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Thread: extremely broken balance - this is not heroes 3 | Forums

  1. #11
    unfortunately, the concept of game balance as it relates to the five factions and my original post, the possibility that the game was actually much more even before than it is now, and the notion that this and many other issues are the result of the misconception that heroes vi should or can be turned into heroes iii, must be explored on your own. that is if you want to of course. although i have better things to do at the moment, and we are not getting paid to beta test, i would be more than happy to discuss this topic further only after you've tested what i proposed a bit more for yourself. just play the game, the issues to which i refer a solution are quite apparent.
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  2. #12
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    So it's official: there is nothing to discuss here.
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  3. #13
    Quote Originally Posted by VeryPewPew View Post
    So it's official: there is nothing to discuss here.
    not for you?

    i've noticed quite a few balance issues reported that this would seem to solve.
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  4. #14
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    Which is what? Stop talking in riddles bro.
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  5. #15
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    Quote Originally Posted by direction270 View Post
    not for you?

    i've noticed quite a few balance issues reported that this would seem to solve.
    Provide. Details.

    I'm not going to sit here and think "well, he says it'll solve quite a few balance issues I've never even heard of, ergo it must be true! NOW WORSHIP HIM!"

    I'm going to sit here and think "gee, that's completely uninformative."

    So please, support your argument, because posts like these tell me precisely toss-all.
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  6. #16
    Quote Originally Posted by VeryPewPew View Post
    Which is what? Stop talking in riddles bro.
    riddles?
    this one change alters the core game balance so drastically, certain factions become so much more powerful than others in certain situations: extreme imbalances which never used to, and never should, occur.
    all might classes are overpowered, all shaman classes are highly underpowered, damage spells are overpowered when cast by certain classes and in certain situations...
    the differences are very apparent when you manually control the different factions on the largest maps.
    Last edited by direction270; 08-03-2012 at 10:04 PM.
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  7. #17
    Member broui's Avatar
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    Quote Originally Posted by direction270 View Post
    riddles?
    this one change alters the core game balance so drastically, certain factions become so much more powerful than others in certain situations: extreme imbalances which never used to, and never should, occur.
    all might classes are overpowered, all shaman classes are highly underpowered, damage spells are overpowered when cast by certain classes and in certain situations...
    the differences are very apparent when you manually control the different factions on the largest maps.
    Which factions? What imbalances? In what way are Might classes overpowered vs. before? In what way are the Magic classes underpowered vs. before? And so on....

    If you were actually specific, I an many others it seems, MIGHT have empathy, MIGHT be just as outraged (after we check out what you're referring to ourselves), and MIGHT start posting about the same things. MIGHT.

    Until then, it's too difficult to guess. Moving on.
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  8. #18
    Quote Originally Posted by broui View Post
    Which factions? What imbalances? In what way are Might classes overpowered vs. before? In what way are the Magic classes underpowered vs. before? And so on....

    If you were actually specific, I an many others it seems, MIGHT have empathy, MIGHT be just as outraged (after we check out what you're referring to ourselves), and MIGHT start posting about the same things. MIGHT.

    Until then, it's too difficult to guess. Moving on.
    the game was not imbalanced before, just different than what most homm players were used to. the factions in this game are much more varied and unique than in the previous games, with many more extreme strengths and weaknesses, possible play styles, and complicated ways of interacting. heroes play more of a supportive role in battles, and magic is much more about timing and placement than damage. in general, the online multiplayer experience was obviously given much more consideration in the design of this game: there is more strategy and less hoarding.

    in the attempt to appease the loudest group of fans and close the gap between heroes 6 and the previous games in the series (mainly by decreasing the role of healing and increasing the power of damage spells), while at the same time increasing all passive stat abilities, the factions that actually do or do not make use of each of these changes does not appear to have been heavily considered.
    edit: this is evident by the extreme difficulty found in certain campaigns now, that was not there before.

    to put it simply, these changes strongly favor the inferno faction, as it makes good use of all these abilities, while at the same time do very little for the stronghold faction, which only makes use of half of them; affecting all of the factions situationally, and at different times of the game. due to the unique nature of each of the factions (some making strong use of healing, others damage, some crowd control, others troop support; some early game, others late game, and so on), the changes i mention in my original post especially drastically imbalance the game. you don't have to take my word for it, just play the game more.
    Last edited by direction270; 08-04-2012 at 05:13 AM.
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  9. #19
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    Please go into detail about why it is imbalanced. Use facts to support your argument, not opinions. All I see on your post is an opinion of why it could be imbalanced. What I want to see is why is this the case. What exactly does adding 3 more Might do to a hero? What exactly does adding 3 more Magic do to a hero?

    Let's use Magic as an example: You mentioned the most drastic change was +1/2/3 vs the current +2/3/5. So now you get an extra +4 magic power compared to before. Please explain why having an extra +4 magic power is going to break the game. Use numbers, not guesses.
    I feel like you have not actually played this game or something, because if you have, you would know that this game scales magic and might differently than the other Heroes games.

    At the very least, provide an actual argument. So far, you provided none. All you said is that upping the stats causes imbalance, the question is why?
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  10. #20
    I see a huge bias in your posts, looks like you only care about magic stronghold heroes. You say these changes were mainly buffing Inferno. Did you take into consideration how underpowered Inferno was prior to 1.5? Healing was mandatory, direct damage spells useless, stat talents laughable. Spending a talent point to gain 1 destiny was just too awesome, wasn't it? You want that back again?
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