Thursday, 28 June 2012

Mage Tower should be inserted in Might & Magic Heroes VI

Mage Tower should be inserted in Might & Magic Heroes VI
Because diversity is lower. Is what we really see the difference between a hell or a wizard Sanctuary? It made sense for humans Homm III had the highest level of 4 Mage Tower, the sorcerers of level 5 and Level 3 Lizardmen. This was the creation of diversity in the game. But not the new. Before the right pitcher becomes must be level 15 ... This is a great level! You may have already wiped out half the map before you are level 15 ... It has 20 Archangels, before level 15. However, compared with 20 Phoenix has a chain lightning that make sense? What would be perfect in my opinion is: I can choose, depending on weather I want to be Pyromancer faction is, or Expert Necromancer, I can not choose if I want to be an expert in fire / water / air spells, etc.. But I can choose my spells. Spells are divided into the mage tower, is what it was before. If you think that was quite surprising to choose between 50 spells, if you think it was cooler than such diversity of attendees at previous games, if you think it was a cool thing to be impatient to see what level 4 or five periods obtained once you have created your mage tower, if you think that the collection of an additional spell was strategically right and that was something to do this single license.

#2
12-10-2011
Enos
Member

Join Date: Nov 2010
Posts: 1,611
Re: Mage Tower should be inserted in Might & Magic Heroes VI
Great idea but what kind of choice the previous version. When you have a level 14 mage, you have a very good hero. Now you have a hero with Icebolt as a spell more powerful. This is a joke in my opinion. I think the best would be: You can choose your skills and magic skills, as it is now, but there are spells to be acquired. You can choose to get Pyromancer experts, you can choose which expert fire magic and you can choose to have the ability to "witch", etc, but the spells must be purchased at the mage tower. The system can be quite impressive too, but one must find a way for a level 10 mage does not have a maximum of 10 spells...

#3
12-10-2011
Shikamaru Nara
Member

Join Date: Mar 2011
Posts: 1,666
Re: Mage Tower should be inserted in Might & Magic Heroes VI
As for my idea of improvement, it probably will. So at level 10, since some skills are a must for me: - logistics, tactics, ambush, and the skill that gives 30 mana (if available), so 6 points to the left. Also some spells are available with certain devices with no mana cost ... Only hope is to be able to learn / buy spells, and abilities warcries outbuildings (which hut, the battle of the academy, scholars, academy of magic, etc.).

#4
12-10-2011
Badmannah
Member

Join Date: Mar 2011
Posts: 1,615
Re: Mage Tower should be inserted in Might & Magic Heroes VI
I agree with the original poster. Although I doubt we're going to change, still reserve the right for me to express my disappointment that there are no magic guilds. I do not like the new system at all.

#5
12-10-2011
DevenderD
Member

Join Date: May 2011
Posts: 1,601
Re: Mage Tower should be inserted in Might & Magic Heroes VI
The last hope would be some patches to balance a little more. Because now it looks like a bit of Diablo II: In Diablo II below your character level 30 is pretty useless, with skills and strange: do not spend your skill points. At level 30 happens to everyone in higher capacity. Homm VI same: less than level 15 to set aside more skill points, and then reached level 15, they pass on the skills of locked 3-4 at level 15 and suddenly becomes the hero of two times more potent. And this is for me very badly. Put locks on the levels have the same result: you try to avoid the level 15 heroes, while a level 14 is much weaker. This is anything but good balance between the heroes and levels. And it does play quite incomplete. Storm spent most of the development time of its greatest franchises simply make things balanced. And this is what makes your game so popular ... I know I should not be here to compare incomparable games, but a beginning.

#6
12-10-2011
Halle
Member

Join Date: May 2011
Posts: 1,611
Re: Mage Tower should be inserted in Might & Magic Heroes VI
I agree and then some! Take the power back to the spells! For me there was nothing better than getting to level 10, the construction of the mage tower level 5 and the implosion not to use! In saying this I mean HOMM3 and the implosion, not HOMM5 it was terrible! I loved the energy; cast that spell death and drive! It was great! People go "oh, that's too strong!" Of course not, I beat many players with strength or barbarians as they were known! It was the tactic! It's what made this good game! Please do not lose that part of the game.

#7
12-10-2011
Daksha90
Member

Join Date: May 2011
Posts: 1,486
Re: Mage Tower should be inserted in Might & Magic Heroes VI
I'm more annoyed by the fact that you have spent skill points to learn spells. If you earn a skill point per level, so the spells you learn to be equal to your level, provided that ignores all other options. A wizard is a lot of spells to your repertoire. I do not care if they are weak or not, balance problems is another matter. But he feels need to fight so-called dreaded level 20 Mage with only a handful of spells.

#8
12-10-2011
Chakradevroy
Member

Join Date: May 2011
Posts: 1,590
Re: Mage Tower should be inserted in Might & Magic Heroes VI
I agree with you. But where I disagree with this system is that we focus on the spells you want. With the old system, which can be frustrated for not imploding. Be a reason to go fight, you have to make strategic choices between spells (odd) you have in your book. What I'm really frustrated by the fact that spells are blocked according to the level of hero, for example, there is a huge gap between our power to level a mage 14 and 15. That is very bad for playing a game right.

#9
13-10-2011
Wyl
Member

Join Date: Aug 2011
Posts: 1,480
Re: Mage Tower should be inserted in Might & Magic Heroes VI
The new system is more balanced. I do not short change the spells do not use. Now I can plan strategically and choose the spells you want from the start. Despite this, I liked the old system. That was not balanced. But it was not game breaking imbalance is at least not for single player games. And what brought change was forced through skirmishes against AI playability. If again encouraged that make maintaining the current system, I hope to do the skill / spell of the deepest branches of what lies before reaching requirements the end of the tree. The 2 or 3 deep is pathetic, given the speed of leveling. It gives too much freedom of choice of skill / spell. They do not have to do new skills / spells, just go from one tree wide but shallow to a thin but deep. It will create advantages and disadvantages and at least the players to experiment with the strength 'build' new that can help with the issue of re playability.

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