The Other Worlds Shrine

Your place for discussion about RPGs, gaming, music, movies, anime, computers, sports, and any other stuff we care to talk about... 

  • Heroes of Might and Magic 6 beta

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #153482  by Don
 Mon Jul 25, 2011 1:22 pm
I downloaded some cracked version because you have to preorder the game to just get into the beta test, and unlike a MMORPG beta test where the game really is already completed so you're sort of paying to get a chance to play the game earlier than anyone else, this really is a beta and a bad one at that. Most of the core abilities have placeholder for their actual value so you can invest in abilities that 'deals damage' or 'increase might by X' without knowing what X is. The interface totally sucks. The default UI doesn't display your army, so you got this game with heroes leading armies and you don't actually know what army you're leading at a glance.

They seem to try to make each unit last longer with higher HP but it just means you waste more time trying to figure out how to beat stuff without losing units because HOMM games are rarely beatable if you actually lose units at any point of the game besides the final battle. I think HOMM3 has it best where a single Archangel can demolish pretty much any number of neutral stacks (within reason), and that's fine for game balance since neutral stacks are equivalent of your RPG random battle and should not take much to get through. It also doesn't help that units now have a ridiculous number of special abilities. The Haven melee unit upgrade, Praetorian, has 3 special abilities (shield bash, shield guard, shielded). Beyond the fact that having everything being special makes them not very special at all, right now you can't see what an enemy's special ability is by right clicking them so chances are you'll fight something and it'll do some special ability that totally owns your guys because you've no idea what special ability it had unless you memorized the entire unit list. Some of the special abilities don't even have tooltips. I got this unit with "Aura of Putrescence", but what it does, I have no idea. I don't see enemy around it taking damage, and you can't see buffs/debuffs on the enemy. Presumably it does something useful, but I really have no idea if that's true.

The spell system got moved to talent points as opposed to just going to mage's guild, which seems to be in the game since HOMM5 (I didn't buy that one). I guess the point is that you don't instantly win the game (multiplayer or singleplayer) if you get Implosion, Town Portal, and Chain Lightning as your top level spells as opposed to say Magic Reflection, Slayer, and Prayer which aren't even worth casting over level 1 spells. However since the tooltip sucks (does damage isn't exactly very useful) I ended up just picking no spells, and it seems like the hero's basic attack is more useful 99% of the time anyway over casting a spell that may do something negative to the enemy. Spells in general in HOMM is either way overpowered or totally useless and I can see they're trying to address that but it really doesn't work out, and since the game is still closer to FFT than Starcraft, I don't think it's inherently wrong that you can mow down troops with Chain Lightning since by the time you get a mage's guild that high it's usually close to the end of the game.

At any rate this game is no way worth preordering for the beta. One time I hit this bug that made me unable to scroll my map and I quit the game immediately (just imagine try to play Starcraft without being able to scroll the map). It's probably not even worth the effort to pirate unless you're really into the series since it takes a nontrivial amount of effort to get past Ubisoft's online authentication. I noticed in multiplayer there are things call 'dynasty traits' that unlock as you play, so it sounds like if you play multiplayer enough you get to start with a beefier hero. I know a lot of games seem to be doing this lately to give you incentive to play the game more, but it just seems like a bad idea for a strategy game where the point is that, even if the game isn't balanced, you're suppose do start out in a balanced situation. The initial Dynasty traits are start with +5 wood/ore (enough to get one more building) or +2500 gold (you start with 10K) and presumably they only get better from there. If you have anything that's even comparable to say +5000 gold (and I suspect there is) it'd probably not be possible to beat someone of comparable skill as you if he started with that kind of advantage.
 #153504  by Don
 Tue Jul 26, 2011 7:30 pm
Played it some more and I really don't like the way the game is turning out. The neutral stacks take way too long to kill and the irony is that you can still kill them without losing anybody in most cases, but instead of taking 5 seconds it takes more like 5 minutes per battle now. Quick combat alleviates some of this but using it is like playing a RPG without random battles. It might be a good idea but it makes you wonder why even have 95% of the game there if it's meant to be skiped. I think having Archangels stomp on hapless victims that stand no chance of winning is part of the HOMM experience. It's supposed to be the equivalent of shooting a random grunt in a FPS and you might even figure out different ways to slice your victim up with Archangels to keep things interesting.

The heroes in single player feels too weak, probably because the skill tree is too complicated to figure out what's a winning combo especially when most damaging skills do not tell you how much damage they actually do. The heroes in multiplayer are way too strong especially with the 'everyone gets XP at 10X' option, and yeah you can just not use it but I suspect it'd be like trying to find a game of Starcraft that's not on Fastest setting. And to be fair, having a level 5 hero before the game ends is pretty boring since he is barely more powerful than 3 Praetorians put together, but there's got to be somewhere you can play with between a level 5 wimp or a level 30 demigod.