Heroes 7 skill system
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- Round Table Hero
- Posts: 1540
- Joined: 05 Jul 2006
Visually, looks terrible.
Maybe I'm missing something, but looks like barb hero has magic skills.
Could have been much more easily explained with 2 minute video, but since it's almost the same as H5, that's really the only thing that needed to be written for veteran players.
Hopefully, every skill will be valuable this time around.
Maybe I'm missing something, but looks like barb hero has magic skills.
Could have been much more easily explained with 2 minute video, but since it's almost the same as H5, that's really the only thing that needed to be written for veteran players.
Hopefully, every skill will be valuable this time around.
Well, Erwheel, for what it's worth, looks better than H7 Skillwheel.
Only to show my appreciation on that subject so far. Worse than expected, again, and this is still considering I wasn't expecting much.
Only to show my appreciation on that subject so far. Worse than expected, again, and this is still considering I wasn't expecting much.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
- parcaleste
- Pit Lord
- Posts: 1207
- Joined: 06 Nov 2007
- Location: Sofia - Vulgaria
You also have Warcries presentation.
I'm not sure, but isn't this something people complained all the time about Warcries?Warcries are the counterpart to spells for Might Heroes (and they have the exclusivity for using them). Each skill rank (novice, expert, master) unlocks new Warcries, and abilities improve their efficiency.
Warcries appear in the “spell book” during combats, for practical reasons, but using them does not require any mana.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
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- Round Table Hero
- Posts: 1540
- Joined: 05 Jul 2006
Two observations
1) Heroes VI skill chart now redrawn as a circle. Ubisoft creativity at its normal.
2) Barbarians now more effective spellcasters than the professionals. But not to worry; when this becomes apparent, Ubisoft will patch it by letting wizards gain attack and defense much more quickly so that your best might heroes are Academicians.
1) Heroes VI skill chart now redrawn as a circle. Ubisoft creativity at its normal.
2) Barbarians now more effective spellcasters than the professionals. But not to worry; when this becomes apparent, Ubisoft will patch it by letting wizards gain attack and defense much more quickly so that your best might heroes are Academicians.
- parcaleste
- Pit Lord
- Posts: 1207
- Joined: 06 Nov 2007
- Location: Sofia - Vulgaria
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- Round Table Hero
- Posts: 1540
- Joined: 05 Jul 2006
It is, isn't it...cjlee wrote:Two observations
1) Heroes VI skill chart now redrawn as a circle. Ubisoft creativity at its normal.
2) Barbarians now more effective spellcasters than the professionals. But not to worry; when this becomes apparent, Ubisoft will patch it by letting wizards gain attack and defense much more quickly so that your best might heroes are Academicians.
I don't want a replica reboot of old games I didn't like. Why must it be this way?
- BB Shockwave
- Conscript
- Posts: 217
- Joined: 30 Mar 2008
To me that looks exactly like the V system... in VI, wasn't this a skill tree, with you having to unlock every migth skill and wizard spell one by one keeping to a pre-set route?
The best would be a merge of the HOMMIII and HOMMIV skill system - make the primary skills useful like in 3, but give the sub-skills some meat too like in 4. But one thing's for sure, this better not have the spells only unlockeable by the skill wheel like in VI...
Same here. In fact, I hated the skill wheel of V, it was complicated and hard to use. Often you had to know information not available in-game on what specific sub-skills you had to take to get the super-awesome hidden skills unlocked.jeff wrote:IDK since I never really enjoyed H5 and passed on H6; I am completely lost with this whole skill wheel thing. I prefer the more simplistic approach of the earlier chapters. Perhaps the Heroes franchise has just left me behind.
The best would be a merge of the HOMMIII and HOMMIV skill system - make the primary skills useful like in 3, but give the sub-skills some meat too like in 4. But one thing's for sure, this better not have the spells only unlockeable by the skill wheel like in VI...
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- Round Table Hero
- Posts: 1540
- Joined: 05 Jul 2006
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- Lurker
- Posts: 1
- Joined: 20 Apr 2015
Hey fellas,
We are currently preparing a statement regarding the skillwheel mechanism. Could you please share with us your main concerns and questions (in bullet points) regarding this Topics, so we can integrate them in the feedback of our gamedesigners?
Important information: In this state of the game, there will be no changes in the system and the mechanics. We collected your feedback and worked with it. We would like to answer your question and concerns regarding this topic.
Thanks for your help and passion!
Cheers, Limbic-Jaelle
Short addition: This request is, to make things more clear, where it's needed. That's why we asked precisely for the open questions here.
We are currently preparing a statement regarding the skillwheel mechanism. Could you please share with us your main concerns and questions (in bullet points) regarding this Topics, so we can integrate them in the feedback of our gamedesigners?
Important information: In this state of the game, there will be no changes in the system and the mechanics. We collected your feedback and worked with it. We would like to answer your question and concerns regarding this topic.
Thanks for your help and passion!
Cheers, Limbic-Jaelle
Short addition: This request is, to make things more clear, where it's needed. That's why we asked precisely for the open questions here.
I'd really like to know how you think that the skillwheel mechanic is going to improve the game, rather than implementing a "free to choose" skill system like in H6.Limbic-Jaelle wrote:Hey fellas,
We are currently preparing a statement regarding the skillwheel mechanism. Could you please share with us your main concerns and questions (in bullet points) regarding this Topics, so we can integrate them in the feedback of our gamedesigners?
Important information: In this state of the game, there will be no changes in the system and the mechanics. We collected your feedback and worked with it. We would like to answer your question and concerns regarding this topic.
Thanks for your help and passion!
Cheers, Limbic-Jaelle
Short addition: This request is, to make things more clear, where it's needed. That's why we asked precisely for the open questions here.
Moreover, how will this system support the idea of making every hero unique?
I just don't see the merit in having many sub classes which are limited to different areas, rather than a single might or magic class with a truely unique class-skill (which was more often than not great to play around with) and enough openness to make whatever you want.
From my experience, people tend to stick to certain heroes forever, and less choice per hero will result in less diversity overall.
uh, why exactly should I bother sharing my concerns and questions if there will be no changes in the system and the mechanics? lolLimbic-Jaelle wrote:Hey fellas,
We are currently preparing a statement regarding the skillwheel mechanism. Could you please share with us your main concerns and questions (in bullet points) regarding this Topics, so we can integrate them in the feedback of our gamedesigners?
Important information: In this state of the game, there will be no changes in the system and the mechanics. We collected your feedback and worked with it. We would like to answer your question and concerns regarding this topic.
Thanks for your help and passion!
Cheers, Limbic-Jaelle
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