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gatecrasher
Famous Hero
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posted October 04, 2020 04:39 PM |
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I have a life besides HoMM3, I haven't got the time to play w/o TP.
I could as well watch grass grow.
The challenge comes from the quality of your opponents, not from handicapping yourself or providing a stupid AI with like 50 Archangels.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted October 04, 2020 04:47 PM |
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phoenix4ever said: Maybe you should try playing like I do, when TP only takes you to nearest town, while AI can go anywhere. Then maybe you'll realise how tough it can be without your precious expert TP.
Nah, it's not so hard. The AI in HOMM3 isn't aggressive enough. It's not relentless like HoMM2's AI. The AI rarely fully commits to attacking you or pressing the advantage, something that the HoMM2 AI was decent at.
Even with overwhelming AI advantave (let's say "Marshland menace" from SoD) the "Impossible" AI will still prefer to camp in town and do nothing rather than attacking you despite having several times bigger army than you do.
Another AI's achilles heel is diving the troops. I wonder, can the AI be reworked so that it actually tries to give the strongest stacks to the strongest hero, if possible (heroes are near each other) rather than divide its army as much as possible when heroes meet? This would improve the difficulty a lot.
FirePaladin said: The Logistics change is justified by the fact that the one who gets Logistics and/or Logistics spec hero is gonna cover muuuuch more ground than the other player, effectively ending with the Logistics player covering roughly 1/3 more ground than the other using the main hero, which is a pretty nuts advantage in competitive PvP.
Is it really, though? You're still screwed without logs. Just a little less.
If being screwed without logs is unacceptable, remove logs.
Or add basic logs to every hero under tournament rules.
By doing the little "tweak" you don't fix much except when both players get logs - they get equally slowed down (meh).
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We reached to the stars and everything is now ours
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syth
Hired Hero
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posted October 04, 2020 08:42 PM |
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phoenix4ever said: That is completely unnecessary.
I'll tell you guys right here what you need to get a more balanced game:
Death Ripple: Power: 5 -> 6
Fire Wall: Power 10 -> 13 but make Luna get 3% per level, like other spell specialists.
Fireball: Power: 10 -> 15 Cost: 15/12 -> 12/9 (like Frost Ring.)
Frost Ring: Power: 10 -> 15
Land Mine: Power: 10 -> 16 Cost: 18/15 -> 12/9 (could create 8 Land Mines at all levels, since Land Mine is a terrible spell anyway.)
Inferno: Power: 10 -> 18 Cost: 16/12 -> 20/16 (closer to Chain Lightning.)
Meteor Shower: Cost: 16/12 -> 20/16 (closer to Chain Lightning.)
Armageddon: Power 40 -> 20
There you go, much better game already.
Those are quite good examples and simple at least.
Maybe buffing the "remove obstacle" spell would be nice as well since you are buffing landmines ets. Instead of costing mana when removing obstacles it could add +3 mana.It can make interesting comebacks.Obviously if there are no obstacles it shouldn't work .
TP is the biggest problem.Getting it to choose a town at basic level but costing full movement points at no expertise.And decreasing the movement cost penalty by simple(%75),advanced(%50) expert(%25) would be the way to go in my opinion.
Sure I would love a complete overhaul of spells but swapping spells to other schools should surely cause a lot of conflicsts.So keeping it simple here .
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 04, 2020 08:56 PM |
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syth said:
TP is the biggest problem.Getting it to choose a town at basic level but costing full movement points at no expertise.And decreasing the movement cost penalty by simple(%75),advanced(%50) expert(%25) would be the way to go in my opinion.
You might be on to something here. TP is not good in it's current state that's for sure.
The difference between not having the spell and being able to go to ANY town you want, is still HUGE. But it should at least require more movement points and maybe mana. The difference between Basic TP and Advanced TP is also ridiculous.
Probably not possible, but maybe there should be some other way to learn TP, like maybe getting it automatically when you reach level 20, but then it would'nt appear in towns, tomes, shrines or at scholars.
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Rimgrabber
Promising
Famous Hero
Voice in Gelu's Head
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posted October 05, 2020 02:22 AM |
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Costing more mana would be kind of a pointless nerf considering you'll end up without movement points in a town after casting it anyway, and it would be a bad idea to spend enough mana to be unable to cast it when you're far enough away from a town for it to be justified.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 05, 2020 06:28 AM |
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Yeah I guess it's also because you can cast it 10+ times a day it becomes so broken, not even DD is that crazy. If TP actually took all your movement you might have to think a bit more before casting it.
TP costs only 300 movement points from unskilled-advanced and only 200 movement points at expert, if we multiply that by 5 we end up with 1500 and 1000 movement points. 1500 is the minimum amount of movement points a hero can have, but then that would consume all that hero's movement points. At expert you might be able to cast it 2 times, but that is also a lot more reasonable than 10.
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Rimgrabber
Promising
Famous Hero
Voice in Gelu's Head
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posted October 05, 2020 10:44 AM |
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I agree that 10 is a bit much but that's very very low on the list of things I'd want balanced out. Personally, my 'pet issue' is making hero specializations more interesting and consequential, but I guess that's more of a WOG thing.
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Tordah
Adventuring Hero
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posted October 05, 2020 04:28 PM |
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gatecrasher said: TP is the best-designed spell of the game as it is what makes maps above size L playable.
usually very large maps i cover them using navigation skills + lighthouses
When you have one of the two navigation specialist hero, expert navigation, castle lighthouse and map lighthouses
boy you go fast
and i mean sonic the hedgehog fast.
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted October 05, 2020 08:55 PM |
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Only if there are bodies of water on the map.
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2
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Ghost
Undefeatable Hero
Therefore I am
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posted October 06, 2020 08:19 AM |
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I talked !!MA. AI can grow skeletons, what SoD and WoG were unable to grow, maybe 3DO banned players play fun, but HotA nerfed Necromancy, I guess feared AI. So I suggest AI value 500 or more than 500 and Fight value 500?!. I've tested that AI keeps skeletons. Problem is the best monster in Tavern, H4 you can't see the best monster, but only HP. AI doesn't reject legion of skeletons, if stronger monster will join.. Why? AI grows skeletons again, and it would be thousands of skeletons, if AI wouldn't have rejected. I've experience 9 years ago, now I got a experience again. H4 AI & Fight value is too excellent and must be the same value, I gave only one added on zero. All monsters have H4 stats. A few of monsters aren't H4, so I count H4 value. It's ok. Much better real value. So give to something skeletons. Soon Homecoming (WoG/ERA) is coming, to play, so you realize, those values must change.
H4 you can use TP at sea. Excellent. But it destroy boat/ship.
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Fight MWMs - stand teach
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Syth
Hired Hero
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posted October 06, 2020 03:15 PM |
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Edited by Syth at 15:16, 06 Oct 2020.
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Phoenix4ever said: Yeah I guess it's also because you can cast it 10+ times a day it becomes so broken, not even DD is that crazy. If TP actually took all your movement you might have to think a bit more before casting it.
....
Agreed.
TP should be a decision not a no-brainer action. It should be closely related to movement point because you should also think of people TP'in and walking(logistics specialty) or using Dimension door which is also an issue.This already causes ambushing heroes.
If you are not able to cover all your castles with your main hero secondary hero development might become a bit more important as well.
I wouldn't go for a mana restriction due to people able to increase mana in various ways. Hell you could also have a well nearby and negate the drawback in some cases.
I also recommend a ratio of movement points rather than flat out movement points so that it hurts high movement points as much as low movement point heroes. High mobility with logistics is already a huge advantage no need to multiply that. Ideally a player should not be TP'in multiple time; the spell already gives tremendous advantage.
That's my logic to the topic.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 06, 2020 03:30 PM |
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Yes my example would give another benefit to Logistics heroes and specialists, so it might be better just to say you can cast it 1 time a day from unskilled-advanced (consumes ALL movement) and 2 times at expert (consumes half movement) or something like that. But at expert, Logistics specialists would still be left with more movement, so perhaps it should only be 1 cast per day and it consumes ALL movement and can only be cast if the hero has'nt moved that turn. (like digging.)
There is also the possibility of changing the Logistics specialists. They could keep their starting skills, but instead of specialising in Logistics Kyrre could specialise in centaurs, Gunnar in medusas and since Dessa starts with Stone Skin, he could specialise in that. But that would probably make some people rage.
Heck without Logistics specialists, we might even be able to bring Logistics back to 10/20/30.
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gatecrasher
Famous Hero
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posted October 06, 2020 04:47 PM |
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phoenix4ever said:
There is also the possibility of changing the Logistics specialists. They could keep their starting skills, but instead of specialising in Logistics Kyrre could specialise in centaurs, Gunnar in medusas and since Dessa starts with Stone Skin, he could specialise in that. But that would probably make some people rage.
Heck without Logistics specialists, we might even be able to bring Logistics back to 10/20/30.
You won't cease to complain about unbalanced/overpowered things yet you want a Centaur specialist...
It could work though if the way how creature specialists work was redesigned.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 06, 2020 05:22 PM |
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If a centaur specialist is too OP, then make her a pegasi specialist, but we already have Aeris for that, but he is at least another class. Or how about a ballista specialist, but Kyrre does'nt start with Artillery, so that does'nt really work either.
Is a centaur specialist more OP than a Logistics specialist though?
Do you have a better idea for a new Kyrre specialty?
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gatecrasher
Famous Hero
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posted October 06, 2020 05:40 PM |
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No, because I wouldn't touch it.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 06, 2020 05:50 PM |
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But we were trying to design a less OP Town Portal.
Logistics specialists will always have an advantage, unless TP always consumes all movement.
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Ghost
Undefeatable Hero
Therefore I am
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posted October 06, 2020 06:12 PM |
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I don't think so.. Phoenix plays only 3DO maps, and his maps. No downloaded heroes4maps, heroes portal, celestial heavens, heroes3maps, etc He also plays HotA scenarios. No hope that begins at heroes4maps, etc when TP has changed, it affects other maps must change easier. And you show your "living" computer, right?
HotA for master and pro, right? Then never changes their TP. Also Giant map! DD and Fly?! When hole or mountain near town , etc OP DD opponent can use a hole, where you can't touch his/hero hero due to object aka trees, etc Opponent stay in hole, you can't leave your town. TP isn't a force like this. Yes theory says only Magic Plains can use a Expert TP and caravan, but HotA isn't H4, and still Giant.
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Fight MWMs - stand teach
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 06, 2020 06:19 PM |
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@Ghost DD is also pretty insane, but it's only 1 cast at all levels in my game and then it belongs to Fire Magic. I don't see why Air Magic should have both Fly and DD, that also makes Tome of Air OP.
This way you are not forced to pick Air Magic anymore, which is great in my book.
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Tordah
Adventuring Hero
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posted October 06, 2020 07:15 PM |
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Edited by Tordah at 18:37, 08 Oct 2020.
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PandaTar said: Only if there are bodies of water on the map.
Indeed but the way HotA patched it is that if there is water on the map then water heroes are available at start (castle, fortress and cove)
otherwise they are replaced with heroes that are somewhat subpar.
i also think they disabled getting navigation on maps with no water.
if that is the case you get logistics and heroes with speciality logistics (and that becomes OP imo). at least with water heroes must land so they can't really show out of nowhere.
because a high level logistic hero starting*** with a unit with 13+ speed can just cover so long on a map, especially on road (which are usually connected to towns) they can just show up out of the shadow and get in a town undetected. if they get reinforcement BEFORE moving into the castle they can move a lot of units behind the walls.
(***) EDIT: I meant starting A TURN
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted October 06, 2020 07:38 PM |
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Tordah said:
Indeed but the way HotA patched it is that if there is water on the map then water heroes are available at start (castle, fortress and cove)
That's good thinking.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2
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