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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes ideas: Clear distiction of Might and Magic type hero.
Thread: Heroes ideas: Clear distiction of Might and Magic type hero.
cuccoo
cuccoo

Tavern Dweller
posted October 04, 2008 05:48 AM

Heroes ideas: Clear distiction of Might and Magic type hero.

IMO, the heroes in past HoMM are not distinct enough between might and magic type. Might hero are essentially still a Magic hero. So in this post I will outline my basic idea that will separate the two. Of course this is just idea, and it will take more in depth research, test and balancing to create the perfect fit for fun game.


There are 2 types: Might and Magic, and total 5 classes:
1. Might. Consist of two classes: Barbarian, General
2. Magic. Consist of three classes or more: Order, Chaos, Nature


Might Type
General features
1. No Magic, No mana. Period.
2. Get 1 morale bonus. If base morale is 1, might type will get 2. If base is 5, might will get 6. Magic type will never have morale 6.
3. Can learn all skills except magic.

Barbarian class features
1. Permanent bloodlust (and can improve effect as hero levels up). if army has barbarian like creature, it gets extra bonus.
2. Savage. Critical attack stuns unit for 1 turn. Unless a magic is cast to protect the creature from stun or healed.
3. High speed unit can attack without being retaliated.
4. Blind Charge. At the start of battle, barbarian can choose whether to start positioning troop normally. Or choose to blind charge, where both heroes' troops are placed randomly on the battle map.
5. Creatures gain attack bonus.

General class features
1. Can perform sneak/ambush attack. If attacked from back, creature get back stab bonus. If attack from back flank, it will get flank bonus (slightly less than back stab bonus).
2. Starts battle with tactical placement. This is unique to General and other classes always start with default troops placement.
3. Creatures adjacent to an enemy can perform Group/Gang attack for extra damage. Useful to kill off enemy without retaliation. Or to quickly take out high numbers of low level unit.
4. Creatures gain defense bonus.


Magic type
General Features
1. Mana and magic ability
2. Can learn all basic magics, 2 classes of advanced magic and 1 class of expert level magic.
3. Can learn all skills except might skills such as offense, archery, etc. Neutral skill such as logistic are still available.

Magic classes features
1. Cast spells in specific classes. Well I dont think I need to say much as it just builds up from magic heroes in previous games.

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MattII
MattII


Legendary Hero
posted October 04, 2008 09:05 AM
Edited by MattII at 09:05, 04 Oct 2008.

This has got to be one of the worst ideas I've heard so far, not allowing heroes (we have only 1 type per town anyway now) to have both  might and magic skills basically ruins the game, it makes it 'Heroes of Might or Magic'.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 04, 2008 11:16 AM

Hmm... I like the idea of having different hero types per faction, but this is too much.

The funniest thing about heroes imo, is the many ways to shape a hero, might and magic are both essential to make this better. A magic hero without might is pretty boring, I want the chance to go for attack with my Dungeon hero.

As I said, I like the two hero (not more) types concept, but I think the only real difference should be the % to get skills and maybe the racial.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 04, 2008 03:40 PM

I have to disagree as well... it just limits your choices, and I don't see anything good in that.
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zamfir
zamfir


Promising
Supreme Hero
Allez allez allez
posted October 04, 2008 04:02 PM

I think might heroes should be able to cast spells, and that magic heroes should develop in the martial fields. I doubt this idea will make any good.
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 04, 2008 04:07 PM

More separation between might and magic heroes is basically a good idea. But I think it should be possible to have some kind of hybrid heroes too.

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cuccoo
cuccoo

Tavern Dweller
posted October 04, 2008 07:15 PM

Sorry for the bad ideas guys. Thought it could bring some diversity for heroes since I felt that by forcing different heroes, people could explore different strategies instead of the same old hybrid.

Good thing I'm not the developer though

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 04, 2008 07:39 PM

Quote:
Thought it could bring some diversity for heroes since I felt that by forcing different heroes, people could explore different strategies instead of the same old hybrid.
Your intention was really good, but how about instead of limiting your choices they should balance more this stuff so that the "same old hybrid" won't be chosen always?
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GenieLord
GenieLord


Honorable
Legendary Hero
posted October 04, 2008 07:47 PM

I think that your ideas can be much better, if you just change the limits to "starts with". For example: Instead of +1 morale bonus for might heroes, you can make the might heroes to start with +1 morale. Instead of being able to have a magic skill, the magic heroes can start with magical skill.
From there, each hero can go in any way the players wants, you just give the basic lines that instruct the player.

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emilsn
emilsn


Legendary Hero
posted October 04, 2008 07:52 PM

Long Post

Okay - I won't go into details, but I have actully thought of a simular idea. This idea is actully shown in the Harmony thread made by Daystar, http://heroescommunity.com/viewthread.php3?TID=26739&pagenumber=4 see post 9.

You have a faction: Necromancers. (also shown in the harmony topic)
Hero types: Might & Magic.
Hero Classes: Death Knight(might), Battle Knight(might), Lich Kings(magic) and Demilich(magic)

Then you have 2 might types and 2 magic types.
Quote:
Death knight or Battle knight:
The Death knights are specialized in doing maximum damage output and fearing their opponent.

Battle Knights are specialized in quickness and stunning their opponent.

Lich Kings or Demilich:
Lich Kings are specialized in cursing and poisoning their opponent.

Demiliches are specialized in summoning creatures and using dark energy to punish thier opponents.



So you got 2 classes, 4 types.
This gives you a unique chance to modify your hero.
Quote:
Within Battle there are 2 new classes called: Fear tactics and Stunning tactics.
likewise with magic, they are called: aflection tactics and summoning tactics.

First we have the Death and Battle knights:
There main class is battle. With Battle they make their creature tougher in battle without being able to use magic to buff them. this gives 20%dmg reduction against melee dmg and 10%dmg reduction against range dmg. battleclass heroes take 5% more dmg from magic attacks.

Then we got the separete under-classes: Fear tactics and Stunning tactics, which leads off to 3 individual skills/abilities.
For Death knight we have: Fear mastery, Giant slaying and Bloodlust. Fear mastery gives the hero a change to fear his victims when he hits, 35% - If the victim is paralyzed the rules for paralyze also affects the heroes attack. Giantslaying gives the heroes units more power against bigger and stronger creature then themselves, meaning a tier 1 gains more strenght fightning a tier 7 or 8, but a tier 7 does not gain more strenght against a tier 1! Bloodlust gives the an ability, that after he have killed an enemy stack or over 15 creatures, the heroes troop gain: bloodlust giving them +5attack for (Herolvl/5)turns
For Battle knight we have: Charge, powerful blow and entrapment. Charge gives the hero 75% change to also do the first move on battlefield, giving him an advantage(perhaps using divine guidance). Powerful gives him a change to stun his victim and inflict 50% extra damage. Entrapment makes the hero able to lay 3 types of traps on random spot on battlefield 3 times pr battle, the 3 types are: Ensnare, explosion trap or snake trap. Ensnare makes the victim lose 75% of it's iniative for 2rounds, explosion inflict 50dpsX(herolvl/0,5) this dmg is dealt in 4x4 radius, with the center getting 100% dmg and rest 50%, snake trap poisons the victim, causing 100dmg on contact and 100poison dmg over 2 rounds, meanwhile also lowering defense by 2 for 2 rounds.

Then we have Lich kings and Demilich:
They are magic class. They can't buff their creature melee wise, but they do add (2*tierlvl)mana to caster creatures. and 5% magic dmg reduction. Magic classes take 5% extra dmg against melee and 3% extra dmg against ranged attacks.

Then we got the separete under-classes: aflection tactics and summoning tactics., which leads off to 3 individual skills/abilities.
For the Lich king we have: Cursing mastery, posion mastery and Hallucination. Cursing mastery gives all dark magic spells extra power(by +4spellpower), also benefits creatures dark magic! Posion mastery makes poison spells more effective, making them last longer and do more dmg.(dmg is added with +4spellpower), this also benefits creatures and hallucination can make the victim either skip turn or attack one of their own creatures(Like a mild frenzy)
For the Demilich we have: Summoning mastery, Dark energy mastery and pain substitute. Summoning mastery raises the amount of creatures summoned and gives the hero summon phoenix aswell, dark energy mastery makes all dark energy spells do more damage(+4spellpower) and gives them 25% change of adding slow on hit. Pain substitute gives the hero an ability to shield a creature by dmg by using heroes mana removing: dmg-done-to-creature/heromana.



That is basicly the entire idea I have - I like it - but it was a while since I made it. It needs a lot of ideas and thinking but I think it can be done pretty well, if you put a lot of effort in it.
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Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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