread postby liniste » 25 Nov 2005, 13:16

speaking of archenemies and elves: does the D&D ranger ability of selecting favored enemies ring a bell? :)

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dragonn
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Unread postby dragonn » 25 Nov 2005, 13:42

Arzang: About the usage of magic and abilities. I wonder how the system will look. If it's an ability I think it will be possible to summon creatures and also cast a spell in the same turn. In this way the summoning will not affect the casting of spells.
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