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Heroes Community > Tournament of Honor > Thread: ToH Arena Map - imbalances and fixes
Thread: ToH Arena Map - imbalances and fixes This thread is 2 pages long: 1 2 · «PREV
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 30, 2008 11:39 AM

Because dungeon can't abuse spells as much as sylvan
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samiekl
samiekl


Supreme Hero
posted October 30, 2008 11:45 AM

Quote:
But for them to have all 4 schools of magic options


They don't, they only have access to high level spells from light and dark, and taking them without good spells on level 1-3 it's actually very bad. They also have 2% chances of getting these skills and it's very possible spellshop to give them cotn and wol.
Inferno with light and no creeping losses is extremely strong.

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted October 30, 2008 12:11 PM

Quote:

Because dungeon can't abuse spells as much as sylvan

--------------------------------------------------------

Quote:
But for them to have all 4 schools of magic options


They don't, they only have access to high level spells from light and dark, and taking them without good spells on level 1-3 it's actually very bad. They also have 2% chances of getting these skills and it's very possible spellshop to give them cotn and wol.
Inferno with light and no creeping losses is extremely strong.


Lol, the question was rhetorical... of course, we don't want such imbalanced combos on our toh arena map .. .the point is that Dungeon can abuse its spellshop also, against orcs, and that is not okei.

They have some lvl 1-3 spells(dark/light) in guild already, and as I said Mass Haste and Mass Endurance are always an option !

And that 2% chance ... There are two heroes that start with Dark anyway, and there is a 2% chance for every level up, so in 20 level-ups, chances to get those magic schools are actually pretty good !
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samiekl
samiekl


Supreme Hero
posted October 30, 2008 12:49 PM

Quote:
There are two heroes that start with Dark anyway

Exactly

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted November 10, 2008 11:43 AM

Another thing that I find interesting to change in the ToH map, is the number of troops.

Current numbers seem to be pretty balanced somehow, but some factions have less troops @ certain levels, than they should, and maybe also global quantity of troops is somewhat low for armageddon countering.
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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted November 10, 2008 03:08 PM

Unfortunately the problem with increasing the number of units will ultimately make the might factions far far more superior.  For each weeks growth you add, naturally the might faction will become more and more powerful.  The troops numbers need to be lowish so that a magic faction can still effectively compete.

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted November 11, 2008 03:41 PM

Quote:
Unfortunately the problem with increasing the number of units will ultimately make the might factions far far more superior.  For each weeks growth you add, naturally the might faction will become more and more powerful.  The troops numbers need to be lowish so that a magic faction can still effectively compete.


of course, if we add too much that will be the case... but if let's say we make 9 or 10 lvl 7 creatures, instead of 8, things won't change very much. Mass damage spells, and especially armageddon are pretty undefeatable at the moment, for certain might towns ...
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samiekl
samiekl


Supreme Hero
posted November 11, 2008 05:12 PM

TowerLord, let's say you fight as haven versus an armaggedonist. What skills do you pick?

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted November 11, 2008 11:24 PM

Depends on what faction i am facing of course
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samiekl
samiekl


Supreme Hero
posted November 12, 2008 01:05 AM

Haven vs dwarves / haven vs dungeon / haven vs academy
How do you fight armageddon?

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted November 12, 2008 11:49 AM
Edited by Towerlord at 12:07, 12 Nov 2008.

vs. Dwarfs and Academy, I would go for

Basic Counterstrike
Expert Light Magic with Master of Wrath, Master of Abdjuration + Fire Resistance, hopefully I will get at least 2 spells out of these three: Haste, Endurance, Righteous Might
Expert Attack with Tactics, Battle Frenzy + Retribution or Power of Speed according to situation
Expert Defense with Vitality

and some special flavour added by Leadership, Luck or Enlighment

vs. Dungeon, I choose full speed ahead setup with

Basic Counterstrike + Expert Trainer
Expert Leadership with Recruitment + Divine Guidance + (maybe Empathy)
Expert Attack + Tactics + Battle Frenzy + Retribution(or Power of Speed according to mage guild )

and special flavour added by
Luck(Resistance) , Enlightment , Light Magic(Guardian Angel) , Defense(Last Stand)

Dungeon's Armageddon against Haven usually ends up in a suicidal mission with the purpose of taking out the opponent along, so Guardian Angel and Last Stand might be key elements, unfortunatelly they require some (semi)useless abilities

As an example, of great Armageddon fighting(not Haven though), you can watch this replay:

click here


Of course, it was an enormous mishap by yours trully, a moment of berserking, when those inferno troopse were resisting their ass, instead of just dying... and I flipped and casted another arma, not noticing the last stand
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samiekl
samiekl


Supreme Hero
posted November 12, 2008 12:15 PM

Towerlord, with fire resistance and that perk from defense (the one that give 15% spell damage reduction) you have 65% spell damage reduction. Add some resistance and armaggedon  shouldn't be such a threat. With dungeon is trickier, but it hurts them more than it hurts you (low hp). So i really don't see how armaggedon can be imbalanced with these armies.

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted November 12, 2008 02:01 PM
Edited by Towerlord at 14:06, 12 Nov 2008.

Quote:
Towerlord, with fire resistance and that perk from defense (the one that give 15% spell damage reduction) you have 65% spell damage reduction. Add some resistance and armaggedon  shouldn't be such a threat. With dungeon is trickier, but it hurts them more than it hurts you (low hp). So i really don't see how armaggedon can be imbalanced with these armies.


Of course if you get that ability armageddon will be no problem... i don't recommend taking protection also , because the total will be 57.5% not 65, so it's kinda useless

But the real problems are others:

1. very costly : taking master of abdjuration, and at least advanced light magic... not the best thing to do, especially if you dont have endurance or deflect in guild.

2. very risky: abilities refusing to pop... there are two more abilities that might start appearing instead of fire resistance

I consider it too much trouble for just one spell... too many sacrifices, which will weaken you alot, and if he doesn't have it, you end up with near 0 benefits.

4-5 skills out of 15-16 and alot of money spent for mentoring is a luxury you cannot afford sometimes.

Not to mention the fact that losing against armageddon feels like highway robbery, and winning with armageddon brings very little satisfaction... at least in my case
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samiekl
samiekl


Supreme Hero
posted November 12, 2008 02:06 PM

armaggedon is a tactic, not a spell

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