Heroes of the Shire - 1v1 PvP playthrough

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  • เผยแพร่เมื่อ 7 พ.ย. 2024

ความคิดเห็น • 16

  • @sylvaindesmarais7212
    @sylvaindesmarais7212 3 ปีที่แล้ว +4

    Hey guys! I'm a current backer of this game, but would like to see a solo playthrough. Can you post one before the end of the campaign? Cheers!

    • @heroesoftheshire4681
      @heroesoftheshire4681  3 ปีที่แล้ว +1

      Hi Sylvain. Yes, this is on our to-do list. Thanks for joining us on this adventure. All the best, Damian

  • @SmashSylar
    @SmashSylar 3 ปีที่แล้ว +2

    Nice showcase of the Shaman and the Blood Mage.
    But I have one question: Wouldn't get the Blood Mage 1 Damage from his internal bleed immediately when gets the bleed condition?

  • @Cris-du4ws
    @Cris-du4ws 3 ปีที่แล้ว +2

    I thought the terrain would be used in PvP. Having the character move around the board. This reminds me of Dice Throne.

    • @heroesoftheshire4681
      @heroesoftheshire4681  3 ปีที่แล้ว +2

      Not for PvP at the moment. We are developing a system like Warhammer 40k where distance matters. Melee heroes must be close quarter with casters wanting to be at distance. This system involves movement and measuring the amount of squares, but is not fully developed yet and would be something we would update with future expansions. Thanks for watching Cris. - Damian

  • @kosterix123
    @kosterix123 2 ปีที่แล้ว

    game shows a lot of promise, will keep an eye for it for the coming years. Problem is that balancing 20 heroes (by experienced plays) is not an easy task.
    step 1
    20 heroes - 10 matches - 5 winners - 3 matches - one winner.
    step 2:
    Then for the losers do the inverse thing, to determine the absolute loser.
    step 3:
    Then play abs loser vs abs winner, buff loser with hp so he's on equal footing, play to make sure;
    then go to step 2 unless you have an already-buffed loser.
    Normalize hitpoints;
    That should give an initial balance; but you'd have to repeat step 1 several times trying various builds, so this will take years. And while some heroes were done already, the ks unlocked several untested ones.

  • @brianwilliams9580
    @brianwilliams9580 3 ปีที่แล้ว

    Question about temporary buffs. If you have a two turn buff like paralyze you place on the second column. First turn you move it one to the left, second turn you take it off. To get the two turn duration you're still under it's effect the turn you take it off right?

    • @heroesoftheshire4681
      @heroesoftheshire4681  3 ปีที่แล้ว +1

      Hi Brian. No. It may say 2 turns, but as you've already worked out, it's only 1. As when it comes round to your turn, you would remove it down to column 1, then next turn remove it. When it's removed the effects are not there. This is only true in 1vs1 combat. If we were playing 2v2 for example and i placed a -2 DEF on a hero, then my teammate would have their go and they could attack them, whilst they still have the -DEF for 2 turns. We tested it the way you assumed, where the effects lasted that final turn they were removed and we found because there was no visual representation that it was easy to forget about, as occassionally if you're playing a large game with lots of players at the table you can have quite a few things to think about. Also the game is balanced based on the above, so paralyzing someone for 2 turns would be very powerful as it stops them attacking, so we really only wanted that for 1 turn, but because the way the token upkeep phase works, we've have to put 2 on some spells. Hope that makes sense. Thank you very much for watching. All the best, Heroes of the Shire.

    • @brianwilliams9580
      @brianwilliams9580 3 ปีที่แล้ว

      @@heroesoftheshire4681 Thank you, backed your game earlier this week. Was informative watching you play.

    • @ironblooded7751
      @ironblooded7751 2 ปีที่แล้ว

      If u think about it if you agility is higher than your opponents then it will have a effect for two turns but if it's lower then it really only makes a difference for 1 turn. Honestly I like it cuz it makes sense if the opponent is fast then you just have to adjust what spelles you cast. Not all spelled will have the same effect on each opponent.

  • @jasonfoster7934
    @jasonfoster7934 3 ปีที่แล้ว

    It seems that the first player could easily have a big upper-hand. Is there any way to balance this out? Or does it not actually provide much of an advantage?

    • @heroesoftheshire4681
      @heroesoftheshire4681  3 ปีที่แล้ว

      Hi Jason. Yes going first can be nice. But as you'll see from our Blood Mage vs Hunter battle, the Blood Mage wins and he goes second. In multiplayer there are many ways to buff a players AGI stat so it's tactical to adjust the turn order. If you want to setup for an epic combo and you can see ahead of time that your opponent has a spell available to distrupt it, if you can make your combo player go before that disrupting player to get their combo off that would be a great us of buffing AGI :) Thank you for watching.

    • @ironblooded7751
      @ironblooded7751 2 ปีที่แล้ว

      I don't know it makes sense to me cuz it's not a coin flip its Agility based. If I'm super strong but not as fast the fast player will hit first it just makes sense.

  • @ironblooded7751
    @ironblooded7751 2 ปีที่แล้ว

    This is just 1 opinion but in one of my favorite games Marvel Champions not all characters are equal. DR Strang and Scarlet witch are stronger than Hawkeye. I love that this game has PVE and PVP arena BUT (and here is a hot take) not all characters are going to be equal in PVP and that's ok it makes sense. Agility in the 1v1 will be key to winning DMG and DEF will be next team Aura buffs just won't be as good so Characters that focus on that just won't be as good and that's ok. (Again just 1 opinion)

    • @heroesoftheshire4681
      @heroesoftheshire4681  2 ปีที่แล้ว +2

      Hi Iron. Yes absolutely! We have taken inspiration from hero collecting games and an old MMO called world of Warcraft. We have a total of 21 heroes. Some heroes will almost counter the other heroes, so in our Rulebook we will given recommendations for PvP mode. Mostly this is only in 1vs1. In 2vs2 and Scenario mode there are so many different factors that it becomes irrelevant. For example if you take the Shaman and follow her healing path VS the War Drummer or Warlock who have anti healing effects, it can be an uphill battle. We find this is one of the beauties of the game. When you play competitively and we will be hosting competitions for this, you will need to know your opponents heroes inside and out so you can strategise. For example I’m Chess, you can see your opponents pieces in front of you and you can then work out their moves. Having knowledge of your opponents boards is vital at a competitive level. We have over 800 spells in total from all heroes and bosses so that’s an awful lot of different combinations to try and work out :) As for agility values on who goes first, this isn’t as big an issue as you may think as many heroes can adjust their AGI values and gain 2 turns in a row. For example the Druid has 5 AGI in Druid form, -3 AGI in bear form which usually puts her last in the turn order. But during your turn if you jump into Hyena or Hawk form you go from 2 AGI to 7 AGI, which could potentially take you from last in the turn order to first. Which can prove to be great for combos as your opponents have no time to react. For general casual play with friends at the table, we’d recommend using some of our hero recommendations to make the game feel more balanced. At a competitive level, it’s anything goes. Please note our competitions are 2vs2 only. A single player can however play both heroes. We haven’t ironed out the final rules for competitions but heroe selection will be done 1 team 1 hero at a time. Then the same for picking which paths to specialise in, as this will allow your opponents to see only 1 power cube at a time and allow them to make choices based on what they can see. We don’t want players purposely picking heroes to counter other heroes but we want the selection to be fair :) we’re pretty confident the game balancing is very strong across the board. We’ve spent way more time on balancing than any other aspect of the game. We still have typos here and there which will be ironed out my am external proof reader very soon, but that goes to show where my attention has been for the last 2yrs. On the balancing. As a game like this, I knew from the start it could be a deal breaker. Thank you for your comments, it’s all noted :) Best wishes - Damian, Creator.