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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted July 25, 2015 10:08 AM |
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Vampirism make a unit an undead. It remove all mind spells and act similar to vampire.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 25, 2015 11:17 AM |
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magnomagus said: @dredknight:
-Runic armor was already used in shatter destructive
-Since you haven't played a lot of summoning lately you may not have noticed, earthquake,tremors & banish are not hardcoded, I already boosted them and will boost them more if needed.
-Elemental balance serves as price that needs to be payed for arcane omniscience & rage of the elements
Agreed on all of your points. I was thinking too narrow in summoning.
Regarding natures balance - just make it give wasp hive spell and this is OK for me.
Regarding tremor perk tree, i will test it next game.
Just make it give blade barrier in beta 3 .
The problem with banish is not its power. Basically we have a paradox here. You get a perk that disable the same skill it comes from instead of strengthening the skill.
Plus there is an artifact that is called "RING OF BANISHMENT" which I find every game at least 3 times and it greatly cripples the summoning as well. I dont mind having this artifact a lot but it is just too strong for minor artifact (you can also equip 2 of them but never tested if it will double the strength).
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 25, 2015 11:28 AM |
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted July 25, 2015 08:02 PM |
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I think balanced classes should have access to 2 magic schools offered in faction. In TotE all classes except barbarians have access to all magic schools with diffrent chances to appear on leveling up.
If so, stronghold heroes could be spell casters if possible. I know that racial skill make them powerful but fortress have standart spells and their runes.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 25, 2015 08:17 PM |
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zmudziak22 said: I think balanced classes should have access to 2 magic schools offered in faction. In TotE all classes except barbarians have access to all magic schools with diffrent chances to appear on leveling up.
Not true, balance heroes have access to 2 schools while they shatter the rest.
zmudziak22 said: If so, stronghold heroes could be spell casters if possible. I know that racial skill make them powerful but fortress have standart spells and their runes.
Wrong comparison:
Fortress hero needs to spend one slot and 3 skill points for magic school and another 3 skill points and slot additionally to get the runes. He also needs to spent resources to get the rune guild and the mage guild on top of that he needs to return once again to the castle to get the runes or the magics. It is very cumbersome I played that 2-3 times at least.
On the other hand Stronghold shouts are small in number but all of them are very versatile!
Stronghold hero spends only 3 points to get expert shout and all shouts +30% faster cast rate. On the other hand a Wizzard needs to spend at least 6 points to get expert sorcery + school. He also needs to spend additional points for perks to strenghten the School and there is the chance that the mage guild will give spells that suck (the last issue will be fixed in the BETA 3).
Also have in mind that 100% of the time all shouts will become very strong because they depend on hero level and not on skills.
Thirdly stronghold shouts cannot be countered by magic resistance (not confirmed but I have never seen that), so basically stronghold hero has Ultimate Occultism skill for free.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 25, 2015 08:27 PM |
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@dredknight:
To me, it is also important that things make sense, so I think a more realistic idea is:
master of conjuration - summon elementals
fire warriors - firewall
tremors and banish as is. Banish btw is really useful vs inferno
I will make Ring of banishment more rare.
Another btw: haste and slow with area effect are off the table, the AI is just too stupid with aoe spells.
Quote: I think balanced classes should have access to 2 magic schools offered in faction.
Yes and they do, except paladin switches dark for sumooning for obvious reasons.
Barbarians not able to cast spells is first and foremost a hardcoded issue.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 25, 2015 09:12 PM |
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted July 26, 2015 09:20 AM |
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The most dangerous warcry Horde Anger can deal more damage than Implosion or Deep Freeze.
It based on numbers of orc units you have on barbarian. Gotai Specialty make warcries free.
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ldongder
Adventuring Hero
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posted July 26, 2015 03:19 PM |
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Some findings after playing H5 original campains
I have only played part of the Campaign, time is limited, but will list some things here, if you find them answered, you can give a brief answer or ignore it, because the thread is so long, I may look at all the previous posts later, thanks for your understanding!
H5 Original campaign:
1. Most heroes available to recruit are Knights, out of 10 heroes I recruited, only 1 is Paladin, rest 9 are all Knights. Now the hero occupation has been fixed with specific heroes?
2. Would like to see a clearer skill description. Resolution of the skill page (e.g. page for the skill of Offence and others) is not high enough. Also would like to see the details of a specific skill description when levelling up. (currently nowhere to see that when leveling up)
3. No slot for ultimate skills? Or the slot will only visible when hero learns his ultimate skill. Ultimate stills playable in Campaign?
4. Pit lord is only able to cast vulnerability repeatedly, destroying human unit is not its priority until it uses up the mana on vulnerability. I believe other caster with no shooting range will have the same issue.
5. Three gargoyles should not have enrage ability (itĄ¯s an elemental creature, no emotion): so many creatures already have this abilities: footman, horn demon, Hydra, Treant, Defender, Bear Rider, Warrior (Stronghold). I think we have abused it. Can try to add new basic ability or boost other values?
6. Auto combat- any chance to minimize casualty? Quantum AI did some upgrade for it? I see there is much to be improved.
7. Have removed the following abilities? Resourcefulness, Spoils of war, Tear of Asha Vision. Cannot find anywhere. These skills are useful for developing towns.
8. I suggest adding the mod of mass magic icons, good graphic.
This is the address: http://game.ali213.net/thread-1885052-1-1.html
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 26, 2015 04:39 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 26, 2015 08:51 PM |
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@zmudziak:
will be fixed in next version
@Idongder
1. Campaign maps may use their own hero pools as in original game
2. I agree, but it is already best I could do, the texture resolution 1024x1024 is problematic and I needed to use ugly arial font to make it more readable. Solution: maximize Anisotropic filtering
3. Ultimate skills are treated like normal perks
4. don't understand what you want to change.
5. it is not possible to make new creature abilities, off the top of my head cannot think of alternative.
6. No access to code.
7. only resourcefulness is gone, but mining is added as alternative and includes tear of asha vision.
@dredknight: banish formula in fan manual is incorrect and my previous fix as well. New proposed formula: (40*hero level) + mastery bonus, instead of 10*(hero level+mastery bonus)
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 27, 2015 08:48 AM |
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[quote nae=magnomagus]
@dredknight: banish formula in fan manual is incorrect and my previous fix as well. New proposed formula: (40*hero level) + mastery bonus, instead of 10*(hero level+mastery bonus)
I did a small research on the ring of banishment.
Ring of Banishment - "Cuts down enemy Summoning spell's efficiency. Grants the "Banish" ability to the Hero."
if you increase the Banish damage you will make it even stronger.
Basically no matter what the rarity is. Anyone who has it instantly negates 2/3 of the summoning school spells.
If it is possible to remove the Banish ability from the ring than all the changes will make sense.
OR
Remove the "CUT efficiency" but keep the "Banish" spell it gives.
Both things are too strong on the same artifact.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 27, 2015 12:00 PM |
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Quote: Anyone who has it instantly negates 2/3 of the summoning school spells.
I don't see how 4 spells is half of the school, also it doesn't affect gating (tested). Arcane crystal and blade barrier can save hundreds of lives even when they have only one hitpoint, in most cases they need to be hit only once anyway.
I can think of many rings better than this very situational one.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 27, 2015 12:20 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 28, 2015 12:23 PM |
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Made a lot of calculations, Using the following spellpower multipliers at expert level, every dmg spell will have maximum utility without overshadowing any spell that is supposed to be better.
wasp swarm - 10
stone spikes - 12
land mines - 12
eldrith arrow - 14
decay - 14
word of light - 14
fist of wrath - 15 (with low base)
ice bolt/circle - 16
firewall - 18
lightning/fireball/meteor shower - 20 (reference point , same as TOE)
chain lightning - 32
deep freeze - 40
implosion - 50
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Nordos
Known Hero
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posted July 28, 2015 03:01 PM |
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How about increasing the amount of mines on expert level with spellpower?
Something like 0.1 per Spellpower in Duration, giving it 1 mine for every 10 SP.
How is the damage of mines and Fist?
Fist is physical, meaning that it can miss ghosts - but ingore resistence. IMO it should be around the level of an eldricht arrow.
Mines need to be placed in a specific area, it can happen that they don
't get stepped on. Additionally, units have to move to get hit, it isn't instant and reliable. In light of that, each mine should be as strong as a Lightning Bolt, but the whole cost could get increased....
Insect Swarm should be primary used to move them back in the ATB bar. It should deal less damage then fist or eldricht arrow, but not that much. It should cost slightly more as well, though.
Is there any way to decrease the animation time of the hive? It takes ages for it to cast the spell.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 28, 2015 08:33 PM |
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Your idea to increase amount of mines works excellent, but increasing damage would be OP. large creatures can easily walk in 2 or 3 mines so damage is already more than lightning. Also it is lvl 1 spell and increasing mana is therefore not an option.
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Dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 28, 2015 09:11 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 29, 2015 11:19 AM |
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted July 29, 2015 01:47 PM |
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Thank god, you give a dark magic into dungeon. I need it for Raelag, but always end up with Destructive and Summoning Magic(Phoenix is not bad with high Spell Power).
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