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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Horn of the Abyss Proposals/Wishlists
Thread: Horn of the Abyss Proposals/Wishlists This thread is 24 pages long: 1 10 ... 11 12 13 14 15 ... 20 24 · «PREV / NEXT»
P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 22, 2015 12:03 AM

Hehe... true but it's the most common stuff I guesst. Another idea come from DSA (the dark eye) very nice rulebook for P&P, my favorite. The "Limbus" (Limbo) they describe could be interesting too. It's a harsh area (like a stream that flows between spheres completely in monochrome...) Ppl in there lose health all the time but regenerate energy extreme fast, they also got the permanent feeling of falling. And yeah, u'r right about the problem in case of coding. The easiest way imho would be to disassemble as hell and outsource the stuff to other files/formats for a big build around, that requires the original files to start. Similar to the Duke Nukem 3D Mod "EDuke32"

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 19, 2015 10:49 PM

I propose two minor nerfs for two very powerful earth spells:

Slow: I know some people would'nt like to change slow even when they know it is a powerful as it is, but this is a very minor nerf:
Slow halves speed and rounds it down if the speed is reduced to X.5
what if the speed was rounded up, so for example a Master Genie speed 11, would have speed 6 instead of 5. This is a very small nerf, but would still affect all creatures with an odd speed.

Animate Dead: This spell should be more like Resurrection. Resurrection cost 20/16, is a level 4 spell and is permanent at advanced Earth Magic.
I think Animate Dead should cost 18/15, it could stay a level 3 spell because it only affects undead, but Animate Dead should only be permanent from advanced Earth Magic, like Resurrection.

Maybe Animate Dead and Resurrection should only be permanent at expert Earth Magic.

TP and DD could also use some major nerfing, haven't thougt that through though.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 20, 2015 12:51 AM

phoenix4ever said:
TP and DD could also use some major nerfing, haven't thougt that through though.


Both are easy: simply limit their range (increasing it with Mastery level) and only allow them to be cast once per day.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 20, 2015 09:01 AM

Yes, that sounds great Maurice.
Don't like how you can skip stuff with DD though, don't know if there is a way to prevent that...

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hippox89
hippox89


Famous Hero
posted October 21, 2015 01:13 PM
Edited by hippox89 at 13:57, 21 Oct 2015.

The dd/fly/tp restrictions in HotA should simply reflect the proven rules used in online games while not restricting scenario maps that depend on these spells, imo. Which is likely one of the main reasons that these restrictions haven't already been implemented in HotA.

Also, when talking about these spells you have to consider the map sizes available. There's no simple solutions that covers them all.

@Phoenix4ever

They already implemented a system to prevent you from stealing with fly/dd as you probably already know, but if you mean restricting dd/fly on a map like Jebus Cross to get into the other zones without fighting the border guards then that seems hard to solve. It is possible in theory to make such a mechanic, but who knows if it can even be done with reverse engineering. I have no idea. Also, it would probably not be worth the trouble over a single template where the rules it easy to understand. However, a mechanic that could restrict the use of dd/fly depending on zones and the border guard in between them is in itself quite interesting, at least.

For scenarios then an option to mark tiles as 'off limit' as the destination to land on when using dd/fly might also be an interesting idea, although I haven't much experience with playing/building scenarios at all.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 21, 2015 02:14 PM
Edited by phoenix4ever at 14:17, 21 Oct 2015.

Yes one thing is the absurd amount of distance you can travel with expert DD, but also that you can skip border guards/gates and quest gates. DD even works on a boat from water to water and also into unexplored areas.
As a map-maker you either have an option of placing cursed grounds all over the place or filling the space you don't wan't people DD'ing to with ressources, chests and other stuff. It's a little impractical to say the least. And if range varies like Maurice proposed, it's impossible to anticipate how far you can go with DD.
Ugh, in general I just don't like DD, don't know if this spell could ever be made "alright".  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 21, 2015 02:27 PM

Sure it can, in wog you can code how much of hero movement is required for each jump. This way only very mobile and powerful heroes will be able to jump 2-3 times.

But for other game version, you can just wait, good luck.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 21, 2015 02:34 PM

phoenix4ever said:
Ugh, in general I just don't like DD, don't know if this spell could ever be made "alright".  


The spells' whole design is to skip stuff. That you feel it's unbalanced to skip quest guards and the like is at rather sharp contrast with that core function.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 21, 2015 02:58 PM

Maurice said:
The spells' whole design is to skip stuff.

I guess that's why I don't like it.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 21, 2015 11:55 PM

I like DD for G maps... a selectable ruleset directly implemented in HotA would be sufficiant imho to reduce the use. Select players, map, ruleset, start map.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 22, 2015 05:35 PM

-Like Nephretes does for Oasis, every gender for might/magic heroes. (actual only 2 out of 4 exist)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 22, 2015 08:23 PM

2 out of 4?

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Macron1
Macron1


Supreme Hero
posted October 22, 2015 10:11 PM

P4R4D0X0N said:
-Like Nephretes does for Oasis, every gender for might/magic heroes. (actual only 2 out of 4 exist)


Don't forget transgender.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 24, 2015 12:07 AM

genders, sexes whatever... u know what  I mean, a female and male version of every class... male/female knight, male/female cleric, e.g.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 01, 2015 11:18 AM
Edited by phoenix4ever at 19:42, 01 Nov 2015.

1) Flags on all abandoned mines. (Why were they never there orginally?)

2) Market of Time - Let you "forget" a secondary skill for a fee. Could be useful when you have learned most/all spells, why would you need Eagle Eye or when reached level 30, would you still need Learning? Or Mysticism or Scouting on a defending town hero?

3) Speed of Ayssid upped to 12 and speed of Haspid down to 9. (Change Storm Bird and Sea Serpent accordingly)

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hippox89
hippox89


Famous Hero
posted November 01, 2015 03:13 PM
Edited by hippox89 at 15:22, 01 Nov 2015.

@Phoenix4ever

The problem with the 'Market of Time' WoG concept is that it very much undermines Witch Huts, Universities and the Magic University. When you can get a good secondary skill through not levelling up then it increases your chances for getting perfect skills in the end; because when you level up you will always be offered to advance further in one of your already skilled skills, the other skill will be random. The more good skills to advance in, the more time you have to pick the rest of the good skills through levelling up.

Also, being able to get perfect skills in almost every game before the FB (final battle) would take too much variety out of the game. It's nice to have perfect skills on your main hero, but it wouldn't be special if it was almost a certainty with a too easy solution. If the 'Market of Time' was limited as a scenario object then that's another thing, I suppose.

I do understand that some skills might be useful at some states of the game while not on later states on a main hero, like scouting. But that's just the price of the skill, I think. So that's my own thoughts on the idea right now, at least.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 01, 2015 03:45 PM

Well there should'nt be a "perfect skills" set. It should depend on what strategy you use and what kind of hero you wan't to build. The reason people seem to think there could be a "perfect skills" set is because some skills simply suck e.g. Learning, First Aid, Eagle Eye, Mysticism. If these skills were better more people would pick them. And maybe Logistics need to be toned down a little so people did'nt feel they NEED to pick it. Magic schools could also use some adjustments. Of course if you wan't to limit the Market of Time, it could work only once per hero or skills you specialise in can't be removed.  

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 01, 2015 09:53 PM
Edited by P4R4D0X0N at 21:55, 01 Nov 2015.

I like the market of time idea... some heroes are just snowed up with useless skills. Like a djinns and scholar or all elves and archery as startskill. Even if you don't play with ranged units or trade spells.

Maybe it leads to get perfect stats, but who cares? In PvP Gameplay it won't matter I guess coz you need at least some levels for perfect stats. Also that witchhut stuff... why should anyone listen to a witch telling something that person don't want to know? It should also be selectable if you want to learn it. Edit: It would also force a balance where it's hard choose witch skills you want. Thats what I call good balance. Not actual skip first aid, eagle eye, scouting, artilery, scholar mentality.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 02, 2015 12:06 AM

Yeah it's weird how we avoid certain skills like they were the plague. Skills should be something you would look forward to learning, not avoiding.
And I agree Witch Huts should'nt force you to learn a skill, that skill could be completely unfitting of the hero, so why force it down it's throat. And Witch Huts can even teach you skills your class is not supposed to learn, that's just weird.
I like Universities much better, there you have a selection of skills to choose from, within your class, but you must pay to learn the skills, makes much more sense imo.

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gatecrasher
gatecrasher


Famous Hero
posted November 02, 2015 08:39 AM

Witch Huts don't force you to learn and not being to able to rearrange your skills is an integral part of the game.

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