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Thread: Heroes 5 TotE latest patch information - Patch 3.1 | This thread is pages long: 1 ... 4 5 6 7 8 ... 10 20 23 · «PREV / NEXT» |
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JoeTheLoser
Hired Hero
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posted August 20, 2008 09:29 PM |
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The nerf of Divine is still a bit strong in my opinion:
Say your stack kills a meager 80 sprites and throw in..I dunno...say 15 war dancers:
At exp level D.V. compares to Implosion as follows:
Spell power 3: DV = 420 damage Implosion: 160
Spell power 4: DV = 461 damage Implosion: 200
Spell power 5: DV = 503 damage Implosion: 240
Spell power 6: DV = 545 damage Implosion: 280
Spell power 7: DV = 587 damage Implosion: 320
Spell power 8: DV = 629 damage Implosion: 360
Spell power 9: DV = 671 damage Implosion: 400
Spell power 10: DV = 713 damage Implosion: 440
Spell power 11: DV = 755 damage Implosion: 480
Spell power 12: DV = 797 damage Implosion: 520
Spell power 13: DV = 839 damage Implosion: 560
Spell power 14: DV = 881 damage Implosion: 600
Spell power 15: DV = 923 damage Implosion: 640
Spell power 16: DV = 965 damage Implosion: 680
Spell power 17: DV = 1007 damage Implosion: 720
Spell power 18: DV = 1049 damage Implosion: 760
In all conditions it is MORE powerful than implosion.
Now imagine a more realistically sized "final" battle where you are after three turns your stack of ranged killers have killed: 170 sprites, 20 arcane archers and 60 war dancers:
Spell power 3: DV = 748 damage Implosion: 160
Spell power 4: DV = 823 damage Implosion: 200
Spell power 5: DV = 898 damage Implosion: 240
Spell power 6: DV = 973 damage Implosion: 280
Spell power 7: DV = 1048 damage Implosion: 320
Spell power 8: DV = 1122 damage Implosion: 360
Spell power 9: DV = 1197 damage Implosion: 400
Spell power 10: DV = 1272 damage Implosion: 440
Spell power 11: DV = 1347 damage Implosion: 480
Spell power 12: DV = 1422 damage Implosion: 520
Spell power 13: DV = 1497 damage Implosion: 560
Spell power 14: DV = 1571 damage Implosion: 600
Spell power 15: DV = 1646 damage Implosion: 640
Spell power 16: DV = 1721 damage Implosion: 680
Spell power 17: DV = 1796 damage Implosion: 720
Spell power 18: DV = 1871 damage Implosion: 760
regardless of spell power..you are still F'ed up
I'm just saying for a level 4 spell, like D.V...it is still WAY overpowered compared to the "best" of the level 5 destructive spells (best = most damaging...well sorta).
Great to see all of the "hidden" changes though!
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 20, 2008 09:48 PM |
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Hmm you are probably right.. That seems a bit too much.
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Nebdar
Promising
Supreme Hero
Generation N
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posted August 20, 2008 10:03 PM |
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Edited by Nebdar at 22:05, 20 Aug 2008.
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If the DV is so powerful now i wiil definetly consider having LM when playing Necro.
It will be an MoTN+DV combo
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Fauch
Responsible
Undefeatable Hero
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posted August 20, 2008 10:12 PM |
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Quote: double damage on retaliation after leaping(200%).
it seems it's triple damage actually. haven't tested it.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 20, 2008 10:28 PM |
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Double compared to before I mean. Was 100% before, now it's 200. I did try it and while I did not count numbers even weak retaliations can be devastating.
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Fauch
Responsible
Undefeatable Hero
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posted August 20, 2008 10:44 PM |
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horned leapers use leap.
horned leapers deal 303 damage to peasant. (101 die, 1 remains)
peasant retaliates and deal 598 damage to horned leapers. (46 die, 0 remains)
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted August 20, 2008 10:46 PM |
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Now I think Horned Leapers won't be so preferred over Horned Overseers.
I mean, that Retaliation damage is HUGE.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 20, 2008 10:54 PM |
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That and 8 initiative makes them more of a balanced choice. Glass cannon, one hit and out vs something that does not hit as good but remains.
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Fauch
Responsible
Undefeatable Hero
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posted August 20, 2008 11:04 PM |
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well, it will be an obvious choice I think. nobody will build the demons
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MysticPhoenix
Adventuring Hero
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posted August 20, 2008 11:12 PM |
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Quote: horned leapers use leap.
horned leapers deal 303 damage to peasant. (101 die, 1 remains)
peasant retaliates and deal 598 damage to horned leapers. (46 die, 0 remains)
Ahem, ONE Peasant???
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 20, 2008 11:22 PM |
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LOL
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nevermind
Famous Hero
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posted August 20, 2008 11:25 PM |
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Quote:
Quote: horned leapers use leap.
horned leapers deal 303 damage to peasant. (101 die, 1 remains)
peasant retaliates and deal 598 damage to horned leapers. (46 die, 0 remains)
Ahem, ONE Peasant???
Hehe thats some strong peasant...
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 20, 2008 11:35 PM |
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Of course, haven't you heard of the Super peasant?
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superfly86
Tavern Dweller
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posted August 21, 2008 12:28 AM |
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Quote: http://heroescommunity.com/viewthread.php3?TID=24799
any asked features added ?
why they do not implement spectator mode (for battles, at least when we are playing with our friend in one team, waiting for move of my friend is so booring, and in that way we can at least watch battles! or watch what he do in castle)
Quote: I couldn't agree more with superfly86! I would want a feature like that
So I think, that spectator mode should be available not only in coop mode, but also if other player agree during FFA game it should be possible, and we can choose (when we have a few human players) before starting the game random or custom hero that should be shown, or game choose what hero we can see.
In that way, e.g. amount of army would not be presented.
As we know, ghost mode is boring and not enough, of course option to mix these things up will be appreciated.
Why do we need that ? Because if we choose simultaneous turns we still wait if our friend didn't ended the turn. We can't see when our mate end turn (there is not any message),and when we meet together we again have to wait and wait when all battles and moves will end.
Huh...
There are quick battles of course but where is this pleasure if we only build up our army, but not fight with monsters. We only wait to final battle with our friend. But this is senseless, we play for a few hours to start only one battle ? It sucks!
Spectator mode will change multiplayer and make it more comfortable.
Follow-up camera that moves with chosen hero and shows everything that other player see, this is good!
What about duels ? I suggest to make random generated hereos and armies.
And system to choose hero that is equal with power to this one which is chosen by other player. Duelas should be fair, and every player should have chance to win.
I have another idea that may be really great!
We have ghost mode, but what if during other player turn, besides spectator mode, we may have option to play as AI ?
I mean to control enemy units during battle, AI units those which are staying on the map, but if you agree, and if we choose this option to control heroes created by AI (AI castle). Fights with human we can only watch.
Is it possible to implement ? I think that it should not be problematic, but it can bring a lot of fun! And repopularize multiplayer mode.
I suggest you to sell Heroes of Might and Magic by http://steamworksonline.com/
steam too, it has a lot of players, and if you connect game with steam, make server browser etc. it will be great!
Regards!
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2008 01:05 AM |
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Edited by Elvin at 01:21, 21 Aug 2008.
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Holy crap water elementals severely nerfed I recall 5 of them used to do 144 dmg with one icebolt and now they do 43..? Here's the damage progression according to number of elementals on stack:
1 does 25
2 do 28
3 do 32
4 do 38
Wonder if other casters were rebalanced.
Now here's the funny part. Sprites still do 12 dmg single and a hero with 1 spellpower does 72 dmg with icebolt. There's nothing changed with the icebolt formula as I suspected nor has the logarithmic progression gone, water elementals simply ignore the general formula.
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Nebdar
Promising
Supreme Hero
Generation N
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posted August 21, 2008 01:31 AM |
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Edited by Nebdar at 01:33, 21 Aug 2008.
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I started to play Necro and i know why Vampire Prince Torpor Abillity duration was reduced to 2 because...
it triggers all the time(A will be playing and testing this theory but as far as i played it has been 100% 10 attempts 10 Scores)
Somebody can check that or i'm just running lucky streak..
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2008 01:34 AM |
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No, the data seems to indicate that the chances have been tripled.
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Nebdar
Promising
Supreme Hero
Generation N
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posted August 21, 2008 01:36 AM |
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Edited by Nebdar at 01:40, 21 Aug 2008.
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Quote: No, the data seems to indicate that the chances have been tripled.
I noticed that now(just luck without Soldiers Luck)
And they are now .. % (the chances)
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Elodin
Promising
Legendary Hero
Free Thinker
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posted August 21, 2008 01:46 AM |
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Quote: Holy crap water elementals severely nerfed I recall 5 of them used to do 144 dmg with one icebolt and now they do 43..? Here's the damage progression according to number of elementals on stack:
1 does 25
2 do 28
3 do 32
4 do 38
So Summon elemental become even more useless....
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JoeTheLoser
Hired Hero
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posted August 21, 2008 02:06 AM |
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Quote: Holy crap water elementals severely nerfed I recall 5 of them used to do 144 dmg with one icebolt and now they do 43..? Here's the damage progression according to number of elementals on stack:
1 does 25
2 do 28
3 do 32
4 do 38
The progression seems screwy too....
diff between 1-2 = 3
diff between 2-3 = 4
diff between 3-4 = 6
looks like an online I.Q. test... fill in the blank:
diff between 4-5 = ?
Well, I could see 9 being a fair answer 3, 4, 6, 9 is an obvious arthemetric logical progression..
I could also see 10 being a fair answer 3, 4, 6, 10 is an obvious geometric logical progression...
so of course the correct answer is: 5?!?! hunh?
5 waters do 43 damage....how odd.
Maybe Nival/Ubi just closed their collective eyes and started throwing darts at a dart board...
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