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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Fixing Conflux: My Changes
Thread: Fixing Conflux: My Changes
LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted July 19, 2025 01:02 AM

Fixing Conflux: My Changes

Conflux feels wrong, I'm sure most of you agree. I've been tinkering away trying to come up with a way to make them feel better and I think I've finally come onto something.

My inspiration was the fact that all the summon elemental spells are essentially pointless except for Summon Earth Elemental. This led me to realize they are all just fairly interchangeable stat blocks. So what if they weren't?

With that in mind here are my changes which I've managed to implement, and one I can't figure out, using a combination of MMArchive and hex editing:

Water elementals: Now always do max damage, and also have regenerating. This reflects their watery nature (cure and bless). Summon them if you need a tank.

Air elementals: Can now fly and plus one speed. (haste). Pretty self explanatory, summon them if you have obstacles or walls in the way, or want to kite your foe.

Earth Elementals: Double health and damage, half growth. (tanky) Summon these if you want raw stats, or want your first aid tent to have some use.

Fire elemental: Unfortunately I can't figure this one out. If they could reduce defence by 15% like a behemoth then you could summon them against really tough foes to ignore defence, but I can't figure out how to edit them to do that. Any suggestions for an easier edit or how to hex edit in the ability is welcome.


Those are the change, which on their own make conflux feel much more interesting, but then I also changed the units to actually reflect their tier. This one is more to taste. Here are my current stats for each unit:

Water: 200 gp, 7 growth, 30 hp, 5 speed, 7 atk, 9 def, 5 dam, 12 to 25 on adv. map

Air: 115 gold, growth 8, 19 hp, 9 speed, 6 atk, 6 def, 1-6 dam, 16 to 30 on adv. map

Earth: 800 gold, growth 2, 80 hp, 4 speed, 10 atk, 10 def, 8-16 dam, 8 to 16 on adv. map

Fire: Unchanged

The goal wasn't to buff or nerf the faction, just make you think "what do I need?" rather than "What stat block will I click on randomly today?"

What do you think? Especially in regards to fire, I need to figure out what to do with them or how to give them the behemoth ability.


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Brevan
Brevan


Hired Hero
posted July 19, 2025 06:26 PM
Edited by Brevan at 18:50, 19 Jul 2025.

Consider Fire Elementals attacking without retaliation and otherwise be unchanged (or nerfed, since that's a super strong effect), But PsyElementals have this covered.  Artistically, you could say the enemy are recoiling from the blaze so didn't attack.  Giving them a 2-Hex attack like Engineers/Dragons could be great too (allows them to attack archers behind a meat-shield), but FireBirds have this covered.  Perhaps they could impart a debuff (-3Def Disrupting Ray, similar to RustDragons or SeaWitches).

If we're suggesting changes to heroes too, then I'd say the Might heroes could benefit from having 1 regular creature specialty and 1 of the "special" creature specialties only Conflux have (e.g. Ignissa could still give +3Atk +4Def +2Dmg to Fire Elementals, but let Fiur give them +1Speed +20%Atk/Def per 4 Hero Levels).  If that can't be done, then maybe the starting skills of the hero-pairs could at least be more different or synergistic (like one of the IceElemental heroes could start with Archery, or one of the PsyElemental heroes could start with Tactics).

All that aside, I'm a fan of Summon Air Elemental, I really like that they can rush forward relatively fast and get themselves surrounded by a bunch of stuff while I Meteor Shower the big group.  Earth Elementals with Chain Lightning would also work I suppose.

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