The new skill tree

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Torur
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The new skill tree

Unread postby Torur » 14 Jul 2011, 08:54

I couldnt find any thread on the new skill system so I thought I'd just make one.

What do you guys think about the new system, and how do you like it.

For me I'm abit undecided. Seems like a great idea to have access to all the skills, having to decide where to invest your points, but at the same time seems to limit how your hero's going to be built. Sooner or later people will find out what are the must have of skills, and then you'll have very little variation in how the heroes are built. Or are the skills so well balanced, that even if i go full magic or full might they are equalls in the end?

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Unread postby Banedon » 14 Jul 2011, 11:32

Personally I don't mind, it's something H6 does different but not necessarily better or worse.

From first looks though there are definitely skills more important to have than others.
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Re: The new skill tree

Unread postby Dalai » 14 Jul 2011, 13:57

Torur wrote:Sooner or later people will find out what are the must have of skills, and then you'll have very little variation in how the heroes are built.
Strategic diversity does not seem to be Ubihole priority.
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Unread postby mr.hackcrag » 14 Jul 2011, 14:27

I haven't played it, but I liked the random chance element in previous games because it was really exciting not knowing what surprises you might end up with.

I feel so confident that this new system is going to have cookie cutter best builds and will become stale soon.

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Unread postby Torur » 15 Jul 2011, 08:19

mr.hackcrag wrote:I haven't played it, but I liked the random chance element in previous games because it was really exciting not knowing what surprises you might end up with.

I feel so confident that this new system is going to have cookie cutter best builds and will become stale soon.
Yeah, I feel so to. But atleast for now I'm enjoying the new system, but that might just be cause its new. The randomness of H3 was both a frustration and a way to diversify, or atleast I think so. But you had more options in H3 and I also liked the way H4 did it. But never really got into the skillwheel deal of H5.
Dalai wrote:Strategic diversity does not seem to be Ubihole priority.
Yeah, and that sucks. The more viable options the better. Balancing the different options you have doesent look like a priority. Lets just make x amount of paths to choose from, and random path Y is going to be OP beyond all.

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Unread postby Blocks100 » 15 Jul 2011, 13:06

H5 had some interesting skills and it would of be nice to 'plan' you ideal hero, but the randomness destroyed that. I'm hoping that the new system of H6 will let you design heroes to take on specific roles (trainer, logistics etc) and make 'junk' heroes less likely - for those who have played the beta, any sign of this happening?

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Unread postby Mirez » 15 Jul 2011, 13:09

yes I always choose the skill that makes the hero pick up more resources, which really adds up, especially on crystal
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Unread postby Pitsu » 15 Jul 2011, 13:19

I do not think that the new system is great and fun. They should have given more control over the randomness of previous games, but not remove it completely.

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Unread postby Torur » 15 Jul 2011, 13:32

Blocks100 wrote: H5 had some interesting skills and it would of be nice to 'plan' you ideal hero, but the randomness destroyed that. I'm hoping that the new system of H6 will let you design heroes to take on specific roles (trainer, logistics etc) and make 'junk' heroes less likely - for those who have played the beta, any sign of this happening?
The only way to end up with a junk hero is if you build him crappy. So thats not any more.
And making specialized heroes seems very viable. I always build one super hero, where all the skills go to better him in warfare. And atleast one other that focuses more on kingdom benefits like +1 creature a week. Has been working fine for me.
But still hard to say if that is the better way to go.
Pitsu wrote:I do not think that the new system is great and fun. They should have given more control over the randomness of previous games, but not remove it completely.
I think you might be on to something here. I really like the H4 skill system, maybe a mix of that and the H5 would be good??

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Unread postby ThunderTitan » 15 Jul 2011, 20:57

Unless you where going it on purpose there was no such thing as a junk hero, just one with a useless skill out of 10 or so...
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Unread postby Blocks100 » 16 Jul 2011, 12:50

By 'junk' hero I mean those heroes you recruit simply to run errands like collecting resources from windmills, ferrying troops to your main hero etc. Not a deliberately ill-planned hero with Eagle Eye as his main skill or something.

A team of heroes specialising in their own set of complimentary skills would be great, but it ain't never going to happen till they set troop caps to armies....

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Unread postby mr.hackcrag » 16 Jul 2011, 16:37

Blocks100 wrote: but it ain't never going to happen
Thank you :tsup:

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Unread postby ThunderTitan » 16 Jul 2011, 20:57

Blocks100 wrote:By 'junk' hero I mean those heroes you recruit simply to run errands like collecting resources from windmills, ferrying troops to your main hero etc. Not a deliberately ill-planned hero with Eagle Eye as his main skill or something.
That's easier to fix by making sure they're not needed for those things...
Blocks100 wrote:A team of heroes specialising in their own set of complimentary skills would be great, but it ain't never going to happen till they set troop caps to armies....
Someone hasn't played Heroes 4...

And really, that's not going to fix it because it's way better to invest most XP in one hero even with a cap, as more levels = more creatures in the army... so secondary heroes will always be too weak to take on the enemies primary,a nd any XP they take will be less XP for your main.
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Unread postby Torur » 18 Jul 2011, 08:31

ThunderTitan wrote:And really, that's not going to fix it because it's way better to invest most XP in one hero even with a cap, as more levels = more creatures in the army... so secondary heroes will always be too weak to take on the enemies primary,a nd any XP they take will be less XP for your main.
Yeah, that has always been the case in HoMM, 1 superhero and a bunch of useless errandboys. I wonder if that will ever change...?

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Unread postby Tress » 18 Jul 2011, 08:57

With skills like eagle eye, scouting, scholar in HOMM3, random ellemenets are more frustrating than tactical, strategical choices.
In Homm4, howerver skill table was largely homogenized and it had hadnfull of skills that were not spellc related so random element was largely present only when you wanted to get other specific tree to her, that actually limited strategical choices, and you had to pray for some particular skill set in academies.

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Unread postby MattII » 18 Jul 2011, 09:18

I think one of the reasons for the Superhero and Errand Boy issue is that ever since H2, troops under a might hero have been getting double-boosted, because not only do they get the secondary-skill bonuses, they also get boosted by the hero's attack and defence as well, and magic had to be made all the more powerful to cope with it. I think if you can work out a way to eliminate the primary skills (attack and defence are easy and H4 eliminated spell power) the Superhero and Errand Boy issue will be a lot smaller

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Unread postby ThunderTitan » 18 Jul 2011, 18:30

MattII wrote:(attack and defence are easy and H4 eliminated spell power)

H4 didn't apply your stats to the creatures, that's why one of the tactics skill gave you up to 30% more attack and another 30% defence...
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Unread postby MattII » 18 Jul 2011, 20:11

ThunderTitan wrote:H4 didn't apply your stats to the creatures, that's why one of the tactics skill gave you up to 30% more attack and another 30% defence...
Oh, right. But secondary skills give you those bonuses anyway, so taking the H4 arrangement a bit further, you could make you mana pool dependent on your hero level, and do away with all the primary skills.

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Unread postby Avonu » 18 Jul 2011, 21:41

ThunderTitan wrote:
MattII wrote:(attack and defence are easy and H4 eliminated spell power)

H4 didn't apply your stats to the creatures, that's why one of the tactics skill gave you up to 30% more attack and another 30% defence...
Weren't these 50% at GM level + up to 40% from artifacts?

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Re: The new skill tree

Unread postby Banedon » 20 Jul 2011, 15:08

Dalai wrote:
Torur wrote:Sooner or later people will find out what are the must have of skills, and then you'll have very little variation in how the heroes are built.
Strategic diversity does not seem to be Ubihole priority.
What makes you certain there is less strategic diversity? After all, in H5 for example you could already choose different builds, no reason why that can't carry over to H6.
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