Skills and Warcries
Skills and Warcries
The official blog has released some info about the <a target="_blank" href="/https://mmh7.ubi.com/en/blog/post/view/ ... "><b>skill wheel</b></a> and <a target="_blank" href="/https://mmh7.ubi.com/en/blog/post/view/ ... ies</b></a> in <i>Heroes VII</i>.
<a target="_blank" href="/https://www.celestialheavens.com/homm7/ ... .jpg"><img src="/https://www.celestialheavens.com/images ... eel_sm.jpg" align=right hspace=5><b>The skill wheel</b></a>
You may recognize this feature from earlier games. Remember <a target="_blank" href="/https://www.celestialheavens.com/520">Aurelain's skill wheel</a> created for H5? Generally, the so-called "skill wheel" for H7 is simply an overview over a hero's gained <i>and potential</i> skills, viewable on a single screen. As your heroes gain levels, you can plan ahead to shape your perfect hero - the skill wheel feature makes this process easier. In H7, the skill's properties will appear in the right column when you select it.
As you can see in the image to the right (click for a larger version), skills are divided into "Major" and "Minor", with the levels "Novice" (giving the hero 3 abilities), "Expert" (another 2 abilities) and "Master" (giving 1 more). Three of the "Major" skills have another rank on top of these - the cherished "Grandmaster" level. The obtaining of skills is done in a way which should be familiar to RPG players, namely by the spending of skill points given when the hero levels up. Fans of the series will also be familiar with the general types of skills; some magical, some purely combat related and some to do with the adventure map and managing of the towns. Which skills are available to which heroes is fairly intuitive, but if you want to, you can read more about it in <a target="_blank" href="/https://mmh7.ubi.com/en/blog/post/view/ ... -mmh7">the blog article</a>.
<a target="_blank" href="/https://www.celestialheavens.com/homm7/ ... .png"><img src="/https://www.celestialheavens.com/images ... ies_sm.png" align=right hspace=5><b>Warcries</b></a>
These are Might capabilities, used as an alternative to magic spells on the battlefield. Instead of casting a spell, a hero can use a warcry to boost his or her troops in different ways; increasing defence, ranged attack damage or initiative, for instance. Click the image on the right to see all these effects. As the hero levels up, the effects of these warcries also increase, making them a real alternative to magic. If properly balanced, I see this as a way to ensure that the game's title will indeed be a fitting description. It also underlines the fact that the heroes are on the battlefield themselves; these skills offer nothing in the way of direct damage, but bolster a hero's <i>army</i>.
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1428755397
<a target="_blank" href="/https://www.celestialheavens.com/homm7/ ... .jpg"><img src="/https://www.celestialheavens.com/images ... eel_sm.jpg" align=right hspace=5><b>The skill wheel</b></a>
You may recognize this feature from earlier games. Remember <a target="_blank" href="/https://www.celestialheavens.com/520">Aurelain's skill wheel</a> created for H5? Generally, the so-called "skill wheel" for H7 is simply an overview over a hero's gained <i>and potential</i> skills, viewable on a single screen. As your heroes gain levels, you can plan ahead to shape your perfect hero - the skill wheel feature makes this process easier. In H7, the skill's properties will appear in the right column when you select it.
As you can see in the image to the right (click for a larger version), skills are divided into "Major" and "Minor", with the levels "Novice" (giving the hero 3 abilities), "Expert" (another 2 abilities) and "Master" (giving 1 more). Three of the "Major" skills have another rank on top of these - the cherished "Grandmaster" level. The obtaining of skills is done in a way which should be familiar to RPG players, namely by the spending of skill points given when the hero levels up. Fans of the series will also be familiar with the general types of skills; some magical, some purely combat related and some to do with the adventure map and managing of the towns. Which skills are available to which heroes is fairly intuitive, but if you want to, you can read more about it in <a target="_blank" href="/https://mmh7.ubi.com/en/blog/post/view/ ... -mmh7">the blog article</a>.
<a target="_blank" href="/https://www.celestialheavens.com/homm7/ ... .png"><img src="/https://www.celestialheavens.com/images ... ies_sm.png" align=right hspace=5><b>Warcries</b></a>
These are Might capabilities, used as an alternative to magic spells on the battlefield. Instead of casting a spell, a hero can use a warcry to boost his or her troops in different ways; increasing defence, ranged attack damage or initiative, for instance. Click the image on the right to see all these effects. As the hero levels up, the effects of these warcries also increase, making them a real alternative to magic. If properly balanced, I see this as a way to ensure that the game's title will indeed be a fitting description. It also underlines the fact that the heroes are on the battlefield themselves; these skills offer nothing in the way of direct damage, but bolster a hero's <i>army</i>.
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1428755397
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.
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- Round Table Hero
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- theGryphon
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Skills and Warcries
Yeah, I think it's not faction dependent. Only requirement is a Might hero.
They really should have based this on H5 system. Instead, this is the H6 system visually wrapped into a circle. Nice! They think they can deceive some of us by calling it a skill wheel...
They really should have based this on H5 system. Instead, this is the H6 system visually wrapped into a circle. Nice! They think they can deceive some of us by calling it a skill wheel...
I believe in science and that science can explain everything.
Because God has made it all work in such a beautiful way...
Because God has made it all work in such a beautiful way...
Re: Skills and Warcries
I still wonder up to this day how I got hyped up to play H6, until I realized it was the worst game I could have laid my hands on in memory. I'm glad I didn't buy it at least. Now, I'm wary about H7 which I won't buy either.theGryphon wrote:They think they can deceive some of us by calling it a skill wheel...
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
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- Round Table Hero
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Yes, Aurelain did it. And some other wheels as well. HC did manual, even we did for vanila.mr.hackcrag wrote:I forgot, was H5 not a wheel until the fan-made wheel?
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The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet
Skills and Warcries
As you can see, this article mentions Aurelain's skill wheel and also states that the "so-called" skill wheel for H7 is more an overview screen than a wheel like the one Aurelain made. Still, the interface is similar and this time it's in-game, which is nice.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.
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- Fuddelbaerentatze
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Skills and Warcries
Has the petition mentioned in the forum a chance to change the mind of the developers for a more h5ish approach or is it to late to do something about it in the vanilla game?
I might not set foot in that blog again for the time being. It just disrupts my mood, either by the commenting quality or the lack interesting articles. The time to present new and interesting ideas and mechanics or anything else really worth my time has come and gone. The game is basically living by the shadow of its predecessors, has no soul at all.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
I fought for what they dare call Necropolis when I thought game mechanics would be interesting (as we had no RELEVANT info at all yet), but the skill system really disappoints me, so I too am loosing interest. Don't have much energy left ...
I keep a tad of hope for random implementation, but I really have no clue how they plan to do this considering 7 schools of magic (thanks Ashan lol, who said creative vision did not affect gameplay?).
I keep a tad of hope for random implementation, but I really have no clue how they plan to do this considering 7 schools of magic (thanks Ashan lol, who said creative vision did not affect gameplay?).
Last edited by Galaad on 17 Apr 2015, 22:41, edited 1 time in total.
I would advise you to slow down and focus on something else, healthier. If you keep that pace, it'll become 'normal'. People, or whatever else you want to target, will simply ignore that behavior. Some will still agree, but the same figures showing all the time and complaining all the time are prone not to be taken seriously for far too long. Let others do that. I'm sure there must have plenty of those who will take that role. Then you post occasionally, reasoning in a less 'bland' way. That might make more impact, I daresay.
But for H7, there's not much to try to save. If the franchise survives through this one, perhaps focus earlier on some good ideas for the next one. Another long shot, I would say, but never hurt to hope a little.
But for H7, there's not much to try to save. If the franchise survives through this one, perhaps focus earlier on some good ideas for the next one. Another long shot, I would say, but never hurt to hope a little.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
The description of skills sounds like there is not much interaction between skills. Like in H5 sertain perks needed specific combinations of skills and other perks, or in H4 nature and death magic gave demon summoning ability. If there is no such interaction then wheel, square or whatever layout doesn't really add any functionality, does it? Also i would like to see a possibility for a knight to learn dark magic or necromancy. At least via map editor. However if the skills and abilities are in a complex way linked to each other and possibly to certain creatures, spells or adventure map objects, such layout and restriction in skill choices may be the right way to go. Or to put it in other way: my (initial) impression is that currently a simple game is made complex by user interface, while the same kind of user interface could be handy if the game itself is highly complex.
Warcries: sounds like they are supposed to last less than a round or in best case 2 rounds. Yet the mass effect on speed, initiative, attack and defense sound like always useful spells. First round mass haste and with some luck the battle is over for round 2, no? Give H3 Crag Hack mass haste with no magic cost, yes?
Warcries: sounds like they are supposed to last less than a round or in best case 2 rounds. Yet the mass effect on speed, initiative, attack and defense sound like always useful spells. First round mass haste and with some luck the battle is over for round 2, no? Give H3 Crag Hack mass haste with no magic cost, yes?
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Skills and Warcries
Mod note: you already posted that link in a separate thread on the forum. Once is enough.
Link removed.
Link removed.
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