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#479
Старый 12.09.2017, 02:27
  #479
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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

- ловкость: с +2 к защите до +1 к защите (ослабили в 3! раза, учитывая ослабление самой защиты)
With +2 if he runs 6 this is +12 defense. Unacceptable for any tier 2 creature.

- кавалерийский разбег: с +5% до +3.33%
The effect of the ability equals 1 attack point bonus per square just as in ToTe.

вампиры: торпор гораздо сильнее безответной атаки (у вас почти не порезан, а -1/-1 к атаке и защите это ничто), соответственно первый грейд вампиров не нужен
Torpor duration is reduced. I don't remember how much. From the top of the head I think duration is about 1.5 turns.
Also you do not want to get retaliated with vampires because they die very fast. I had a very good replay that shows just how vampires thrive when they take hits. I hope I have not deleted it.

ракшасы: вихрь гораздо сильнее безответной атаки, соответственно первый грейд ракшас не нужен
Not true. Every glass cannon build will pick the first upgrade.

Rakasha +2 initiative proposal is totally overpowered in any mod. 10 base initiative + mini artifact bonuses + haste spell combined with dash ability can bring them up to a 30 initiative value.

Do not look at upgrades just as upgrades but how they fit into hero build.
I don't mind criticism as far as it has ground. We may find something we have missed. Sometimes I do not have the time or willpower to think it through as I am fending 4 different communication channels.
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What I do not like about vanilla heroes V is that skill paths are unrelated and in some parts just random.
I know you look a lot in numbers but creature numbers do not make sense when you combine them with hero builds.

From the defense example you gave it seems all the perks are balanced enough which is fine.
What I do not like is that the same heroes V idea of similar perk distribution is taken.
The idea behind MMH55 is that one do not need to know everything to make a decent built of his own.

Basically all skills and perk trees focus in one idea. For example
Offense tree -> unit damage
Defense tree -> unit defense
Combat tree -> hero damage and utility
Light magic tree -> increased light magic efficiency
Shatters -> magic suppression

War Machines -> More efficiency out of War machines depending on which tree you pick.
The only inconsistencies are in skills where no skills could be properly found to fit (mostly faction native skills).

Here are some specific examples of what I do not like:
- "Suppress light" perk in Light Magic tree - The tree purpose is to empower light magic efficiency. Why does it have a counter perk inside?
- "Storm wind" in Light - This perk has nothing to do with light. Why it is inside?
- "Mana burst" in Destruction - yes the text claims to be a destruction perk but the effect has nothing to do with utilizing Destruction school spells in any way.
- "Chain strike" in blood rage - this skill has nothing to do with blood rage ability. It is not even stronghold native thing like for example the "Goblin cart".

There are endless examples as the one above.

Regarding WGE skill wheel:
- I noticed that Magic schools and Shatters common perks. Why?
- Also why Shatters have creature-icon perks? Does this give population of random units? Why?
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