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Which "Heroes of Might and Magic" Did You Like the Best?

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Which HOMM was the best?

  • I

  • II

  • III

  • IV

  • V


Results are only viewable after voting.
i played III the most. and i guess thats the best one.

But i also played IV, V and VI, and even though 4 sucked, i kinda enjoyed V and VI (didnt play VI much actually) but the changes they made made the game more true to what made it great, but i dont feel its quite there yet
 
I was all about that hero that started with chain lightning.

You mean Solmyr. He looks cool on the first glimpse, but actually every caster is worse than a fighter class. Being able to have stronger units through means of attack/defense bonus or a bonus on luck much better than casting a spell that looks cool, but costs lots of mana and deals low damage since you have low spell power in the beginning.

Most important skills throughout the game are logistics, luck, diplomacy, melee/ranged attack, defense, leadership
 
You mean Solmyr. He looks cool on the first glimpse, but actually every caster is worse than a fighter class. Being able to have stronger units through means of attack/defense bonus or a bonus on luck much better than casting a spell that looks cool, but costs lots of mana and deals low damage since you have low spell power in the beginning.

Most important skills throughout the game are logistics, luck, diplomacy, melee/ranged attack, defense, leadership

Pfft, while a might hero can make their troops really tough, a magic hero with Air and Earth magic can mass slow and mass haste before anything but ranged can touch their troops.

That same magic hero with Earth magic can also town portal to any town they want; combined with a large knowledge pool can let them strip 5+ towns of new troops in 1 turn.

With Solymr, even though he starts off with weak chain lightning, that spell alone can allow you to kill harder mobs on mines you normally wouldn't be able to take over until week 3+.

Considering buying 6 on the Steam sale today, but the demo was literally HoMM on rails... are all the campaign maps like that? Basically long winding paths with small side areas, and zero flanking opportunity?
 
Pfft, while a might hero can make their troops really tough, a magic hero with Air and Earth magic can mass slow and mass haste before anything but ranged can touch their troops.

That same magic hero with Earth magic can also town portal to any town they want; combined with a large knowledge pool can let them strip 5+ towns of new troops in 1 turn.

With Solymr, even though he starts off with weak chain lightning, that spell alone can allow you to kill harder mobs on mines you normally wouldn't be able to take over until week 3+.

Considering buying 6 on the Steam sale today, but the demo was literally HoMM on rails... are all the campaign maps like that? Basically long winding paths with small side areas, and zero flanking opportunity?

Here's the sale:

http://store.steampowered.com/sub/16963/

Is this worth it for $15.99 (game + 2x DLC)? It's been on my watch list for awhile and always looked like a fun RPG. I've never played any of the other MM games so not really sure if I will like it. If this was $9.99 or less, I'd probably buy it w/o a thought, but I've still got other games on my backlog to play and wouldn't mind waiting for this to drop even more.
 
Pfft, while a might hero can make their troops really tough, a magic hero with Air and Earth magic can mass slow and mass haste before anything but ranged can touch their troops.

That same magic hero with Earth magic can also town portal to any town they want; combined with a large knowledge pool can let them strip 5+ towns of new troops in 1 turn.

With Solymr, even though he starts off with weak chain lightning, that spell alone can allow you to kill harder mobs on mines you normally wouldn't be able to take over until week 3+.

A might hero can also learn expert earth + air magic and players will most likely choose to.
Heroes excel at different phase of the game.
Magic heroes are devastating in the mid game but might heroes rule the end game.
 
A might hero can also learn expert earth + air magic and players will most likely choose to.
Heroes excel at different phase of the game.
Magic heroes are devastating in the mid game but might heroes rule the end game.

Well, an Implosion on a high level magic hero negates anything a might hero offers. Nothing else can kill a 30 stack of bone dragons, or 400 archers, instantly.

Perhaps we should test our Might vs Magic theories... I only have the store-bought HoMM 3 collection; not sure if I can play multi vs GOG users with that copy.

Re-downloaded the 6 demo, and again pretty much uninterested. The combat looks better, if way too slow and 'wooden' regardless of the graphics, but 'enemies can't gank mines' and the turf between you is linear?

I liked HoMM 3 because the enemy did press you. HoMM 4+ seems to be all about being ready for the enemy that only sits around and waits for you to try your massed army against. Strange that AI has gotten worse since I first started gaming; are people just becoming less intelligent?
 
Well, an Implosion on a high level magic hero negates anything a might hero offers. Nothing else can kill a 30 stack of bone dragons, or 400 archers, instantly.

Perhaps we should test our Might vs Magic theories... I only have the store-bought HoMM 3 collection; not sure if I can play multi vs GOG users with that copy.

Re-downloaded the 6 demo, and again pretty much uninterested. The combat looks better, if way too slow and 'wooden' regardless of the graphics, but 'enemies can't gank mines' and the turf between you is linear?

I liked HoMM 3 because the enemy did press you. HoMM 4+ seems to be all about being ready for the enemy that only sits around and waits for you to try your massed army against. Strange that AI has gotten worse since I first started gaming; are people just becoming less intelligent?

On average, the answer is probably yes.
 
🙂

I suppose the aim of AI was always to mimic human players. Historically this has required some degree of sophistication, but today's average human player is often more predictable and robot-like than yesterday's AI. A short foray into COD will show you what I mean. And I shan't even start on MMO players...

Thus, the benchmark for AI has been lowered.

That shouldn't usually be what AI should do, AI should give the player an appropriately challenging and enjoyable game. Sometimes, 'imitating a person' makes sense.
 
Pfft, while a might hero can make their troops really tough, a magic hero with Air and Earth magic can mass slow and mass haste before anything but ranged can touch their troops.

That same magic hero with Earth magic can also town portal to any town they want; combined with a large knowledge pool can let them strip 5+ towns of new troops in 1 turn.

With Solymr, even though he starts off with weak chain lightning, that spell alone can allow you to kill harder mobs on mines you normally wouldn't be able to take over until week 3+.

Considering buying 6 on the Steam sale today, but the demo was literally HoMM on rails... are all the campaign maps like that? Basically long winding paths with small side areas, and zero flanking opportunity?

Might hero can learn all that stuff. He can even gain enough spell power and knowledge to have these spells at great level. Thing is, you have to waste great resources to get your mage guilds to lvl 4-5 and there is no guarantee that you'll get town portal. Chain lightning isn't any great if your opponent has tactics and units with higher attack and speed. Before you can cast your spell, half of your army is down.

I usually play dungeon and take the hero with troglotyde specialization, upgrading warrens on the first day, buying all the troglotydes, hero spawns with 40-69 troglotydes If I rememeber right, I upgrade them all, and make 6 groups of 1 troglotyde + 1 big group. I strike neutral units with 1 troglotyde, to waste their retaliation strike, then kill them off with the big group. I repeat this tactics in first few days. Usually I can kill pack of (pack is 19+ units) lvl 4 non-ranged units with no problems.

The real problem is, magic heroes don't have usually any really special bonuses, all the same spell, expertise or knowledge/spell power level is obtainable by any hero, but might bonuses are always greater and more useful, because they affect your whole army, while the magic affects only your hero, which is 1 cast per turn against 7 attacks. And that is not very convenient.

+ you have to invest a lot of time and levelling into spells in order to get your implosion for example effective.
Haste is and will always be far more powerful spell, because it's more perspective, since it could be effectively used from the beginning.
 
You mean Solmyr. He looks cool on the first glimpse, but actually every caster is worse than a fighter class. Being able to have stronger units through means of attack/defense bonus or a bonus on luck much better than casting a spell that looks cool, but costs lots of mana and deals low damage since you have low spell power in the beginning.

All plausible, I don't claim to know the ins and outs. I just enjoy that early CL pew pew.
 
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