Dwarven and neutral units and abilities

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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PhoenixReborn
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Unread postby PhoenixReborn » 02 Sep 2006, 18:21

Just to clarify for Grumpy Old Wizard I think that rune 'spells' are racial abilities like Necromancy and Gating. As such they should be powerful, after all, what is the necromancer without necromancy?

The stormlord does look very powerful, as usual the level 6 trumping the level 7.

We don't have all the information yet, so while the faction looks excellent on paper we don't know things like weekly growth and individual unit stats which will affect how good the town is. Anyway I really look forward to playing with and against this town.

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Grumpy Old Wizard
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Unread postby Grumpy Old Wizard » 02 Sep 2006, 22:53

PhoenixReborn wrote:Just to clarify for Grumpy Old Wizard I think that rune 'spells' are racial abilities like Necromancy and Gating. As such they should be powerful, after all, what is the necromancer without necromancy?
Yes, rune magic is their racial special, but:

1) It is weird for dwarves to have access to more spells than wizards.

2) Racial specials should not be overly powerful. The dwarves appear to have a dominant racial special, expecially the third circle rune magic, which a heroe could potentially have at level 3.

Their level 2 elemental immunity rune magic means no trouble against caster stacks like mages and druids so makes for more rapid expansion than other towns.

It is true that we don't know all the details about the town so final judgement must be withheld, but the initial information would seem to present an overly powerful town.

I hope that everything will be properly playtested and balanced.

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Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."

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Kilop
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Unread postby Kilop » 03 Sep 2006, 03:56

The most ennoying problem to me seems to be the interdependance between the map and the racial ...
let me explain : in every map chain of ele;ent is as powerful, as is gate or avenger.
But, the problem is with necromancy and artefact crafting on a lesser degree, these two depend on the size of the map and of the wealth we can find in it. ( with XXL maps, necros will have huge armies of skels, with normal maps a mage will never be able to craft any artefact )
And here come another interdependance ! If the racial needs some ressources to be of any use it means that with to few it will be useless, with too much, it will be overpowered!!
Map makers, solve that !
.... as always ???

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Grumpy Old Wizard
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Unread postby Grumpy Old Wizard » 03 Sep 2006, 04:17

Kilop wrote:The most ennoying problem to me seems to be the interdependance between the map and the racial ...
let me explain : in every map chain of ele;ent is as powerful, as is gate or avenger.
But, the problem is with necromancy and artefact crafting on a lesser degree, these two depend on the size of the map and of the wealth we can find in it. ( with XXL maps, necros will have huge armies of skels, with normal maps a mage will never be able to craft any artefact )
And here come another interdependance ! If the racial needs some ressources to be of any use it means that with to few it will be useless, with too much, it will be overpowered!!
Map makers, solve that !
.... as always ???
That is a very good point. While Nival says it is balancing necromancy, gating, and training, they have not mentioned artifice at all. Artifice can't be used by the wizard until very late on a very big map after all creature dwellings and the mage guild has been built, and his dwellings/creatures are expensive. Hopefully they are balancing it and just haven/t mentioned it.

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Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."

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DaemianLucifer
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Unread postby DaemianLucifer » 03 Sep 2006, 06:50

A nice way of balancing it would be to add a secondary effect to artifice,like they have with training(better retal).But the problem is,what to tie with artifice?Better siege machines?Better artifacts?Better mechanical units?

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Ya5MieL
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Unread postby Ya5MieL » 03 Sep 2006, 07:21

Dwarves might outmight other races, but they will hardly outmagic them.... since that hero in dwarf screenshot (level 15) has only like 3-4 in each SP and Knowledge, so i doubt i will use much magic with them (except racial one)... maybe one but that is tops...

So in my gameplay wizards andwarlocks will still stay top magic users.

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Unread postby PhoenixReborn » 04 Sep 2006, 13:46

There is a shooting unit, the upgrade of which will have a cross area like stone spikes.

My questions are will the shot damage your own creatures or will it be like the liches death cloud? Also, it would be nice if it was like the cyclops in heroes IV where you could aim it at space and not at a creature. No?

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DaemianLucifer
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Unread postby DaemianLucifer » 04 Sep 2006, 13:56

PhoenixReborn wrote:There is a shooting unit, the upgrade of which will have a cross area like stone spikes.

My questions are will the shot damage your own creatures or will it be like the liches death cloud? Also, it would be nice if it was like the cyclops in heroes IV where you could aim it at space and not at a creature. No?
It would be nice if it was like that,but considering that you cannot aim liches like that,I doubt you will be able to aim this one too.I think itd be more like magogs from HIII.

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Jolly Joker
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Unread postby Jolly Joker » 04 Sep 2006, 14:44

What would be wrong with that considering the field of fire of a Mage?

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asandir
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Unread postby asandir » 05 Sep 2006, 02:41

well if it works like the spell then you can target wherever you like
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Shauku
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Unread postby Shauku » 05 Sep 2006, 09:42

Rune Magic is primitive magic, yet powerful. It costs resources, so you won't be using them often! Dwarves seem to be a might faction, gaining on Attack and Defence on level-ups, so there is really no question whether Dwarwes are better spellcasters than Wizards or Warlocks.

This factions creatures seem to have very special abilies, much better than most other factions. I hope the stats are balanced accordingly...

And the Artificer was mentioned, yes, an additional effect would be great and needed. But what...

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Unread postby Grumpy Old Wizard » 05 Sep 2006, 12:05

Shauku wrote:And the Artificer was mentioned, yes, an additional effect would be great and needed. But what...
The wizards don't really another artifact effect to pay for...they can't afford the artifacts as it is.

I think what would help would help is to:

1) Give the academy a reduced resource cost for their mage's guilds (they are totally reliant on spells s they get no attack or defense) and balance the costs of their buildings so they can afford to make artifacts before the endgame.

2) Fix the ultimate artificer ability so it works properly with the pendant.

3) Maybe the ultimate could be changed from half cost to making the first effect free...that is if they can make it work properly instead of being a resource mine for the wizards.

GOW
Frodo: "I wish the ring had never come to me. I wish none of this had happened."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."

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Kilop
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Unread postby Kilop » 05 Sep 2006, 13:35

yes indeed artificer needs some work, but so do most of the racials ( apart, maybe avenger ) . I believe that making the artefact cost more the more powerful they become should be done.
and i agrea, academy is way to much expensive! ( not cheap buildings +artifacts = not in line with others cities ... )

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Omega_Destroyer
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Unread postby Omega_Destroyer » 06 Sep 2006, 01:39

It was also mostly useless in the campaign, like Training and Avenger were, if you didn't have access to a ctiy. I know Training increased retaliation damage, but that wasn't anything too sepctacular.
And the chickens. Those damn chickens.

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DaemianLucifer
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Unread postby DaemianLucifer » 06 Sep 2006, 03:01

Omega_Destroyer wrote:It was also mostly useless in the campaign, like Training and Avenger were, if you didn't have access to a ctiy. I know Training increased retaliation damage, but that wasn't anything too sepctacular.
But at least it always works,unlike avenger and especially artifice.


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