Das Bundle Heroes of Might and Magic® 5 beinhaltet Heroes of Might and Magic® 5 und seine zwei Erweiterungen: Tribes of the East und Hammers of Fate.
Heroes of Might and Magic® 5 ist ein rundenbasiertes Strategiespiel, in dem du Städte baust und belagerst, Truppen ausbildest und tötest und neue Län...
Das Bundle Heroes of Might and Magic® 5 beinhaltet Heroes of Might and Magic® 5 und seine zwei Erweiterungen: Tribes of the East und Hammers of Fate.
Heroes of Might and Magic® 5 ist ein rundenbasiertes Strategiespiel, in dem du Städte baust und belagerst, Truppen ausbildest und tötest und neue Länder entdeckst, die du mit eiserner Faust zerquetschst. Du befehligst deine Armeen direkt auf dem Schlachtfeld und unterstützt sie mit den Fähigkeiten deines Charakters sowie deinem eigenen strategischen Können. Dank sechs einzigartiger Fraktionen mit jeweils eigener Auswahl an Gebäuden und Kreaturen bietet Heroes of Might and Magic® 5 Spielern die von der Reihe bekannte Mischung aus Strategie und detailverliebter Grafik. Im Spielverlauf erreicht dein Charakter höhere Erfahrungsstufen, auf denen er neue Zauber und Fähigkeiten erlernen kann. Angesiedelt ist das Spiel in der magischen und zauberhaften Umgebung des legendären Might and Magic®-Universums.
Typical scenario, you chase an enemy hero to it's castle. The hero has almost no troops, and you were in the castle a couple days before, no troops to buy. Enemy hero enters castle then leaves, with a huge amount of high level troops of multiple castle types. This situation happens over and over with troop feeds to enemy heroes. The devs admitted to doing this, saying the ai was too bad to have any challenge to the player other than these troop feeds.
Just not fun to play. The Tribes of the East is the only one worth playing as it is more fair and balanced.
Right up there with the legendary III. After IV, this was a very nice return to form.
Good:
- Hero build diversity is massively improved Most skills have a use (where about 50% of them were useless in III). Many skills require some prerequisite skills to be able to pick them and every faction also has a very hard to get ultimate skill, which you will only potentially be able to get towards the end of the campaigns.
- Thanks to the above, taking and building your heroes through the campaigns is a joy. With my ranger, I ended up going with a build focusing on Ballista which could be imbued with attack spells and fired 3 times per round. That's 3 Ballista shots every round that negated defense and also cast Implosion on the target after each one. Probably the most fun I had in Heroes, period.
- Campaigns are decent, have a coherent story that keeps going through both expansions and ultimately ends in Dark Messiah of Might and Magic. All cutscenes are fully voice acted and it was definitely the best campaign experience to me. Difficulty can be all over the place, but I loved it from start to finish.
- Spells are overall much more balanced than in III where magic dominated no matter what.
- Awesome music.
- Great unit designs and town screens.
Bad:
- AI turns can take extremely long for whatever reason. It's mostly fine in the campaigns, but larger skirmish maps suffer from this a lot.
- Occasional bugs. Some campaign missions still have a few bugs you might stumble into. Most notably, the first Sylvan mission, where an enemy hero you have to defeat to win won't arrive if you load a save in that mission. There is also a game freeze bug in the prologue Stronghold mission. But others can be easily worked around and are not that numerous.
- The normal battlefield is a bit small in size. Fine in sieges.
The next best thing after III. It took what worked in it and tried doing some new things that mostly worked out. Can't go wrong with this one if you liked III.
As I was unable to find a review that would give enough prise (IMO) to this game I decided to write my review for it (a bit late I admit :D but better later than never :)
I'm playing the series since well.. first King's Bounty if to consider it through HOMM1, 2... 5 Tribes of Eeast. We enjoyed ourselves playing the second and the third installment with my friends at home. I was very happy when I was sick and could play the whole day :) I loved every part of it. But the third, fourth and fifth are the best each in its own niche. Among them the fifth with Tribes of East add-on is my choice for the last 5 years. To let you probably better understand my preference I should tell you that I'm always playing on the hardest difficulty (the least resources/gold initially) without saves with my friends hot seat or solo vs PC custom game. I completely ignore campaign, and I also think that playing on easier difficulties absolutely trashes initial development tough choices and race balance (example: Wizards have problems with having the very first town hall upgrade requiring city level 5 for it. Thus they have tougher initial budget. But they have more town income later in the game than most other races thanks to the Treasure cave giving 500 gold extra. If you remove tougher initial leveling you will get only late game bonuses)
The main reason I consider this one the best: the abundance of meaningful choices, intricate balance and game diversity.
Pros (mostly compared to the 3rd one):
1. Skills rework in Skills/Abilities result in intricate in-direct way to affect Hero Development. Tough choice between taking several useful skills like Logistics, Offence, Defence versus having better chance to achieve specific ability (like embued ballista for rangers)
2. Massive diversity of skills/abilities with no skills feeling useless (maybe only barbarian magic suppressive ones) with only some abilities being questionably useful but often leading with very powerful advanced abilities. Example: scouting ability in logistics leads to swift mind which means your hero will have bonus 25% initiative for the first turn. That for instance might mean that you're guaranteed to prepare counter-spell before the enemy or cast mass haste in-time
3. Race specific abilities and buildings. To me - they are absolutely amazing and make every race play very differently.
4. Hero specialities feel way more defining and powerful. For instance having very though start on hardest difficulty might stress your choice between Wizard having fireball and effective spell power boosted for it with every x levels (way easier start) VS a Wizard that makes magic mirror ability redirect enemy offensive spells to his own creatures more often than to yours one (which might absolutely define mid game fight outcome)
5. Initiative. There are so many intricate ways to interact with it. To me it's way more interesting and strategic than having fixed turns. Separately to mention separation between speed and initiative, with significantly less ways to modify speed
6. Magic schools and nerf-rework of specific spells that used to feel to me way more useful that others in the 3rd part. Now everyone has access to short-range campaign teleport and town gate spell. No need to ALWAYS go for the earth magic to have town portal.
7. Alternative upgrades. They are superb with most choices either being meaningful alternatives (will u take Griffons with single target Double Dive power or Griffons diving along the line with now friendly fire but only once per combat and 0.75 against each target and having cumulative multiple retaliation bonus damage), early vs late game alternatives (like faeries that can heal-resurrect treants being obvious late game choice vs faeries with limited spell casting abilities), or mid-game-take both (djiins that grant curses/blessings can be combined in one army with djiins granting luck buff/debuff). The best part - you can change upgrade at any time in your town for non-significant amount of money
Now about the cons, non-pros:
1. Many people were upset by initial problems the game had with bugs and increasing memory consumption throughout prolonged gameplay. Most of it were solved and the game now very rarely crashes (for me at least)
2. Graphical art: I personally love both approaches, but some people dislike the change
3. The only real problem for me: is turn waiting time. That is definitely not fun especially on the largest maps
Overly to me the game seems like an improvement in pretty much every way (gameplay wise) over the 3rd part it's most compared with.
Ein Klassiker den ich sehr oft über längere Zeit (3 Tage +) mit Freunden auf lans spiele. Alleine ist das spiel nicht so fesselnd und die Ki ist wie in jedem Teil etwas doof, da sie immer Helden spammed und so nur selten eine ernstzunehmende Bedrohung darstellt . Ansonsten stimmt bei dem Spiel alles.
Not amazing, but good 4/5. The AI somehow always has more creatures. When I'm struggling to get 10 dragons on one hero the AI somehow has 10 dragons on all his heroes. That's also on the easiest difficulty. I had to learn how to play it because I'm a COD player so I don't understand the HMM franchise much. So far I have played over 90 hours, good game.
The story is kind of lacking, but after you get to the DLCs it gets really good. I mostly play scenarios, but just because the main story isn't great doesn't mean you shouldn't play it. I really enjoyed it and would recommend you guys finish it.
Most people like to say that HMM3 is better than this one, well I have to say that they are half right. HMM3 lets you play with its systems more freely, while 5 restricts you more. That's not completely bad though because it takes more strategy to get into it.
The only thing I didn't enjoy was the learning curve, well for a guy that has never played a turn based game it took me a while, 10 hours, to really start getting good at it.
Overall, give this game a try, its good. I won't stop playing this one anytime soon!
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