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Heroes Community > Heroes 5 - Modders Workshop > Thread: Balance Mod for ToE - post your opinions here
Thread: Balance Mod for ToE - post your opinions here This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Orodruin
Orodruin


Adventuring Hero
posted February 15, 2008 09:54 PM
Edited by Orodruin at 21:57, 15 Feb 2008.

Thanks for the comments cepheus. As for recruitment, i meant that its kind of a waste, it can be used you know, but they could have made a more relevant one for that ability slot. And about Dyrael, we know there are two kinds of wasp spells, the wasp swarm and the summon hive, maybe regarding both in the specialty (properly of course) could be an option, as it fits her bio that shows her familiarity with those insecta

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 15, 2008 10:10 PM

Changing Archangel's Resurrection to a spell would have the interesting implication that Refined Mana would be a lot more attractive for Knight (although it's already pretty good with Seraph + Divine Vengeance).
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What will happen now?

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okrane
okrane


Famous Hero
posted February 15, 2008 10:12 PM

It would be good for Refined mana and Arcane intuition even, but I'm afraid it would diminish the effectiveness of the spell.

Right now it is 100 * No_Archangels hp resurected.

If changed into a spell it would become much less...

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted February 15, 2008 11:02 PM

Quote:
ok ... the result is the same, no matter the causes imo...


Sure but if you were Chinese and Ubi did the rest of the world patches first you would be complaining that ubi won't fix their seriously broken game and why isn't it a priority when everyone else's is working fine.

__

I like the idea of a balance patch by the hardcore players but I don't think it should be open to the general community.  You get ideas like "unicorns should have + 20 hp because they are my favorite creature".  I think the focus of a balance mod should be mp and a few elite players should work it out in discussion.  If the changes are few enough and work well enough, Nival might take notice?

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okrane
okrane


Famous Hero
posted February 16, 2008 01:11 AM

well, we can make it this way: the suggestions that will be taken into account will be from toh players with 30+ games played

Or you pick a criterion, and we'll make a list of those who can contribute...

If they want to that is...

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 16, 2008 02:58 AM
Edited by yasmiel at 03:00, 16 Feb 2008.

In any case, it would be a reason more for ppl that are not on the list to refuse the new rule. It is ok if you want to create a "elite" group of players that will enjoy playing each other over and over again, but it will be a reason more for others not to join the group. After all, they would need to obey different game rules than they do in their lan games with friends. In any case its advisable to wait for final word for official version of the game since it is still a work in progress.

P.S. Im in no way saying the game is perfect and that it would not be better with such patching, just that it most probably won't work on a larger scale.
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okrane
okrane


Famous Hero
posted February 16, 2008 11:23 AM
Edited by okrane at 11:25, 16 Feb 2008.

And when would you expect this final version?

May-June 2008? or May June 2010? Or whenever they decide to release something... let's face it, we already bought the game, now they don't care anymore.

It's not like it's warcraft or smth with over 20 balance patches...


If a mod is made, then and the ToH community uses it (like I said, include it directly in the maps made) it will be enough. It will balance the game and make games more fun.

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jinxer
jinxer


Legendary Hero
*****
posted February 16, 2008 07:57 PM

I would like to see PUPPET MASTER fixed to be more realistic!!!

Make it like Hypno in Heroes 3 where your spell power and skills had to be high enough to take control of certain number of hit points? As it is... if you are able to learn the spell, you can take control of a stack of 500 Emerald Drags??!?!?!!! Would be much better if based on there spell power etc, they were able to take control of 10 Emeralds or 40 Unicorns etc etc.. either that or make puppet last until they get attacked like blind or last 2 turns TOPS.  Regardless puppet master needs something done to it.
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unixmage
unixmage


Known Hero
Demon Slayer
posted February 17, 2008 12:08 AM

You're joking right? Puppet master is the whole reason to go dark magic in the first place! It reduces the targets initiative and it's cleanse-able.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 17, 2008 12:32 AM

Well, resurrection or implosion cannot help much against 999 archdevils, puppet can It would probably be for the better to have a cap in its duration.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 17, 2008 12:36 AM

Getting hit by anything (creature of any side, including retaliations and damage spells) would do the trick. That way you get to hit someone but cant keep the PM forever.
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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted February 17, 2008 12:37 AM

But you'll lose control as soon as the target retaliates

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 17, 2008 12:38 AM

Unfortunately, none of that is actually possible in a normal fan-made mod.

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okrane
okrane


Famous Hero
posted February 17, 2008 12:54 AM
Edited by okrane at 00:55, 17 Feb 2008.

Yeah, how about you people cut these unrealistic suggestions short and start coming up with some real stuff.

And I don't want actual suggestions yet. I would prefer that everyone here would give his opinions about what needs changing (i.e. Inferno early game if too weak, or Arcane Archers are too strong etc)

The things we are able to change are creature stats, price, growts, abilities and hero skills and abilities so that's about it.

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted February 17, 2008 01:03 AM
Edited by TheDeath at 01:04, 17 Feb 2008.

I would change things drastically but then I believe you'll say "This is Heroes" and all that most ppl say

and I can assure you most of it is also pretty mathematically correct too, not biased (of course, I'm talking about my 'balance').

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okrane
okrane


Famous Hero
posted February 17, 2008 01:14 AM

post your ideas and maybe something good will come out, which everyone would agree.

But keep it in the realm of the doable...

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted February 17, 2008 01:21 AM

Nah, it's just re-balancing the creature tiers, so there won't be such a huge gap anymore (helps with creeping balance), but like I said it wouldn't be Heroes anymore, besides I've only balanced half of a faction yet, and have no interest to continue right now.

but obviously, I hope you know Arcane Archer is my nr1. on the list to nerf

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 17, 2008 01:52 AM

i would leave the balance in between of factions for later stage. As in equilibris, first goal should be balancing between 2 available picks for the level. In this case balancing the alternate upgrades. This is just example:

Reduce crossbowman damage a bit to be more in balance with marksman. Reducing attack or maximum damage by 1 for example.
I see no point in saboteur having so much higher stats than master grem. Could use slight reducing.
Banshee could use some buffs 2.
+ buffs to any other ignored units that i cant recall atm.

Only after the balance of each faction inside itself is done should you check how well they do in each stage of the game and start "between factions" balance, but keeping in mind that we dont want to make chances for each faction in each stage of the game to become equal (it would mean less diversity between factions), instead just erase critical imbalances.
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okrane
okrane


Famous Hero
posted February 17, 2008 01:55 AM

I don't think nerfing a certain alternate just for the sake of making it on par with the other one is the solution here. Keep in mind that factions rely on some key units to do their creeping. And crossbowmen are essential for that.

I don't think they are weaker than marksmen. Keep in mind that with Marksmen you can kill really heavy stuff, otherwize impossible to take with just level 2 units.

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unixmage
unixmage


Known Hero
Demon Slayer
posted February 17, 2008 09:26 AM

Since gremlins are pretty crap in combat I would buff the master rather than nerf the saboteur.

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