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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Balancing spells
Thread: Balancing spells This thread is 3 pages long: 1 2 3 · «PREV
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 24, 2007 12:04 PM

Yeah, but stunning there was a bit ridiculous: I remember how I kept 2,5k skeleton archers completely immobile with lightning and shadow matriarchs' slow for all combat

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 24, 2007 01:26 PM

I changed Arcane Armor to 0.5% per spellpower. I realized it was a little too powerful

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dfortae
dfortae


Known Hero
posted March 24, 2007 04:03 PM

Quote:
I changed Arcane Armor to 0.5% per spellpower. I realized it was a little too powerful


It can be cleansed...

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 24, 2007 04:59 PM

Yes, I'm surprised that nobody wrote that it can be cleansed yet. That's why this spell is a waste against a knight :X It can be harmtouched away, too.

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dfortae
dfortae


Known Hero
posted March 24, 2007 06:23 PM
Edited by dfortae at 18:23, 24 Mar 2007.

Quote:
Yes, I'm surprised that nobody wrote that it can be cleansed yet. That's why this spell is a waste against a knight :X It can be harmtouched away, too.


Yeah.  Great usage of harm touch.

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted March 25, 2007 12:05 PM

As usual, Nival reduce something overpowered to underpowered instead of balancing it

in 1.0 stunning did 0.3 multiply (overpowered)
now it deals a pathetic 0.7 (underpowered)

I bet the best solution lies in 0.5, which is in between, but as we all know Nival

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sdfx
sdfx


Famous Hero
posted March 25, 2007 01:13 PM
Edited by sdfx at 13:13, 25 Mar 2007.

Maybe there should be some magic oriented troops that increase freezing effects, stunning effects, spellpower(for example: each Shadow Matriarch could increase empowered bonus by 1% or maybe 0.5% so that a Warlock finally has a useful troop), knowledge or other destructive and summoning features so that those magic schools could scale accordingly depending on player's army. Light and dark mass spells scale according to a quantity of a stack and stay useful throughout the whole game.


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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 25, 2007 07:33 PM

I added a duration of 0.2*SP for Magic Immunity. It seems reasonable, because other high level dark spells like Blind have a short duration too

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Beowolf
Beowolf


Adventuring Hero
posted March 25, 2007 08:37 PM

Apat from all the changes that all of you are suggesting, perhaps all combat spells in the game should have level requirement like adventure spells? If it was lets say 1 for 1st level spells, 3 for 2, 6 for 3, 10 for 4 and 15 for 5 level spells, it would surely force players to creep more agressively as well as prevent all those over-empowered high level destructive spells, puppet masters and ressurections from beeing used in early rushes
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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 25, 2007 08:41 PM

hmm... interesting idea, and can also be modded

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Ataman
Ataman

Tavern Dweller
posted March 25, 2007 08:47 PM
Edited by Ataman at 20:51, 25 Mar 2007.

Raising the cost of Mage Guilds (as in HoMMIII) would be better.

About Arcane Armour: I would rather have the Armour have less hitpoints, but absorb *all* damage instead of lots of hit points and absorb a portion of the damage.

I have tried this, and it works really well in the game. Arcane Armour should be just as useful as Summon Phoenix.

-Ataman
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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 25, 2007 09:02 PM

Quote:
About Arcane Armour: I would rather have the Armour have less hitpoints, but absorb *all* damage instead of lots of hit points and absorb a portion of the damage.

Yes, I thought of that too, I'll add another version of this spell

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 25, 2007 09:11 PM

Quote:
Raising the cost of Mage Guilds (as in HoMMIII) would be better.


It was reduced from heroesIII value for a reason. HoMMIII guild costs were ridiculous.

Quote:
About Arcane Armour: I would rather have the Armour have less hitpoints, but absorb *all* damage instead of lots of hit points and absorb a portion of the damage.


It would become a better ressurection.. well, sort of. I think it works OK now.

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 25, 2007 09:12 PM

Quote:
It would become a better ressurection.. well, sort of. I think it works OK now.

Yes, but maybe make Celestial Shield a new Light Magic spell that will absorb *all* damage?

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 25, 2007 09:15 PM
Edited by Doomforge at 21:15, 25 Mar 2007.

I have a better idea, let's make paladins 200% magicproof


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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 25, 2007 09:18 PM

You will heal them with Destructive Spells

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Beowolf
Beowolf


Adventuring Hero
posted March 25, 2007 09:46 PM

Quote:
I have a better idea, let's make paladins 200% magicproof




You just say that because training is still overpowered. Is should be limited not to number of units but rather to "points" similar to necromancy. The outcome would be 12 archers/10 footmen/7 priests/4 cavaliers or something like that per week.
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HartZa
HartZa


Known Hero
watchout graveyards!
posted July 06, 2007 04:21 PM

Quote:
Quote:
I have a better idea, let's make paladins 200% magicproof




You just say that because training is still overpowered. Is should be limited not to number of units but rather to "points" similar to necromancy. The outcome would be 12 archers/10 footmen/7 priests/4 cavaliers or something like that per week.


Totally agreed

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