Thursday, 28 June 2012

Might & Magic Heroes VI Sanctuary faction bugs

Might & Magic Heroes VI Sanctuary faction bugs
After playing the faction Sanctuary for several games, I thought I would post some of the questions, comments, concerns and thoughts. Therefore, no particular order: The whole theme was water-asiany nailed pretty well. The animations are slick. City is easily one of the best looking. Waterfalls everywhere. Skills not have the reputation of synergy. Some of them apply the "wet" condition, which means that the unit receives additional fire damage. That is spiffy except for the fact that heroes can not access Sanctuary spells of fire, nor any of his creatures inflict fire damage. Am I missing something here? Great outdoor army; abject failure during the siege of cities. No frills. Only 2 units of distance, one of which is the healer, which cuts into your damage output if you decide to heal instead of attacking. Couple that there is no way to control the catapult admit, and that searches several times before you can hope to break down the doors. Even if you are a hero of the magic and the magic of the Land of the pump on Erosion and Earthquake, which seeks at least 3-4 turns. While his army sitting around becoming pincushions. Aspire besieged city as a sanctuary. You can not move anywhere. Units can not do anything. You can only fight with one or two units at most, while the enemy can do whatever they want. It's no fun. Non-strategic. Guaranteed to have much higher losses than any other faction in making a city.

#2
13-10-2011
Nimos
Member

Join Date: Aug 2011
Posts: 1,418
Re: Might & Magic Heroes VI Sanctuary faction bugs
Agree for the most part. Especially the faction of capacity. It's just horrible compared to all the capabilities of the other factions. With respect to the siege, I'm not sure yet. Is it really much "easier" for the other factions to lay siege to a city? Flyers can go on the walls, but that goes alone is basically suicide. Kenshi and destroy the door fairly quickly. Kappa and technically can jump over the walls, despite suffering the same problem.

#3
13-10-2011
Jung
Member

Join Date: Aug 2011
Posts: 1,198
Re: Might & Magic Heroes VI Sanctuary faction bugs
Sanctuary is by far the worst sieges. Not even close. Inferno is the second worst, and are not so bad. All others, most of his army can do things besides go and wait their turn to go in the door several times. Insane, Lacerator, Ravager, Cerberus caught out. Can creatures gate across the wall, at least it will join some of enemy actions. Or more succubae door not only provide an additional target to the towers, but also gives a charm seconds. That is very sexy for making another enemy the whole stack down for a while?

#4
13-10-2011
VazV
Member

Join Date: Aug 2011
Posts: 1,241
Re: Might & Magic Heroes VI Sanctuary faction bugs
Necromancer played and what it will really drives success of 25% or less of the maximum damage on the walls which is almost the sense of attack as they do almost nothing that can not be healed. I agree to damage the structure is a kind of off, but it would be almost impossible for the balance of small arms and large armies without the current method is at this time. You can not give traditional medicine since then the castle and people rushed to be near invincible early and mid game, so that gives 2.1 damage works well could be the best job possible thing would be to Kenshi a wall or similar.

#5
13-10-2011
Orochimaru
Member

Join Date: Mar 2011
Posts: 1,477
Re: Might & Magic Heroes VI Sanctuary faction bugs
I totally agree with the state of siege. He found a team that had the army much smaller than I, both in the sanctuary. He had an advantage in some basic units only when he was 27 and had only 3 dragons. Although I lost all my priestesses advantage to his own, shooting from the tower, within a few rounds. He was unable to enter the castle until he suffered very large losses. I do not see why the dragon sanctuary could not fly on the wall, esp. when they type of flight animation. Along with that comes a complaint that in general the basic units H6 seems to be too strong, compared to the previous Heroes. I'm not saying it has to be the same as the games before, but now it feels like you are too strong. Anyone who feels the same?

#6
13-10-2011
Mollyi7
Member

Join Date: Jul 2011
Posts: 1,242
Re: Might & Magic Heroes VI Sanctuary faction bugs
I would say that the faction is probably the finest of the five at the time, which is a surprise considering she is the new faction. There is much to like about them is not really the music, the look you give only feels pretty well nailed. And yes ... not fire the damage (if it ever was) for wet ... now air. And the game seems to encourage the use of water and air magic together as a hero of this faction ... and for good reason. The extra damage on a target air attacks hit with water can give a nice benefit ... and water and air magic seem to have good synergy together, function as two lovers having a good time together if levels alike.

#7
13-10-2011
AlisaDsa
Member

Join Date: Jul 2011
Posts: 1,297
Re: Might & Magic Heroes VI Sanctuary faction bugs
I like the sanctuary as well. The only creature that seemed a bit misleading is the naga might ask why? Ok the fact that this unit can challenge an opponent decreases by 75% damage to other units of the challenge is going to do, but the damage from this creature is low ... That's the reason I would like to have a strike of several anytime this unit has a good moral effect. I mean a positive mood not only had 50% movement and a second attack with 50% damage, but also before that allows this creature to make a free attack as the double attack of the orcs ... (And sometimes a third)

#8
13-10-2011
LotusN
Member

Join Date: Jul 2011
Posts: 1,465
Re: Might & Magic Heroes VI Sanctuary faction bugs
To my point of view, if there are two changes to be made to the creature’s shrine guards are shark / wanizame and kirins / kirins sacred. For the former, plus the rejection of movement points must be kept for 5 turns and lots of other effects ... (Perhaps the damage done to reduce shark guards / wanizame by the creature refused) and kirins has a major weakness: they do not fly! For such creatures, is heresy! See how it shapes! They must be able to fly over the walls, for example! And if I were a developer, I would like to modify the wet effect: instead of making the child more susceptible to damage by fire, that would make water-sensitive and / or damage to the air! A creature can not regenerate soaked water and take 20% more air and damage to the end of the next turn or something...

#9
15-10-2011
mbangali
Member

Join Date: Jul 2011
Posts: 1,490
Re: Might & Magic Heroes VI Sanctuary faction bugs
I never said that heal would be reduced pd healing is based on the light (or dark for the life of leaching) the regeneration of magic and the magic of water. Anyway, I agree fixing of regeneration is too much, except for life leach ... (Life of leaching and another type of effect: ghosts) must be reduced to this effect ...

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