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Старый 29.08.2017, 12:50
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dredknight
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Регистрация: 24.10.2015
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dredknight#9852
Регистрация: 24.10.2015
Сообщения: 700
dredknight#9852
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Re: MMH5.5 - Герои Меча и Магии 5.5

NargottЯ никогда не утверждал, что активные умения в Combat плохи (и кстати, мне понравились изменения относительно урона геройской атаки). Речь шла про то, что сам навык Combat (без умений) очень слаб. Из-за чего невыгодно тратить 2 уровня на Combat (Advanced + perk) ради маленького умения +1/+1.

Lets say we do this. Basic/Advanced/Expert give +1/+1,+2/+2,+3/+3. How are you going to tune down the "melee" perks? Also how can you justify this with with the Leadership for Necromancy which gives only +2/+4/+6 attack bonus (because they do not have moral)?

Majority of your points for adjusting the classes regard making more Magic skills available for Might and more Might skills available for Magic? How come this is not making the classes even more generic then their current state?

The perspective of Academy and knowledge that you provide is misguided.
Academy has Might heroes, they are tilted more toward the Magic department because of high Knowledge gain.
High knowledge gain is deliberate for that race because they can invest Knowledge into creature artifacts which give Might bonuses and compensate for the lack of Attack and Defense.
Knowledge by itself is very valid skill - It can grant you free units. For example 40 Knowledge can grant per week creature of a tier or resource as follows:
- 3 Tier 7
- 6 Tier 6
- 10 Tier 5
- 13 Tier 4
- 20 Tier 3
- 26 Tier 2
- 40 Tier 1
- 3000 gold (per day)
- 20 of any resource

One hero can generate one creature, one resource, a number of gold at the same time.
The only issue with Knowledge is that it is not as useful as other stats the first month of the game because it do not benefit in way (besides increasing mana cap).

Regarding classes difference -There is no way you can have 24 completely different classes with just 4 primary stats. Тhere are 3 classes groups Might, Balanced and Magic and each of them follows certain distribution primary skill and secondary skill criteria.


The difference between classes comes from racial skills, Specializations distributions and native magic schools (Magic heroes may have access to all 4 schools but Magic guild provides just 2), faction creature profiles.

NargottВ итоге: с точки зрения уникальности лучше всех удались классы типа Balanced, они не так однотипны, как Might или Magic. Однако и там есть совпадающие классы.

Balanced classes lack the durability of Might heroes and the punching power of Magic heroes. Their advantage is the flexibility they have because of access to advanced secondary skills in Might and Magic departments.
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