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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 150 200 250 ... 272 273 274 275 276 ... 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 10, 2017 04:11 PM

Cichy recently posted an update for mapmixer some pages back (don't know which one)
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 10, 2017 04:30 PM

Here. While at it I awarded him another +QP for his continued work on this.
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fierro
fierro


Hired Hero
posted September 10, 2017 07:44 PM

Thank you for responses, that was very helpful!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 11, 2017 11:42 AM

Ok, I have been thinking about the Frenzy issue for a long time yesterday and I think I have finally come up with a solution that might fix all the issues it has:

1. Move Puppet master to Summoning Magic level 5 with new icon
1. Restore Frenzy to its former IMBAness and have it replace puppet master at dark magic level 5.

With hardcoded 2 turns and damage boost it, is in most cases even stronger than puppet master so mana cost will be a little higher.

@Galaad: Thanks.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 11, 2017 01:36 PM
Edited by Elvin at 13:39, 11 Sep 2017.

How come summoning? I'm curious what is your idea behind that.

Fun fact, phantom forces in H7 has been renamed as shadow image and is part of dark magic.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 11, 2017 02:15 PM
Edited by magnomagus at 14:21, 11 Sep 2017.

The problem with frenzy it is very identical in purpose to puppet master and having blind, frenzy and puppet master all in one school overpowers the school since a hero can possess up to 3 of the enemy's stacks.

Since the combo summoning+dark is very rare it will now be very unusual a hero can do that + it requires two secondary skills slots so it is more balanced anyway.

the spell schools can currently be categorized as follows:

light: buff
dark: nerf
destructive: damage
summoning: bag of tricks

Because of this moving frenzy into destructive level 4 (seems only other option), complicates expectation of the strategy the player has to counter.

Also moving it to destructive is less balancing, since destructive+dark is more common.

Quote:
Fun fact, phantom forces in H7 has been renamed as shadow image and is part of dark magic.


rename it mirror image and it can be moved to light
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 11, 2017 07:01 PM

I get that, just curious how you'd dress it up to feel more summoning-like

magnomagus said:
Since the combo summoning+dark is very rare

destructive+dark is more common.

I find that surprising. My experience tells me that dark/summoning is one of the best combinations and one easily achieved if not by academy, certainly by necro. It complements the gameplay of both very nicely so I wonder why people wouldn't use it.

As for destructive/dark, I understand the principle but I feel that it is normally better to fully focus on destructive. Unless a game is going to last well beyond 6 weeks maybe? I can't tell how well destructive scales in 5.5 and map balance always varies.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 11, 2017 08:01 PM

A large RMG map in h55 has barely started after 6 weeks. It is not my intention for a 'best combination' to exist. I look at the skillwheels and mage guilds and how often the combinations can be made easily and how likely the spells can be obtained. From that perspective dark+sum is far behind dest+dark.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 12, 2017 12:34 AM
Edited by dredknight at 00:40, 12 Sep 2017.

magnomagus said:
Ok, I have been thinking about the Frenzy issue for a long time yesterday and I think I have finally come up with a solution that might fix all the issues it has:

1. Move Puppet master to Summoning Magic level 5 with new icon
1. Restore Frenzy to its former IMBAness and have it replace puppet master at dark magic level 5.

With hardcoded 2 turns and damage boost it, is in most cases even stronger than puppet master so mana cost will be a little higher.



Oh good I cant even leave for a week and some weird change will go unnoticed.  The most important thing you have to know here is that the community backlash will be huge. I can promise you that.

What you are proposing sounds good functionality wise but it is hard to imagine... I just cannot see puppet in summoning it just do not sounds right.

Also I really really like the new Frenzy it added up a new tactical choice that was not possible before. It reminds me of Heroes 3 sacrifice spell but in a different way.

Moreover Summoning is already at +1 for spell count. Firewall was moved from destruction to summoning, remember?

Cheers

P.S. Nargott proposed something from his WGE mod regarding to spell mechanics. Tier 4 and 5 spells to have huge mana requirement (40-80 span) and really really strong effects. the idea is this magics to be usable mostly by knowledge based heroes.

The idea is ok when it comes to a game which is encapsulated in a limited time frame which is the WGE mod (about 6 weeks). But when it comes to MMH55 game can span any time and heroes amount of stats can go to really high values, you may get a Might hero that can cast very strong spells which will throw everything we have worked to the ground. Also Shatters double mana cost increase perk value gets ultra strong.

I just share this thought in case it helps with the spell thing or just anything.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 12, 2017 11:53 AM

@dredknight: I don't think you were gone even 24 hours

Heroes 5 and Heroes 5.5 are primarily singleplayer games. Also the people who do play it in multiplayer are likely to spend more time playing it in singleplayer during the times human players are not available to them.

Therefore the current frenzy implementation is very problematic. The AI has a strong bias towards this spell in the code which cannot be changed. Also this is not necessarily a bad thing, because before RC9 Frenzy made the AI really dangerous, which is a good thing for singleplayer. So even if I could remove frenzy entirely (haven't found a way) or keep it as is. It is still a big loss for the game if it isn't changed back because it gave the AI a lot of bite. Dark magic is also frequently used by more than half of the factions, so it's a very big deal.

I could say let's just tolerate the imbalance and put both frenzy and puppet master in dark. (At this point I'm even more inclined to do that than keep the AI issue). To balance TOE frenzy it should actually cost 40 mana and be a level 5 spell. So we will end up with 2 almost identical spells (purpose) on the same level in the same school.

Quote:
Moreover Summoning is already at +1 for spell count. Firewall was moved from destruction to summoning, remember?


This only looks like an issue on paper, on gameplay the change has only positive consequences.

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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 12, 2017 12:32 PM

Ok, so I'm not a professional player at all (even though I play this game for 10 years ) but I think this change will be very welcome. Even though Summoning is super fun to play with, I always thought it was the least powerful magic school. Summon phoenix is very easy to counter, especially since AI often chooses the "Elemental balance" skill (I think that's how it's called). Arcane Armor is great but during lategame big battles it often just saves one of your units from a single blow.

Personally I haven't really used Frenzy after the "friendly units only" change while puppet master is esentially used to attack enemy stacks so there won't be much difference for Dark Magic imo.

There's only one problem I can see with summoning. It has a bunch of cool tricks but it's very unreliable in terms of getting useful spells. Sometimes you play Academy and get things like Raise Undead and Earthquake and you need to rely on finding something useful on the map. These spells are can be helpful but they don't help in creeping at all and that's like the most important thing for a big part of the game.

So if you were put the Puppet Master into this school it would make the Summoning even more unpredictible. I would love to see a way to have a reliable source of summoning spells (because it's probably not possible to exclude some of them from the mage's guild?).

Anyway, I can see it being a good change.

___

Different topic, if I can interject. I would love some tips on how to handle AI on long matches with multiple oponents. If I don't play Necro I often lose a lot of troops when dealing with enemy main heroes (or their castles). Do you have any guide for fighting AI heroes to minimize casualties?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 12, 2017 01:20 PM

@dabuthegreat: Regarding different topic I recommend reading this thread first and try reviving it if needed H55 Impossible Strategies
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dace
dace


Hired Hero
posted September 12, 2017 03:02 PM

magnomagus said:
Ok, I have been thinking about the Frenzy issue for a long time yesterday and I think I have finally come up with a solution that might fix all the issues it has:

1. Move Puppet master to Summoning Magic level 5 with new icon
1. Restore Frenzy to its former IMBAness and have it replace puppet master at dark magic level 5.

With hardcoded 2 turns and damage boost it, is in most cases even stronger than puppet master so mana cost will be a little higher.




That sounds very, very good to me!

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dace
dace


Hired Hero
posted September 12, 2017 04:54 PM
Edited by dace at 17:01, 12 Sep 2017.

death knight

Hi folks,

Is there a compatible mod to play with death knight insted of usual level 6 necro tiers?

How can i do that?

Thanks a lot for replying! You are all awesome!

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Skeggy
Skeggy


Promising
Famous Hero
posted September 13, 2017 05:44 PM

magnomagus said:
Ok, I have been thinking about the Frenzy issue for a long time yesterday and I think I have finally come up with a solution that might fix all the issues it has:

1. Move Puppet master to Summoning Magic level 5 with new icon
1. Restore Frenzy to its former IMBAness and have it replace puppet master at dark magic level 5.

With hardcoded 2 turns and damage boost it, is in most cases even stronger than puppet master so mana cost will be a little higher.

@Galaad: Thanks.


Well, it's not the same. Hypnotize offers much greater tactical disruption than berserk. When two shooters are close with some other creature, if that other creature is puppeted both shooters are disabled and, of course, exposed to full standard damage from that other creature.
Frenzy affects only one creature and that one creature, even if it’s positioned close to the shooters, it does not block them.
Burying puppet master in summoning magic will not only make dark magic practically useless against the shooters, but will also make shooters rule the battlefield as they never did before.
Perhaps it is a good thing, perhaps dark magic is overpowered and puppet master spell does provide too much disruption compared to other spells, but wherever you put it, one who gets it will use it just like before, so you just making it less available.
I like to have puppet master in dark magic because it offers nice symmetry of efforts, light magic removes disruption, dark magic provides disruption. And I don’t see a big problem with that spell if it duration is limited to one turn, well, just like it is in light-and-dark.pak mode.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 13, 2017 06:00 PM
Edited by magnomagus at 18:04, 13 Sep 2017.

Hi Skeggy, I made a large post in your duel thread

Quote:
Burying puppet master in summoning magic will not only make dark magic practically useless against the shooters, but will also make shooters rule the battlefield as they never did before.


??? How about frenzying the shooters themselves, they will attack the melee stack next to them and the whole stack gets decimated by the retaliation. Also since frenzy keeps them busy 2 turns, the hero has time to continue disabling the rest of the army with mass confusion or the 2nd shooter stack with blind. (or if puppet master stays, that will be an even more powerful 2nd move which is exactly why it is a balance issue)


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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 13, 2017 06:37 PM

magnomagus said:
@dabuthegreat: Regarding different topic I recommend reading this thread first and try reviving it if needed H55 Impossible Strategies


Thanks Magno. I missed that thread (I visit only this one ), it was a nice read. It didn't cover how to avoid heavy casualties but maybe that's something that I will learn over time.

___

SUGGESTION

In my humble opinion, perk Master of Life is the least useful for anyone who's not Necro. Raise Dead is hardly usable during most of the game (again: if you're not Necro) and Fist of Wraith is pretty much "meh". What I would love to see is Master of Life giving a boost to Wasp Swarm spell and also give it to the hero that gets this perk. I think it's a lot more useful, especially for pure magic heroes which are ones who tend to pick Summoning.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 13, 2017 07:33 PM

@dabuthegreat: I agree, but not possible.
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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 13, 2017 08:11 PM

magnomagus said:
@dabuthegreat: I agree, but not possible.


Could you elaborate a little more? If I understand this correctly, the +4 spellpower bonus is unchangable, but I always assumed you were the one responsible for adding "hero learns spell X" effect for talents. If Master of Life could at least give you Wasp Swarm it would already be an improvement (doesn't necessary need to make it more powerful).

On a different note, is something changed in H55 regarding digging? The option to dig doesn't show up for me. Or is the "Mining" talent just a flavour and you're not actually supposed to dig for things?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 13, 2017 09:21 PM
Edited by magnomagus at 21:23, 13 Sep 2017.

Well, I don't like the perk to become a weird assortment of spells under the master of life name.

digging is only for tear of asha
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