Hello Heroes,
You asked us several times about new challenges of Heroes 6, skill system, general balance in the game, townscreens. You may discover new information in this Q&A! Check it out now!
“Heroes 6 is a challenging game!
Our aim for Heroes 6 was to develop the fun parts of the game and trim all unnecessary repetitive, tedious tasks.
We have found ways to reduce the time spent in repetitive micromanagement (for instance using “mule” heroes to carry troops and flag isolated mines over and again across already-explored and emptied areas).
This way, we can really focus on what makes the Heroes series so enjoyable (capturing and developing towns, expanding your empire, selecting and leveling up your heroes, experiencing countless tactics on the battle maps, etc.).
We have also purged the random choices and inconsistent prerequisites to put you, the player, in complete control of your choices.
We have done our best to ensure that the consequences of your actions were logical and meaningful.
Compared to today’s standards, Heroes 6 is a game that is amazingly rich, deep, and dense!
For instance, there are over 200 hero abilities in the game, and they combine with your creature abilities, your artifacts, and even some abilities granted by specific buildings in your town.
The New Skill System
With this new skill system, you have the freedom to build the Hero you want. We wanted Heroes 6 to offer a wide panel of choices and strategies to keep you entertained for months and years. Some abilities may seem a bit “marginal” at first glance, but that’s because they are meant to support creative strategies – their true potential has yet to be discovered. They can also seem optional when playing in easy and normal difficulty level, but they become clearly more useful in higher difficulty levels. We can’t wait to see the strategies and ability combos our most skilled players will develop in the upcoming months! J
One of the immediate consequences of such an extensive and freeform skill system is the necessity to test and balance it.
We’ve patched the game four times during our Beta-test period to balance the hero and creatures abilities, notably Gating, Necromancy, and the various “healing / resurrection” abilities, that have all been drastically revised.
Stats from the Beta show that we have made significant progresses to address the game’s overall balance.
But of course fine-tuning a strategy game is an ongoing process and we will continue to do it in future updates, even after release.
Resurrection and general balance in the game (what will we do?)
One of the immediate consequences of such an extensive and freeform skill system is the necessity to test and balance it. Following the beta-testers’ feedbacks, the game was delayed to October 13th in order to allow a greater balancing of the hero and creatures abilities, notably for the various “healing” abilities. But of course balancing a strategy game is an ongoing process and we will continue to fine-tune it in future updates, even after release.
The Townscreens
We all agree on the fact that the townscreens must be revised, and although we won’t be able to change them for release, rest assured that this feature update is on the top of our priority list in our post-launch support plan. (我们都同意目前的城镇界面需要修改,虽然我们不能在正式发行时推出,但是请放心,城镇界面功能已经是我们售后服务计划中的头等大事)日啊 等了大半年了,现在才说要改,跳票4个月都干嘛去了?改了再买!
The M&M’s team”