Da' vane wrote:Organic hero evolution means that if a Hero encounters a Witch Hut, they would take the skill, whether they like it or not, and then adapt to using it in their strategy.
In the previous games, there was no real penalty for doing this - you didn't feel you had to check it out or reload if it was "bad". In HoMM III, you had 8 skills to choose from, so burning one on a Witch's Hut wasn't a big problem. If it was useful, you got all your heroes to pick it up, otherwise, you ignored it.
Ummmm . . . no. The number of people who would reload if they got stuck with Eagle Eye or Navigation are beyond count for Heroes III.
Da' vane wrote:
In HoMM IV, you had a must more restricted number of skill slots, but mot people decided their advanced class by the first two or three, and the other skills were just filler, so burning one wasn't all that bad (read "end of the world") once you'd got those filled, and there were lots of ways to pick up the skills you wanted.
Unless, of course, you were seeking to avoid a Combat based class, as they made the possibility of getting combat twice that of any other skill.
Da' vane wrote:
Yet, in HoMM V, with it's abilities and limited to 3 slots and needing specific combinations of skills, the chances you take with a Witch's Hut is almost unbearable. Not all skill combinations work, and unless you know beforehand what the skill in the hut will be, can't really plan around it with applicable skill comboes for high level abilites. You can only hope that is a skill you want, and if not...
What skill combinations don't work, offhand? Give us an example.
Da' vane wrote:
Sure, I don't need to chase the ultimate ability, but that is not the point. The fact is, if you play without meticulously planning your heroes progression, you will never see the ultimate ability, because the odds of picking the right combination without knowing it beforehand is slim.
Again, this is a complaint with documentation, not the skill system.
Da' vane wrote:
More often than not, organic heroes all end up with the first teir abilities cloging up their slots (Master of Ice, Scholar, tactics, and so on) with maybe a few second teir abilities if there's no real requirements besides a previous ability in the same skill.
That hasn't happened to me yet . . . difference of play style?
Da' vane wrote:
Third tier abilities will almost certainly not be organically available, because you need an exact order of abilities to get to them, even when they don't require abilities from other skills.
And more often than not, these tertiary abilities have as their requirements either a secondary ability from the skill
or a subability from the racial skill. The complaint is still one of documentation, not the skill system.
Da' vane wrote:
I'm bored, and it's late, but the chance of randomly picking abilities is reduced significantly as you go up the tiers simply because of the requirements. This is the problem.
Only if you're going for an Ultimate Ability (and 4 out of 6 of those, given their effects,
ought to be difficult to get.) Otherwise, I've had no problem getting precisely the abilities I wanted.
Da' vane wrote:
Not to mention that if you're supposed to do that sort of planning, then HoMM V should have given you the option of picking any available ability when you level up, not just two chosen at random. As it stands, it is simply far too random for the 3 ability limit to be justifiable, or even fun!
Fun is, of course, subjective. As far as justifiability goes, though, I have yet to hear any argument from you that isn't directly contradicted by my personal experience with the game. Not being able to get an ability you want is a lack of documentation. Unless you're trying for an Ultimate Ability, which, again, ought to be difficult to get.
But there's nothing intrinsically wrong with being limited to three subskills.
Far too many people speak their minds without first verifying the quality of their source material.