Talk:Horn of the Abyss: Difference between revisions

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It doesn't help that their personal town is pretty much overpowered. With polished creatures and heroes. Old heroes remain shit, like the tower ones.
It doesn't help that their personal town is pretty much overpowered. With polished creatures and heroes. Old heroes remain shit, like the tower ones.
* dont think the focus on the online gameplay is something bad for the game. and their attempts to fix the global balance is kinda interesting. the only thing i need - on/off checkboxes for 'red orb/new resistance'-kind features to not feel like a beta-tester under an eternal curse of early access. --[[User:ShushMaster|ShushMaster]] ([[User talk:ShushMaster|talk]]) 16:33, 20 June 2018 (CEST)
* dont think the focus on the online gameplay is something bad for the game. and their attempts to fix the global balance is kinda interesting. the only thing i need - on/off checkboxes for 'red orb/new resistance'-kind features to not feel like a beta-tester under an eternal curse of early access. --[[User:ShushMaster|ShushMaster]] ([[User talk:ShushMaster|talk]]) 16:33, 20 June 2018 (CEST)
** It's not bad per se, but vicious attempt to equalize everything leads to repetitive "effective" gameplay. Same strategy, same heroes, very little variation by default. Global balance is pretty much the same tho, fractions like Stronghold and Fortress still kind of lacking and to make radical improvements to them would mean deviating from "the original spirit" of the game. They also focused too much on their town, like I said, it's very powerful all around, while something like Necro gets cuts in half(literally). HotA team has it's own very specific ideas for balance. That's admirable, but it would be better if the global changes were customizable and not hardwired.

Revision as of 22:50, 20 June 2018

"...goal of staying as true as possible to the original game"

It sounded good couple of years ago, but after banning the orb of inhibition and all the magic resist stuff I cannot describe it as 'staying as true as possible'. Theyre obviously started to tinker with a global balance. Subgoal - yes, but not a goal. If we're not comparing this to WoG ofc.--ShushMaster (talk) 20:42, 15 May 2018 (CEST)

Agreed. Removed bullet point from the description. ―imahero 00:29, 16 May 2018 (CEST)

Balance

One of their problems is the heavy inclination towards online games and tournaments, so a lot of shit they did is controversial, especially tinkering with hero specialties, like changing everything to % basis, tinkering with skills, banning arts and stuff. All for the sake a balance. It doesn't help that their personal town is pretty much overpowered. With polished creatures and heroes. Old heroes remain shit, like the tower ones.

  • dont think the focus on the online gameplay is something bad for the game. and their attempts to fix the global balance is kinda interesting. the only thing i need - on/off checkboxes for 'red orb/new resistance'-kind features to not feel like a beta-tester under an eternal curse of early access. --ShushMaster (talk) 16:33, 20 June 2018 (CEST)
    • It's not bad per se, but vicious attempt to equalize everything leads to repetitive "effective" gameplay. Same strategy, same heroes, very little variation by default. Global balance is pretty much the same tho, fractions like Stronghold and Fortress still kind of lacking and to make radical improvements to them would mean deviating from "the original spirit" of the game. They also focused too much on their town, like I said, it's very powerful all around, while something like Necro gets cuts in half(literally). HotA team has it's own very specific ideas for balance. That's admirable, but it would be better if the global changes were customizable and not hardwired.