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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternatives comparison
Thread: Alternatives comparison This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV
Nieznamir
Nieznamir

Tavern Dweller
posted September 01, 2020 08:09 PM

Yeah, I figured that whipping Cyclops into hurry is the best use of Chieftains.

Still, the result, among other things, is that it's actually better to have minimal amount of Chieftains (probably around that 60) to avoid hurting your cyclops seriously...

You can easily have much more of them with more towns, since they have hig growth, and so actually hitting your cyclops with them may devour plenty of precious rage points, or even damage cyclop significantly.

So it still seems rather badly designed to me?

As far as Haven upgrades go, it seems that choice between Crossbowmen
is the only one here that's really broken.

Not sure how to fix it too. Lowering Marskmen damage, probably, but by how much?

Squires seem to lack some ooomph, and their flag ability, indeed works just as well when you have 1 them, which doesn't seem well designed. But maybe they don't actually need changes.

Academy:

Archmages generally are thought to be much better, slightly better attack and ability to shoot trough your own units safely doesn't seem worth that many spell and specials.

Titans and Stormlords are exactly the same but one has special that seems much more straightforward and damaging... I boosted stormcloud damage and shooting penalty, will see how it goes.

Necropolis

I boosted archers attack a bit.

Improved Zombie Weakenign strike from 2 to 3

Improved Banshee Wail damage from 10 to 15.

Seems to me like this should allow those to be useful in some instances?

Inferno

I tweaked Leap a bit to make it both less damaging and not so suicidal. Can it bring the balance?

I reduced the Hounds fire breath damage to only 0.5 for units behind the main target. Will this be ok?

Not sure how to fix ArchDemons, they're supposedly weaker. But they do have more HP, if I take a way initiative and speed penalty, won't they become stronger instead?

Dungeon

Grim Riders special seems so much more powerful it's not funny... Ancient Behemoth's roar. Not sure if I nerf it or boost the alternative somehow?

Same thing with hydras. Acid blood isn't that good, pain in the butt when you have your own units around too.


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Zaio-Baio
Zaio-Baio


Promising
Famous Hero
posted September 02, 2020 05:58 AM
Edited by Zaio-Baio at 06:05, 02 Sep 2020.

Nieznamir said:
As far as Haven upgrades go, it seems that choice between Crossbowmen is the only one here that's really broken. Not sure how to fix it too. Lowering Marskmen damage, probably, but by how much?

Lowering Marksmans damage will definitely not do it , its the crossbowman that is overpowered. Precise shot is hard to make use of, while no range penalty is not. That being said, nerfing the crossbowmans will make havens early game even more dependent on war machines.  
Nieznamir said:
Squires seem to lack some ooomph, and their flag ability, indeed works just as well when you have 1 them, which doesn't seem well designed. But maybe they don't actually need changes.

Squires are fine, they are good at defending things. Its the vindicators that are bad. Double attack (cleave) on 4 speed 8 ini unit is not really great. Not to mention their low dmg output.  
Nieznamir said:

Academy Archmages generally are thought to be much better, slightly better attack and ability to shoot trough your own units safely doesn't seem worth that many spell and specials.

Archmages are good early and midgame, battle mages are good lategame.
Lategame fireball and fist of wrath are not worth casting because they do too low dmg. Battle mages ability to shoot through your own units safely is actually really good lategame, because it allows you to cover them from all sides without taking damage from their shots.  
Nieznamir said:

Necropolis
Improved Banshee Wail damage from 10 to 15.

Wraiths harm touch is really hard to compete against. Its the only way necromancers can remove magic immunity spell and also it can instantly kill a phoenix.
Nieznamir said:

Inferno
I tweaked Leap a bit to make it both less damaging and not so suicidal. Can it bring the balance?

I reduced the Hounds fire breath damage to only 0.5 for units behind the main target. Will this be ok?

Not sure how to fix ArchDemons, they're supposedly weaker. But they do have more HP, if I take a way initiative and speed penalty, won't they become stronger instead?

Inferno is fine, provided they manage to get war machines early. With war machines, logistics and dark magic all being common skills its hard to complain. Ballistas dmg depends on the heroes attack and knowledge stats. And demonlords have the highest attack + knowledge growth in the game. So by default they are potentially the most potent ballista users in the game. If you want to make inferno competitive without being reliant on war machines a lot of things need to be changed.

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Nieznamir
Nieznamir

Tavern Dweller
posted September 02, 2020 07:19 PM

Zaio-Baio said:

Lowering Marksmans damage will definitely not do it , its the crossbowman that is overpowered. Precise shot is hard to make use of, while no range penalty is not. That being said, nerfing the crossbowmans will make havens early game even more dependent on war machines.  


Yeah, my mistake, I've thought that Marksmen are the far shooting ones from some reason.



Archmages are good early and midgame, battle mages are good lategame.
Lategame fireball and fist of wrath are not worth casting because they do too low dmg. Battle mages ability to shoot through your own units safely is actually really good lategame, because it allows you to cover them from all sides without taking damage from their shots.  


Perhaps.

Quote:

Inferno is fine, provided they manage to get war machines early. With war machines, logistics and dark magic all being common skills its hard to complain. Ballistas dmg depends on the heroes attack and knowledge stats. And demonlords have the highest attack + knowledge growth in the game. So by default they are potentially the most potent ballista users in the game. If you want to make inferno competitive without being reliant on war machines a lot of things need to be changed.


I have no ambitions of balancing the towns, well beyond my grasp. Maybe, maybe after I play really a lot...

Just want to balance upgrades, obsesses me a bit from whatever reason.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 03, 2020 07:53 AM

If you're looking for rebalancing check here. You can ignore the merging of wight/titan specials, those are mostly for fun ^^
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Nieznamir
Nieznamir

Tavern Dweller
posted September 03, 2020 08:40 PM
Edited by Nieznamir at 20:44, 03 Sep 2020.

Elvin said:
If you're looking for rebalancing check [url=http://heroescommunity.com/viewthread.php3?TID=42161]here[/url]. You can ignore the merging of wight/titan specials, those are mostly for fun ^^


Thanks, very interesting.

I have a question, what do those lines in creatures abilities pages mean:


<damage>
<Item>
<Base>5</Base>
<PerPower>5</PerPower>
</Item>
<Item>
<Base>7</Base>
<PerPower>7</PerPower>
</Item>
<Item>
<Base>9</Base>
<PerPower>9</PerPower>
</Item>
<Item>
<Base>11</Base>
<PerPower>11</PerPower>
</Item>


It's from Horned Demon's explosion file, why are there 4 values listed there?

Also, what does 'power' (usually set to "1") or duration mean in abilities like Torpor and how much will I reduce it by setting it to, say 0.8

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 04, 2020 02:41 PM

Probably because of the spell file setup. The explosion also has a mastery so you can edit that if you have distinct values for each.

You can edit torpor in rpgstats or something. Not with that name though.
____________
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Map also hosted on Moddb

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Nieznamir
Nieznamir

Tavern Dweller
posted September 06, 2020 03:20 PM
Edited by Nieznamir at 16:05, 06 Sep 2020.

There are only few abilities listed in "Default stats" though, and there's only duration of Torpor listed, for example.

I thought that GMSpellCreature_abilities is where I can edit those, since files there have power, duration and some other stuff listed there, but perhaps not?

I'm wondering how to fix Fortress basic troopers too, shieldguards special is fantastic, while mountainguard specials requires them to not move at all which is just... fantastic , tactically.


I can't locate Fortress units stats anyway, damn those game files are kind of a mess.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 07, 2020 06:18 AM

Torpor and fortress units all tweakable in rpgstats. The files that show strength and duration are often a lie
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Map also hosted on Moddb

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