DaemianLucifer wrote:Bad example.More likely it would be:You had an option to go to medical or atronomy college.If you take both,youd have to be a genious to finish them both,or your spare time will be reduced to zero for a long time.
Funny you should say that...
I did both, but I did them one after the other. It took longer than just doing one, but I felt it was worth doing. This is exactly what I am trying to get across here - you should be able to take all the abilities under a skill, but it will take you longer to get them all. If you only want the three that get you to your ultimate, then it will take you less time (and less levels) than going for all five.
Oh, and by the way Gaidal, it's an ANALOGY. An identical situation in a different context, so you can better understand the principles - If you want to ignore that, you might as well not be here arguing for an ability limit.
Gaidal Cain wrote:Exactly. And this makes the choice between whether to get Tactics or Power of Speed earlier far less important. You wish to be able to design your heroes completely after your head. I wish to be offered hard choices that will have an impact on how I play the game.
Are you saying that the ability to adapt to the situation at hand without losing sight of a player goal WON'T change the way you play? As it stands, you have to decide to go for ultimate or not, and damn the map. This is a decision you can take before you see the map, or your opponents. In fact, if you constantly take this decision, all your heroes will be the same.
I don't want to feel that if I adapt to the situation at hand, I have to abandon any chance of the ultimate. Neither do I want to to feel as if I can't adapt to the situation at hand, because I feel tied to getting the ultimate. Yet, this is EXACTLY what the current limit does - it forces you to make choices before you even start to play the game, choices you will most likely stick to regardless of whatever happens on the map.
Gaidal Cain wrote:Exactly. It lessens the value of the choice I do now, because I can "undo" it and go the other path later.
You would still has "wasted" the level increase, and the time required for such an increase, so it's not the same as completely undoing the decision. It just removes the fact that taking Tactics means not getting Power of Speed/Urgash's Call, because this shouldn't be a balancing factor. Without the limit, getting Urgash's Call sooner MAY be a factor in your decisions if that's what you want, but commonly, it should be a straight choice between whether you take Tactics now or Power of Speed now, for whatever reason, without any other factors.
Gaidal Cain wrote:No. Denying choice would here be letting the AI decide for you. You have a set of rules, within which you can do pretty much what you want. You are not denied choice.
We could argue this - but it seems to me, we're using two different contexts of the word choice. I'm using it in the generic plural sense, where as you are using it in the specific sense.
As an ANALOGY: If you take at least one apple, you are taking apples. It doesn't matter how many apples you take, or how many apples remain. Thus, taking some apples = taking apples.
In this case, at least one choice is denied, the choice to have both. This is a denial of chhoice. It doesn't matter how many choices are denied, or how many choices remain.
As for AI - the AI chooses which two abilities you get offered when you level up (and it chooses which skill a Witch Hut offers).
Gaidal Cain wrote:Nope. If I get tactics early on, I would have been using it for a long, long time when I get to the point I'd otherwise have Urgash's Call. The accumulated effect over the game could easily be on a similar scale for both. But I do actually think that Power of Speed is a weak ability.
Does Tactics actually get better the longer you use it? I don't think so, so this is NOT a valid argument, and should most definately not factor into any balancing. Tactics is still just as useful if you take it at level 20, than if you get it at Level 1.
Power of Speed might be weak, but it also means that Urgash's Call has to be weak as well, so that the two weak abilities balance woth Tactics.
Gaidal Cain wrote:I bthink it's one of the most powerful abilities. It's not so strong that it's unbalanced, but nevertheless very, very strong.
Actually, by definition, it is unbalanced - it just might not be broken. However, if Tactics is balanced only by an ability and an Ultimate, it is unbalanced for other heroes who do not balance it with an ability and an ultimate, therefore a similar choice for these heroes becomes a no-brainer.
Gaidal Cain wrote:But in the end, no choice. If I can get them both, I will get them both. Tactics is that good, and there is a real conflict of interests here on what I'd choose.
There's more choice without limits than there are limits, and could always choose not to get both, and put the saved levels elsewhere, like on Defence or Leadership skills and abilities. Nobody is forcing you to get both options - this would be your choice. It's not like a third option comes up under these two abilities with "Take Both" when you level up and gives you both abilities straight away.
The decision between Tactics and Power of Speed becomes more about which you take now. You may still consider taking Power of Speed to get to Urgash's Call quicker, and then coming back for Tactics, but that is over 30 levels away. Alternately, you might want to take Tactics now, and delay your progression towards Urgash's Call by a level. These are also choices.
At higher levels, when the experience needed gets greater, it becomes harder to level up and gain more skills and abilities, and you may find that by taking Tactics and several other needless perks, you have lost the ability to reach Urgash's Call. It might be that on the map, you can only really gain 30 levels, to taking Tactics denies you Urgash's Call. This is due to the practicalities gaining experience. But, at least you don't automatically lose the ability to go for Urgash's Call by taking Tactics - if the map supports enough experience, you can still get both. It just takes you longer.
Nope. As I said I don't find it unbalanced. But I do find the choice between it and UC interesting, and I wouldn't have to make that choice if your system was implemented.
No, you wouldn't have to make that choice. Instead, it becomes a choice of when you get Urgash's Call, not if you get Urgash's Call. If you don't want Tactics or Urgash's Call, you can keep putting it off and taking other things instead, because you'll generally find there is less experience on the map than required for a hero to gain enough levels to take every single skill and abilitiy, including Tactics or Urgash's Call.
Basically, skills and abilities will become prioritized - you'll be taking the ones you want the most, and leaving the ones you don't want until last. So, if you want all the Light Magic skills and abilitiy, you can choose these all first, and not bother with others like Dark Magic. If you want Urgash's Call, your priority is to get the skills and abilities required to get there first, and then pick whatever else you can get until the map is finished.
You don't lost the opportunity to gain any skill or ability because you took another, but you may force it so low down your list of priorities that it becomes virtually impossible to obtain by collecting experience alone, and if there are no other means of levelling up, it simply doesn't happen.
Gaidal Cain wrote:You're looking at things too narrowly: only in the context of the last two level-ups. One can decide not to aim for UC much earlier, pick tactics, and have an easier time for it. You get an advantage that can accumulate over the whole map and ultimately offset the advantage given by UC.
It's only the last two level up's that should matter, GC. The level requirements for Tactics and Urgash's Call are vastly different, but given that neither ability advances with levels, you compare them if the choice comes at any level. So, is the choice a balanced one if it comes up at say 3rd? What about 10th? What about 20th? What about 30th? What about 100th?
At low levels, you are trading the potential for a high-level ability for a concrete easier to gain one. This is too much of a gamble, in my opinion - you can't know that you will be able to get the other skills required to reach Urgash's Call.
At higher levels, the gamble becomes less, because as you gain more skills, you know whether you can't get Urgash's call, or whether you can, but the chance between the two becomes more important - if your starting skill matches on of the four needed to gain Urgash's Call, then you can afford to burn a skill and still possibly get there. If your starting skill isn't, but your other skills match those required, there's a chance you will get there.
At level around 30, there's no chance left - you already know if you can get Urgash's Call or not. So this means that the choice is between Tactics and Power of Speed, because the possibility of Urgash' Call is no longer relevent.
That may seem fine, but think about when you gain options you have no choice over. You take Power of Speed over Tactics trying to get Urgash's Call. But something happens, like you visit a witch hut or you don't get the skill or ability you need, and suddenly, you've lost the ability to get Urgash's Call. You're left with a weak ability and nothing you can do about it. If you've taken a second Attack Perk (possibly because of your starting hero), you are also denied the opportunity to take Tactics.
If you're playing an opponent who has had the luck not to have this happen to him, then suddenly, your hero is below par, and that can make or break your game for you, right there.
But, without the limits, this isn't a problem - if the Witch Hut gives you a skill or ability you don't want, you can suck it up and move on, because you can still get Urgash's Call. Nobody knocks a free skill, unless it takes up a valuable slot for a more important skill - like one for your Ultimate. If it's bad skills and ability options when levelling - you pick one you like from the options, and hope for better options the following level.
And no matter what you'd do with it, no one would ever pick Arcane Intuition if it were not for the abilities it leads to. No one would ever not pick Tactics, or Master of Wrath, or Pathfinding on a map with lots of difficult terrain. You'd never have to be able to pull out a victory inspite of not having choosen the best abilities, you'd just keep taking what's good, and what's good, and what's good.
There are people who would pick arcane intuition and would not take tactics, just as there are apparently those that like non-flaggable resource locations a the gamble of the Witch Hut.
Not to mention that if you are able to pull of a victory in spite of not having the "best" abilities, then clearly you had some other advantage, which means that the abilities of your hero probably didn't matter anyway. Like, lucking out on a weekly event and ending up with more creatures than your opponent, or finding a powerful artefact. Or you were just very lucky in battle.
The very fact that there are "best" abilities at all means that there are abilities that are unbalanced - and these should be fixed. A very popular saying in D&D and similar systems is that if people are taking a feat just because of what it leads to, it probably isn't actually worth a feat. This same notion should apply here - if people are only taking Arcane Intuition because it leads to an Ultimate, then it should be upgraded so that people have a reason to take it anyway. Then, should the hero be denied from reaching the ultimate, they aren't left with a sucky ability they never really wanted in the first place.
Yes. It is, and always has been in need of some kind of use on non-water maps.
Not neccessarily. Like I have been saying, the limits on the number of abilities and skills you can take gives the slots worth. While this continues, Navigation needs some worth on non-water maps. However, if there are no limits on skills and/or abilities, the slots themselves would have no worth, so it's not neccessary for Navigation to have a use on non-water maps. If you're on a water map, you can take Navigation. If not, you don't. If you get it for free - it doesn't matter because it hasn't cost you anything.
Gaidal Cain wrote:Half that complaint is just about bad documnetation again, but you're always talking like you only ever get offered abilities, when you most of the time aren't forced to take them at all. If you don't wish to find yourself with a bad set, make a choice and wait. If you suspect that you might be up for a lot of difficult terrain, but are offered Scouting which leads to Teleport Assault and Death March, you have the choice of gambling on what you believe will work best or postphoning picking one of them until you know more. You can rush in and pick whatever you think sounds cool, but the game might penalize you for it, because Heroes is a strategy game, and not thinking about the future is the opposite of strategy.
The opposite of strategy is luck, GC. A strategy game allows you to win by thinking - be it having a carefully laid out plan, or adapting to the needs of the map. Luck has you win, regardless of what you do.
Thinking ahead has you planning whether you want Urgash's Call or not. Adapting is taking Light Magic because that's what has appeared in your mage guild, taking Howl of Terror because you're facing Haven opponents (which you never knew about because the enemy is set to random), or taking navigation because you're on a water-based map (without knowing that beforehand - if you know before hand, then it becomes planning).
Bad documentation isn't the true issue here - it's a convenient arguement to deflect the discussion away from the true issue - limitations of the Skill and Ability system.
Also, I don't recall seeing the option to pass when you level up, so you can get a second set of options. From what I hear, it's based on a "random" seed, which isn't reset when you reload. You can sometimes improve a skill to a higher rank, but this is not always an option.
But ultimately, what really annoys me is that you don't just have to plan ahead, you need to be able to predict the future. You not have to gamble that you will get the ultimate, but you also have to gamble that you won't be able to get it either. There is nothing more annoying than thinking you won't get a skill, and then picking it up for free at the Witch Hut or having it offered a couple of levels later when levelling up.
If I take the skills and abilities to get an ability, I should be able to pick it up, even if I have already used the ability slots, especially since some of the advanced abilities in a skill are not directly related to any of the perks in a skill. For instance, a Warlock can take Mana Burst as a destruction ability, even though it requires non of the Destruction Perks, but does require several attack abilities. IF I have destruction and attack, I should be able to take Mana Burst, even if I have two Destruction perks. Similarly, if I get the four skills required for the ultimate, I should be able to for the ultimate, even if I have already taken different perks in any of these abilties.