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Heroes Community > Heroes 7+ Altar of Wishes > Thread: New creature abilities and secondary skills for heroes
Thread: New creature abilities and secondary skills for heroes This thread is 2 pages long: 1 2 · NEXT»
Zilpheg
Zilpheg


Known Hero
posted June 18, 2001 05:59 PM

New creature abilities and secondary skills for heroes

Post your Ideas for new abilities and secondary skills here.  
I have one now, it still needs a name, but here it is: this ability allows certain flying creatures to carry a non flying creature stack around on the battle field,  It would depend on the creature's level and on the number of creatures in both stacks.
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LordPaul
LordPaul


Promising
Famous Hero
Crazy Bat Guy.
posted June 18, 2001 08:17 PM

Just a thought>>>>>>

Shouldn't archer do more damage to flying creatures?  That would make the game more interesting.

And a new skill:

Merchant- when in a town it is like you have 2 extra marketplaces

Ambush- be able to surround enemy (like in Dwarven Treasury or Crypt) about 20% of the time

And I think that Necromancy should be available to anyone, but it gives non-necromancers -1 morale.  Just a thought.  Good thread!
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incubus
incubus


Disgraceful
Adventuring Hero
posted June 18, 2001 08:27 PM

YEAH good tought!!!!

Good Tought about the archer thing!!!!
ONLY!!!!!!!
NOT THE boring archer must have this posibilitys!
The sharpshooter and the elven archer must have this!
or maybe the eagle eye because he has the best eyes..
A human with the eyes of an eagle can always see better.
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LordPaul
LordPaul


Promising
Famous Hero
Crazy Bat Guy.
posted June 18, 2001 08:32 PM

Sorry.  I meant all shooters.  Not just Archers.  
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Rage
Rage


Adventuring Hero
Slipping Through the Trees
posted June 18, 2001 08:44 PM

Totally agree with archer thingy

It is logical since flying creatures would take damage from arrows/projectiles and then take damage from falling to the ground.

would give flying creatures a weakness.

Another thing that should be changed is # of shots for archers.  They all seem to have 12 or 24 shots which can almost always last a whole battle (except medusas).  I think it would be more interesting for creatures with no melee penalty to have about 4 or 5 shots.  Would make ammo carts more useful and therefore also make destroying them worthwhile.

Lastly, (this was ssomeone elses idea but i thought it was cool) Archers should do more damage to creatures close by and less to creatures far away...
eg.   100% damage done to creature 10 hexes away, 110% damage 9 hexes away, but 90% damage 11 hexes away.

Slow creatures would definitely pay the price if they fall one or two hexes short due to archers shooting at point blank range.
VERY STRATEGIC! which is what heroes should be.
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L8r

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Melf
Melf


Known Hero
Bearer of Light
posted June 19, 2001 12:06 AM

There should be a skill that will increase a creatures percent for specailties.

  Melf,The Acid Arrow
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Melf,The Acid Arrow

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targon_the_l...
targon_the_lunar_archer


Known Hero
Ranger of AvLee
posted June 19, 2001 01:01 AM

yes, yes...

...the ambush thing - i very much agree with this idea - they have to put this feature in (certainly hope they will, suprisingly you couldn´t use it in homm3, but it could have been used on you (( )
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Utúlie'n aurë, aiya Eldalië ar Atanatári, utúlie'n aurë!
Auta i lomë!

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incubus
incubus


Disgraceful
Adventuring Hero
posted June 19, 2001 10:44 AM

Flying/Swiming creatures hordes

Maybe this is cool:
If an hero has an army with only flying creatures in it.... Then they can move over mountains without a spell..
If the Hero got only swimming creatures they can do Water walk whenever they like it....

If there is one creature that can't swim or fly then it's over
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Zud
Zud


Promising
Famous Hero
box worshipper
posted June 19, 2001 03:16 PM

The Old is New Again

Actually in the Original Heroes (Kings Bounty) If you only had flying creatures, your hero could fly
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Winner or Whiner?

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Cheesus
Cheesus


Known Hero
The Untouchable
posted June 19, 2001 03:23 PM

fly

Well since heroes and creatures can move seperately now, i suggest flying units can fly over mountains. Maybe there will be heroes that can fly in homm4. Who knows? I don´t think so though, it would be a big advantage.

I think heroes carrying only flying creatures shouldn´t be flying over mountains since the hero cannot fly and is participating in actual combat now. Same thing for moving through water, what would be the use of a boat? It might be a good idea to have airships or something to move your hero over mountains.
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Angel
Angel

Tavern Dweller
Undead Lord
posted June 19, 2001 04:32 PM

a suggestion?

I`m not playing with Might heroes much and the few times I`ve played with ones they had specialities for creatures.When I read that the creatures` attack and defence is increased with 1 per the hero`s level after 2-6 level...you know that and when my hero became 12th level the attack and defence of my "special" creature were increased by only 1 point.I think those specialities should either be taken away or made more useful - like adding to the attack and defence a point per every 3-4 levels(cuz otherwise if you become 20 level.. or why not actually.)
Please tell me if I`m wrong !
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Only the foolish believe that suffering is just wages for being different...
Cheshire Cat

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Thunder
Thunder


Responsible
Famous Hero
posted June 19, 2001 06:28 PM

Incubus that sounds pretty much like Warlords

besides wasn`t it supposed to be so that you can move and use creatures without heroes in adventure map! (example attacking a town with goblins alone).

flying creatures should be able to fly over mountains, but shouldn`t be able to carry hero (and hero`s horse) unless large enough.
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thunderknight
thunderknight


Promising
Famous Hero
posted June 20, 2001 06:27 AM

I like "archer/shooter" idea. It is cool.

Limitation of no. of shots will also add more strategic elements to the game.

Ambush and merchant skills are interesting as well.

But I think necromancy should be kept with necro only, maybe warlock as well like in h2. I cannot imagine a knight having necromancy !!! (Well, Lord Haard maybe an exception )

For flying creatures carrying heroes or other troops over moutains, it should be limited to some specific creatures.
(Come on, dragons will not like the idea of treating them as Boeing 737. )


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incubus
incubus


Disgraceful
Adventuring Hero
posted June 20, 2001 11:44 AM

Hmmmmmm

Sorry never played warlords??????
And Lord Haart should stay in the game!!!!!!!!!!!
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targon_the_l...
targon_the_lunar_archer


Known Hero
Ranger of AvLee
posted June 21, 2001 12:14 AM

see here...

Quote:
I`m not playing with Might heroes much and the few times I`ve played with ones they had specialities for creatures.When I read that the creatures` attack and defence is increased with 1 per the hero`s level after 2-6 level...you know that and when my hero became 12th level the attack and defence of my "special" creature were increased by only 1 point.I think those specialities should either be taken away or made more useful - like adding to the attack and defence a point per every 3-4 levels(cuz otherwise if you become 20 level.. or why not actually.)
Please tell me if I`m wrong !




i´d say you´re right - those (creature) specialties actually suck big time when compared to say logistic specialty hero, such as kyrre for example - the biggest advantage is that +1 speed you have from the start (like ivor with elves - you get too shoot even earlier) - that´s why you always play with kyrre or perhaps thorgrim (let me see those AI super-powerful spellcasters now  lol )
also - those offense/defense specialties are amongst best
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Utúlie'n aurë, aiya Eldalië ar Atanatári, utúlie'n aurë!
Auta i lomë!

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Angel
Angel

Tavern Dweller
Undead Lord
posted June 21, 2001 10:27 PM

:) yeah

hehe well I guess I`ll stay on Magic heroes then.Well,at least till HOMM4 comes out - maybe there`ll be more interesting things about ALL heroes ( I really hope so!)
And talking about specialities - how `bout a Demon speciality.U know demons have none and if they`re still in HOMM4 I hope they have at least double damage vs. somebody
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Cheshire Cat

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targon_the_l...
targon_the_lunar_archer


Known Hero
Ranger of AvLee
posted June 22, 2001 01:48 AM

:) yeah...

... although the best thing (in my opinion) is to choose your hero according to a map you´re playing - i just feel much better having a might hero on those long (time - consuming) xl´s, still... no point denying a hero like solmyr would be devastating in regular medium/small maps...

...and another thing - those demons/horned demons would certainly welcome a specialty - but i believe they (3do) avoided this for the sake of pit fiend/pit lord (45 hps - ouch! it hurts!) specialty (you know... getting a bunch of them through *raise* specialty + a good specialty for demons/horned demons = way too powerful)...

...what i´d like to see is real powerful bone/ghost drags...
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Utúlie'n aurë, aiya Eldalië ar Atanatári, utúlie'n aurë!
Auta i lomë!

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Flector
Flector

Tavern Dweller
posted June 23, 2001 12:37 AM

Agreed

Probably the demons specialty was indeed considered to be too powerful. I also agree that creature specialties suck compared to general specialties like logistics, archery, armor, offense or resistance.
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El_Diablo
El_Diablo


Bad-mannered
Famous Hero
Lord of Terror
posted June 23, 2001 02:51 AM

hmmm.....

this is all very intresting, about the demons, they suck @$$, their one of the worst 4th lvl creatures, they definately need a specialty, how bout like a dragon thier horns go through the enemy their attacking and hits the guy behind the enemy, what do u guys think of that
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*Welcome to Hell*
~~*El Diablo*~~

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David
David

Tavern Dweller
posted June 28, 2001 06:53 PM

Academics.
You can teach your skills up to the level you have in that skill or in academics whichever is lower, to another hero (It's like Scholar, but for skills instead of spells). Example: Mutare has Adv. Academics and wishes to teach Intelligence (which is up to Exp. level) to Darkstorn. He will learn Adv. Intelligence, because Academics level is lower than Intelligence's one. If it was Exp. Academics and Adv. Intelligence then Darkstorn will only learn Adv. Intelligence.

Breeding.
You can leave your hero resting while it's creatures mate and raise their numbers by certain amout depending on the level in this skill. Suggest the percentage of growth you'd like.

Training.
You can leave your hero resting a while and let their creatures upgrade just like if he has visited a fort hill. In Basic level creatures from level 1-4 can be upgraded, in Advanced from level 5-6 and in expert level 7.

Hidding & Scanning
The first skill is to get a chance according the level for you not to being spot by the enemy. And the second is for spotting the enemy.

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