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#473
Старый 09.09.2017, 19:07
  #473
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dredknight
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Регистрация: 24.10.2015
Сообщения: 762
dredknight#9852
Регистрация: 24.10.2015
Сообщения: 762
dredknight#9852
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Re: MMH5.5 - Герои Меча и Магии 5.5

NargottНе согласен, в вышеуказанном варианте есть фундаментальный изъян - random. Нам важно иметь только 3 умения 1 уровня, а не 7, иначе будет сложно прокачиваться (Dyrman вообще предлагал систему из 2 умений 1 уровня).

I agree but that way we cannot cover very strong perks with a chain of weaker/different one and we have to balance the all trees from scratch.
I do not see a lot of difference between the current configuration and the proposed one because both have meaning and they both work. Unless there is a super advantage (or fixes some kind of great flaw) that can justify the huge amount of work this would not be changed.

NargottНе поменял. Смотря с чем сравнивать. Если сравнивать Vitality со стандартными умениями в оригинальной игре, то это хороший бонус (уровня +3 параметра), но не более того.
Но в вашей модификации параметры отыгрывают в 1.5 раза слабее из-за ослабления до 3.33%. Т.е. не Vitality супер сильное, а +2 бонусы на его фоне мусор, в этом не противоречия.
Vitality is not super strong. It is fundamental skill that stack with the Defense skill. It can become strong depending on situation (stacking a lot of T1 and T2 units?). A lot of other skills can become very strong depending on situation:
1. Preparation combined with Defense, Combat and Expert Light.
2. Triple balista with fire arrows
3. Destruction + Occultism + Luck + Enlightenment + sorcery
4. Offense + Defense + Luck + Leadership + Combat + Enlightenment

But they also have easy counters:
1. The enemy have the initiative in battle because.
2. Balista dies very easy.
3. Despite hitting very hard Destruction is easily countered and you have no other skills to compensate with
4. Very strong fighter build but lacks magic defense and magic capability.

In MMh55 scouting is very important. You need to visit tavern at least once a week to know what your opponent hero is what stats is he gaining and what army composition he is utilizing. Based on the hero type and tavern information you can deduct a list of possible strategies he will opt for.

Now turn the table around, the same things are valid for him so you have to make a good hero build that somehow counters his one and if possible to have an element of surprise.

Most stuff in the mod are not super strong but can become one if combined properly and used with proper tactics. This is the overall idea about all skills.

As far as I remember you are a fan of starcraft professional league. The scout thing is just about the same there (just done in a different way).

Cheers
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