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#406
Старый 29.08.2017, 18:02
  #406
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dredknight
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Регистрация: 24.10.2015
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dredknight#9852
Регистрация: 24.10.2015
Сообщения: 699
dredknight#9852
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Re: MMH5.5 - Герои Меча и Магии 5.5

NargottКакой общий вывод сделал после обзора классов, задачи делать их уникальными вообще не ставилось. Была цель под каждый класс подогнать все полезные навыки, которые могут ему подойти, согласно характеристикам. Плюс общие ограничения по магии (одна школа - Might, две - Balanced, три - Magic).

Excellent wording.

NargottПодобных типажей получается намного меньше, чем 24. По сути, все отличие заключается в категориях Might, Balanced, Magic, расовых (где они есть), школах магии, и (для боевых классов) направленностью в атаку или в защиту (по параметрам). Хотя есть и несколько уникальных классов (таких как Wizard или Heretic).
You can also add Dungeon Assassin class which is the only non Magic class that have access to Occultism.
NargottНикак, я считаю, что ослаблять "рукопашные" умения не следует.
По поводу лидерства для некромантов, уже писал выше - этого навыка там не должно быть в принципе.

I think we can close this topic because after this change we have to improve all other Might trees to make them as competitive as Combat and we do not want that.

NargottДа, так Might-классы станут более похожими на общую группу Balanced, но у них все еще останутся принципиальные отличия по характеристикам. А вот внутри Might-класса появится больше отличий между собой.

So if Might and Balanced will be more similar while the heroes inside the classes are a bit more different, aren't we back to the same state?


NargottТогда почему есть только 1 класс с высоким знанием (40%+)?
Because it is Might and Magic you either fight or cast magic. The only way this is possible for knowledge is through the Artificier skill and as an aid to the Magic heroes late game. All other factions utilize knowledge in their secondary heroes for more resources and creature growth.
If you have hero who only focus knowledge (and no Aritificer) it will be a turn off for any player because it will never be considered as pick for primary hero.
It is not that we want to be like that but this is as far as we could go with it.

NargottPerhaps, you set the goal to create self-sufficient classes, so that the player could win back any strategy with native heroes, but the use of non-native heroes still does not cancel.
Exactly! It does not cancel it but you get the -1 moral penalty. Necropolis is ok however it has been like that since Heroes 1 I think?

Regarding all classes changes - When considering just primary skills it sounds good on theory but reading the class profiles you talk about the army as it is just for the might heroes. This is what we tried to avoid when considering mechanics.
Both heroes have army where Might has stronger one due to passive effects from skills while Magic has weaker army and compensates with magic. The most important thing here is that the success of both players depends on the tactical manuevers on the battlefield.
The lesser gap between Might hero army and Mage hero army (because of 5% -> 3%) allows highest tier Mage creatures to actually still do considerable damage in battle (or withstand assaults).

With this taken in mind you cant say that Attack and defense is combination against Might and Attack + Knowledege is combination against mage. Because the mage has an army and he will use it to the best of his ability.
This is why Frenzy feels so good on friendly creatures as it allows a dark mage to complement his army in unusual ways. On the other hand Frenzy on enemy army is pure massacre wherever you cast it. Just kills the vibe of good tactical decisions.
Also defense against mages is not given by primary skills but by perks and secondary skills like shatters. Knowledge is utility skill it does not help in battle except to provide mana for spells. They can be offensive or defensive but their effect and efficiency has nothing to do with knowledge primary skill.
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