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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 ... 4 5 6 7 8 ... 10 20 24 · «PREV / NEXT»
Spike
Spike


Hired Hero
posted April 29, 2015 12:04 AM

phoenix4ever said:
Well I never said that Malekith was the best hero or that sorcery is the best skill, but they are definitely not bad either. If I can cast a 5000 damage implosion every turn in addition to my creatures damage, that is not bad at all. Especially when facing Gold Dragons or annoyingly fast creatures like Phoenix, Arch Angels or even Azure Dragons. Of course implosion are not always the best spell to cast in the beginning of the battle, that would usually be slow, haste, bless, curse, blind or berserk for example, but when you've pacified the enemy you can go nuts on them with implosion, meteor shower and chain lightning (Or armageddon for cheaters)


Lol !
Why do you say that use Armageddon's spell is cheating ?
It's a spell like the other...
A very powerfull spell especially if you have Black Dragons in your army !! But just a spell...

I think Salamandre is right.
Sorcery is not a good skill in comparaison with Offense or Archery...
And use Implosion's spell is not a good tactic.
Maybe vs Computer it works, but vs Human the "Big damages Spell" are not a good option...
Like Salamander said, Haste, Slow or Prayer are more usefull...

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 29, 2015 12:30 AM

Well armageddon is completely overpowered in the wrong hands (Conflux, Dungeon, Inferno and Rampart) and it is banned in my map (like townportal, fly, dd and water walk)
I don't understand how you can say that 5000+ damage each turn in addition to your creatures damage is not good. You can still cast mass slow, haste etc. but when you are done with that implosion for the win.

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Spike
Spike


Hired Hero
posted April 29, 2015 12:57 AM

phoenix4ever said:
Well armageddon is completely overpowered in the wrong hands (Conflux, Dungeon, Inferno and Rampart) and it is banned in my map (like townportal, fly, dd and water walk)
I don't understand how you can say that 5000+ damage each turn in addition to your creatures damage is not good. You can still cast mass slow, haste etc. but when you are done with that implosion for the win.


+5000 damages each turn is not very powerfull...

You must only play vs computer to believe that Implosion and the other "High damage Spells" are good...

I don't need to cast Implosion to win vs Computer.
And vs Humans, Implosion's mana coast is very expensive and not powerfull...
5000 damages is not very a lot of damages is just equal as an attack of 100 Archangels...

Sometimes i have 3 slots of 200 lvl.7 creatures...
And they do much more than 5000 damages each turn without Offence !!
If you Play, the Barbarian Crag Hak whit Offense, it's simply a Buchery !!

And you don't cast always 5000 damages with Implosion, it is only in the best case, whit a powerfull high lvl wisard...

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Spike
Spike


Hired Hero
posted April 29, 2015 02:05 AM
Edited by Spike at 02:46, 29 Apr 2015.

To return about the purpose of this thread, I have only 1 Wish to ask for HotA's team.

It is possible, to create a new Water object, please ? :-)

A Water Subterranean Gate wich you can pass when you are on boat.

I know that I can use a Whirlpool, as an Subterranean Gate but it is not exatly the same thing, and i really need the  exact equivalence of Subterranean Gate, but in water, for the maps i create...

I've imagined this, When i was thinking about The Cove.
I think that Pirates can hide their town in caverns of islands...

I imagine a 2-level island surrounded with cliffs.
(then you cannot accost)
Now imagine a hole in the cliffs, like an entrance that you can pass with boat.
And you enter in a cavern with Subterranean sea, Town and other objects UNDER the island this is the level 0 of the island...
The level 1, of this island, is on the surface.
And you can go on this level 1, ONLY if you pass by a classic Subterranean Gate which is in the cavern on the level 0 of this island...

To resume:
1)Your hero is on the surface, on boat, and explore the oceans (lvl.0)
Your hero find an island surrounded with cliffs and he can't accost.

2)He find a hole in the cliffs (the subterranean Gate) and enter.
Now your hero is in the underground map level(lvl.-1) he explore the grotto, and find a town and a classic Subterranean Gate.

3)He accost near the Subterranean Gates and enter in it.

4)And now your hero returns on lvl.0 of the map and can explore the island...


If this object will be created, mapmakers will have the possibility to create the illusion that there is 3 lvl on Hmm3 maps !!!
(this is already the case if you use the teleportation portal, but not in the Oceans...)

The underground (lvl.-1)
The classic surface level map, grounds and oceans (lvl.0) and the inside of the island  (grotto where Pirate's town is hidden) (lvl.0)
(but in fact this grotto is on lvl.-1)
And the surface of the island surrounded whit cliffs (lvl.+1)
(but in fact it is just lvl.0)


For now I use the Water 2 way Monolith portal, but if HotA's team will create a Water subterranean Gate it will be very nice and the Mapmakers will have a new string for their bow ^^

For me the appearance of this new object could be like an Hole in cliffs...

It's hard to explain, but if you are interested, contact me by mail, i will send you my current "map project" with more explications.


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 29, 2015 09:11 AM
Edited by phoenix4ever at 09:19, 29 Apr 2015.

The 3 current sub. gates all work on water already, you can sail through them and appear under or over ground. Of course estetically they might look a bit strange on open water, but the ice gate could fit on water. I've placed it on water in my scenario and it looks good.

Just for the lolz to answer our previous discussion: It is not possible to get 600 Arch Angels in my map, you would be lucky to get 60. So implosion IS powerful, at least in my map.

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Macron1
Macron1


Supreme Hero
posted April 29, 2015 09:54 AM

phoenix4ever said:
The 3 current sub. gates all work on water already, you can sail through them and appear under or over ground. Of course estetically they might look a bit strange on open water, but the ice gate could fit on water. I've placed it on water in my scenario and it looks good.

Just for the lolz to answer our previous discussion: It is not possible to get 600 Arch Angels in my map, you would be lucky to get 60. So implosion IS powerful, at least in my map.


As i remember, in HOTA there are water teleports looking like reefs with electricity.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 29, 2015 10:01 AM

Yes those are 2-way sea monoliths, I've used them as well.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 29, 2015 10:32 AM

Phoenix, your error (if you allow me) is that you consider this duel between Malekith and other hero as one time event and independent. Or a game is all except that, a game is about how you level your main + a lot of things, then the final battle is only a consequence of all actions and parameters you used until then.

So, the bottom line is that Malekith is a very weak hero UNTIL he is level 30, expert earth, expert intelligence, with implosion and with orb. And probably married to Angelina Jolie too. Joke aside, you will have to develop him until there, and this delay is much more profitable to those using might hero: they will get logistic, natural fighting skills, faster leveling, better resources, more creatures, then they will come for you.

While you still don't have Malekith ready for the ultimate battle.

Then, supposing your Malekith is level 30, so will be the other hero. You waste a casting time on implosion, you destroy a whole stack, congrats. He caste haste/prayer, he will have 12 consecutive attacks. With probably +30% damage due to offense, +x damage due to better attack skill. You should try that battle one day vs a friend within those parameters, you will be fixed.

There is a reason nobody online picks magic heroes.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 29, 2015 11:19 AM
Edited by phoenix4ever at 11:24, 29 Apr 2015.

Sala you and I rarely agree on much but I'm always up for a good debate. Out of the Warlocks Malekith is probably one the best, especially in my map where Alamar and Jeddite are banned, cause I don't wan't heroes starting with (and even less specialising) in resurrection/animate dead.
Mightheroes are strong physically, magicheroes are strong magically, magicheroes weak combatstats can be helped with artifacts and arenas, library of enlightenment etc.
Maybe you should try to play with a magichero someday cause they can also grow strong. Try Malekith or the intelligencespecialists, they are good, aislinn, deemer or solmyr are also alright.
Magicheroes can also summon tons of elementals and resurrect a lot more with resurrection/animate dead, they have also far more spellpoints.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 29, 2015 12:46 PM

There is no debate, Phoenix, but talk to a wall as you refuse to game-test what others say.

You make conclusions from your first hand experience vs poorly coded artificial intelligence. Therefore most of them are wrong, as considering fortress and stronghold slow towns, magic heroes having a chance and so on. You know very little the game, that's all. There is no shame, is just a game; but why insist debating when you have no valid arguments?
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markmasters
markmasters


Famous Hero
Dragon of justice
posted April 29, 2015 12:47 PM

The caster heroes tend to obtain many useless skills when leveling up pike eagle eye etc. Intelligence sucks because wells and guilds are aplenty even with only 10 knowledge. Out of caster heroes witches obtain the best stats and skills but a restricted lvl 3 magic guild makes them bad as well. In some custom games magic heroes might prevail, but any normal multiplayer game i bet 10/10 on might....magic damage rarely is better then slow, curse, haste, bless, shield etc etc.

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gatecrasher
gatecrasher


Famous Hero
posted April 29, 2015 12:57 PM

Spike said:

5000 damages is not very a lot of damages is just equal as an attack of 100 Archangels...



That's too simple btw. You need to take the Attack-Defense difference as well as Offence bonus / Armorer malus into account.

For a Might hero with Expert Offence (no specialist) and 25 Attack attacking a Magic without Armorer at 10 Defense - 49 Archangels already do 5000 damage.

And by the same token all the Might hero's creatures deal double damage.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 29, 2015 01:05 PM
Edited by Salamandre at 13:08, 29 Apr 2015.

Not to mention that picking a magic hero as main is exposing you to way too many risks. There are recanter cloak, orb of inhibition, cursed grounds, resistance skill, 3 resistance artifacts, antimagic spell, MASS protection against magic spells + strong creatures immune to magic.

Any of those present then you will sit like a duck on battlefield, while the Hulk in face is methodically slaughtering your army.
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Macron1
Macron1


Supreme Hero
posted April 29, 2015 01:08 PM

markmasters said:
Intelligence sucks because wells and guilds are aplenty even with only 10 knowledge.



I mostly take Intelligence, since it doubles mana points. And wells are about 1 on zone, as i remember.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 29, 2015 01:44 PM

Sigh, there is no point arguing with you Sala.
As I've said before you have your opinion, I have mine, let's just leave it at that.
I never said magicheroes are better than mightheroes, but I never said the opposite either, if you play as a mighthero you should try to enhance their strengts e.g. Offense, Armorer, Archery etc. and if you play a magichero you should choose skills that help you with stuff you are already good at e.g. Intelligence, Sorcery, Wisdom, Magic Schools etc.
I really wish you would try playing a magichero instead of just throwing half the heroes in the trashcan. You can play vs. AI at Expert or Impossible just to try them out. (But don't pick an Eagle Eye or Mysticismspecialist )

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gatecrasher
gatecrasher


Famous Hero
posted April 29, 2015 02:54 PM
Edited by gatecrasher at 14:58, 29 Apr 2015.

It is indeed pointless to propose proven wrong things to experienced players.
Might heroes can do all spells Magic heroes can. The influence of Spell Power, Magic secondary skills or spell specialists is just way too pathetic to remotely cut the mustard.

Mage heroes can't hold a candle to Might heroes in most cases.
It's a major flaw of the game.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 29, 2015 03:02 PM

phoenix4ever said:
Sigh, there is no point arguing with you Sala.
As I've said before you have your opinion, I have mine, let's just leave it at that.
I never said magicheroes are better than mightheroes, but I never said the opposite either, if you play as a mighthero you should try to enhance their strengts e.g. Offense, Armorer, Archery etc. and if you play a magichero you should choose skills that help you with stuff you are already good at e.g. Intelligence, Sorcery, Wisdom, Magic Schools etc.
I really wish you would try playing a magichero instead of just throwing half the heroes in the trashcan. You can play vs. AI at Expert or Impossible just to try them out. (But don't pick an Eagle Eye or Mysticismspecialist )


You're not listening to what he says. He said a few times already that you can beat the AI with just about any Hero. And now you state once more that he should play a Magic Hero against the AI?

The fact is that Might Heroes are superior to Magic Heroes due to one fact alone: they gain far more Attack and Defense than Magic Heroes so the boost to all of their creatures is higher and thereby their army is stronger. No amount of Implosion damage is going to overcome that before the battle is over and you've lost.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 29, 2015 03:22 PM
Edited by phoenix4ever at 15:33, 29 Apr 2015.

Not only implosions damage, but all spells damage and your ability to resurrect and animate dead, summon elementals, cure, sacrifice, hypnotize (which sadly never works) and if allowed more mana for casting Dimension Door and Fly each day.
If you are really serious about the above I guess you only ever play with Crag Hack, that sounds snowing boring to me. I wanna utilize every single hero, sadly there are too many too good heroes and too many too bad heroes in this game.

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gatecrasher
gatecrasher


Famous Hero
posted April 29, 2015 03:36 PM
Edited by gatecrasher at 15:52, 29 Apr 2015.

And this is - to get back to you initial question - why the HotA crew considers some balance tweaks.

But nobody forces you into going for Crag Hack as main.
You can always choose Gem, Malcom, Rion, Sanya, Astral, Daremyth, Serena, Tiva, Melodia, Geon, Nimbus ... in case you're out for a bigger challenge.

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Macron1
Macron1


Supreme Hero
posted April 29, 2015 03:38 PM

Maurice said:

The fact is that Might Heroes are superior to Magic Heroes due to one fact alone: they gain far more Attack and Defense than Magic Heroes so the boost to all of their creatures is higher and thereby their army is stronger. No amount of Implosion damage is going to overcome that before the battle is over and you've lost.

This can be overcomed by rebalancing summon spells (give more HPs for elementals, give upgraded elementals on Expert level) along with adding more summon spells (like Summon Devils/Angels/Ghosts etc), allowing caster to fight effectively against Might hero with 100% magic resistance and high primary parameters.

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