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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Shocking Suggestions
Thread: Shocking Suggestions This thread is 2 pages long: 1 2 · «PREV
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 05, 2008 10:58 AM

Quote:
Quote:
Anyway, as to the sugested changes, I am slightly bemused that from your initial description of the post, I thought you would have done major changes to the stats of the creatures, and then when I look into it, I see that what you've actually done is only changing the Attack and Defence stats (by and large at least).
Actually that's not true at all. I made the stats of all creatures from ZERO starting point.

First, I considered an attack and defense of 10 as "normal", and armored creatures would get more defense than 10, etc (and level 7 creatures who are big and strong).


I think perhaps what I said came out a bit wrong. My point was that your stats after modification by and large are within the same range of values as the in-game numbers - for instance, you still come out with HP of level 7's ~250 and Damage values ~50, whereas your Attack and Defence numbers are completely changed. Thus, although you've done modifications, the major changes are in your Attack/Defence ratios, so I don't see this as such a dramatic change as you perhaps fear.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 05, 2008 03:51 PM

Ah, I understand what you mean now. But also note that the growth has been modified in almost all cases
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razor5
razor5


Famous Hero
Freezing...
posted October 09, 2008 12:54 PM

This can be a little offtopic,but I need to say this

@Asheera

You see,Ash,at the first start of this thread you think all of us will say it's a horrible idea,and nobody will like it
But now look,GL give to you a QP for this idea...when you never think about this when you start this thread

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GenieLord
GenieLord


Honorable
Legendary Hero
posted October 12, 2008 06:48 PM

Quote:
Requesting permission to mod this into the game

That shouldn't be too hard. Wanna give it a shot? I'll help as soon as my computer with the HOMM gets fixed. I know you're busy right now with the mod of the town views. When it's done, want to makw this little thing playable?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 12, 2008 07:07 PM

Well, that mod's going to take months, so maybe we should start on this one before it's done

Asheera said she has a unfinished mod prepared, so we can complete it if she likes...

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Knut_Are_M
Knut_Are_M

Tavern Dweller
posted October 13, 2008 11:11 AM
Edited by Knut_Are_M at 11:12, 13 Oct 2008.

to the op: Your suggestions are good imo.

so i figured i could add some suggestions to get some discussion going on.

first suggestion: Slow ground units could be given a naturally higher growth rate because you will lose some in the  creeping prosess. That way the negative of haveing very many walkers in a  town could be offset by a higher growth on the slow walkers.

Second suggestion: low  tiers can have there growth increased by adding a second similar dwelling that requires a bigger town.
That way if it should still seem to be that you need cheaper lower tiers because of balance issues at least the lower  tier creatueres are useful in the later tiers because of there higher growth.

Third suggestion has  to do with hero choise on level up:
But perhaps greater freedom could be given to the player when leveling up. So that the player can choose which primary stat to increase: from Def/att/K/SP, and that the player can choose which skills to increase based on what is possible to choose  from.
The homm5 version is more or less random and based on statistics,
What i suggest is that the player should be given the pick of what to increase from a full list of what they level up as.

the Same thing can also apply to town spells.

Pros of this system of less luck is that the  better player usually wins, and the better player will have increased adaptability.

Cons of this system is that balance flaws become much more apparant, since people will beeline for the op stuff, but they wont be hindered by bad luck.
Another con of this system  is that it might not be that exciteing for the casual players who might want the luck factor.

Meaning  that if you go for a system of less luck, you will have to balance it alot better then homm5!
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 13, 2008 01:47 PM

I have to agree that I'd like less randomness and being able to choose what attribute you want to increase at levelup, and also the spells in the town.

However, for the first I would place some limits based on the faction you play, so that you won't make a might-oriented Wizard or something else (basically you couldn't pass a certain limit for an attribute until you reach a certain level - a formula that has something to do with the chances we have now)

But this should deserve a thread of its own, I think
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Bulletti
Bulletti

Tavern Dweller
posted May 08, 2010 12:22 PM

Quote:


Let's look for instance at the Attack skill: It offers a 5 % / 10 % / 15 % damage bonus. Great, right? Nah! That's a meager +1 / +2 / +3 Attack stat which in fact makes Attac rank as the worst skill in the game in my book (its only saving grace are some excellent perks like Blood Frenzy and Retribution)! Let's take an average Might Hero who has 30 % of his stats channeled into Attack. At level 20, Enlightenment will have earned him +10 stats, 3 of which will have gone into Attack, effectively providing him the same bonus as the Attack skill provides, and besides that another 7 skills on his other primary stats plus of course the XP bonus! For a Might hero with 45 % chance for attack to occur, the same is true already at level 14! Furthermore, it's ironic that one perk in Destructive Magic, Searing Flames, offers you the same attack bonus as two skill levels in Attack!


Are you sure of the game mechanics regarding this? I'm pretty sure that game developers have thought of that, and instead of adding the 15% to base damage, it is added to final damage?

eg. Angel's base damage being 50-50. Add your hero's attack skill of 15% with attack attribute of 7, giving a total of 50% increase, and thus making the final damage to be 75-75.

Now, if we add the 7 attack first and then multiply by 1.15, which is [(50*1.35)*1,15=77,625] a marginal increase. However, as with all percentages, the marginal increase in damage numbers become bigger as the stack grows, shedding new light to attack skill, right?
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