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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 ... 285 286 287 288 289 ... 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 25, 2017 11:33 AM

Teleport will now be available to everyone, because of tier 3 and teleport assault.

I'm not interested much in utility thematics, they make the game boring and repetitive. I always considered H3 and H4 superior in spell school thematics. In perspective of Lore thematics dark teleport is 100% ok, it fits much better with inferno and necropolis than anything with elrath.

I will have to look at those Phoenix options in duel mode before making any decisions. But it looks like cleansing on witch-doctors is almost a done deal.

I have also designed a much better formula for cleansing

10%,30%,55%,70% + 3% per spellpower. This makes estimation much easier because SP=Level, note required spellpower to make 100% is 30,20,15,10.

But the best part is balance. Now the chance for large creature stacks to cleanse spell from high level hero is much more fair. They can counter ~-75% penalty because of spellpower dependancy.

Also a might hero with no light magic can no longer effectively counter high level dark caster, with 10SP he only has 40% chance. A magic hero can however still counter with 30SP and no light magic.

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Nargott
Nargott


Known Hero
posted September 25, 2017 11:54 AM

After many battles at TotE, I had came to idea that any percents in Cleansing are bad. Because this is very random factor and this factor is for the most important action in combat - turn of the hero.
So you don't like when you spent 1 turn of hero to do absolutely nothing if you miss and when you lose your battle because of it.

So in WGE I made 100% cleansing not depending on skill, levels (and spellpower) but limiting action of this universal and powerful spell only to friendly creatures (but antimagic have neutral targets).

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 25, 2017 12:02 PM

Quote:
So you don't like when you spent 1 turn of hero to do absolutely nothing if you miss and when you lose your battle because of it.


I agree, but I like this to be achieved by either having Light magic + small amount of spellpower or no light magic + huge amount of spellpower.

This prevents heroes with no spellpower and no light magic to counter strong magic hero so easily.

Also I wonder how can you remove level dependancy?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2017 12:15 PM

Cleansing is already situational, it would be a waste if it only worked against curses.
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Nargott
Nargott


Known Hero
posted September 25, 2017 12:21 PM
Edited by Nargott at 12:22, 25 Sep 2017.

magnomagus said:
Also I wonder how can you remove level dependancy?

Set 1000% percents.

Elvin said:
Cleansing is already situational, it would be a waste if it only worked against curses.

Antimagic is situational, but Cleansing is very strong key spell in PvP counter both Light and Dark magic and having mass version.
So I think this spell is overpowered if have so many spells that it can counter.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2017 01:03 PM

Still useless vs summoning and mostly useless vs destructive so why would you limit its usefulness to 1/4 schools? By comparison, stoneskin is always useful and does not depend on enemy timing.

I don't see a problem with that, considering its high mana cost. Enemies can afford to spam mass spells, you cannot afford to spam cleansing. Especially if you are a might class.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 25, 2017 01:35 PM

@Elvin: what is the mana cost for cleansing on your duel maps?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2017 01:46 PM

10 for basic and 20 for mass, as the original. As far as I can remember only confusion and its mass version come close in cost. I think lvl 2-3 buffs/curses cost around 6-7 mana, right?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 25, 2017 01:52 PM

yes, the issue is, it is fair for all spells except puppet master
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2017 01:57 PM
Edited by Elvin at 14:00, 25 Sep 2017.

Yes.. I never checked, is it possible to increase the level of puppet so that cleansing it will be harder or impossible? Would puppet still appear in the guild if you changed lvl 5 to lvl 20 for instance? Or does it only take into account caster level? My memory is vague at the moment. It would be nice if we could prevent cleansing stripping puppet.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 25, 2017 02:03 PM
Edited by magnomagus at 14:08, 25 Sep 2017.

Another issue I'm having, Bond of Light ability from white unicorns, it is kinda fun, but also kinda overpowered. Magic heroes can keep double resurrecting until might hero is exhausted when the might hero was clearly in a winning position.

Obviously this issue gets worse with celestial shield and I also think resurrection could use a little boost otherwise.

EDIT:

@Elvin: from opposing side it only takes in account hero level.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2017 02:13 PM
Edited by Elvin at 14:14, 25 Sep 2017.

I have the duplicate spells at advanced mastery, it is probably the same for you. If high druid channeling under a magic hero is problematic, perhaps you could increase the resurrection hp penalty for advanced? This would not affect normal resurrections that are cast on expert.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 25, 2017 02:18 PM
Edited by magnomagus at 14:28, 25 Sep 2017.

Quote:
I have the duplicate spells at advanced mastery, it is probably the same for you. If high druid channeling under a magic hero is problematic, perhaps you could increase the resurrection hp penalty for advanced? This would not affect normal resurrections that are cast on expert.


I noticed the setting in defaultstats but it didn't work or maybe I set it wrong, how did you set it?

EDIT: ok tested again, at least setting default stats from 3 to 1 is not working.
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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 25, 2017 02:28 PM

Quote:
Another issue I'm having, Bond of Light ability from white unicorns, it is kinda fun, but also kinda overpowered. Magic heroes can keep double resurrecting until might hero is exhausted when the might hero was clearly in a winning position.


Bond of Light is one of the coolest abilities in game, please don't get rid of it. I personally never found it overpowered but if that's the case I would try to balance unicorns somewhere else. This ability is just too fun to discard.

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Nargott
Nargott


Known Hero
posted September 25, 2017 02:30 PM
Edited by Nargott at 14:40, 25 Sep 2017.

Elvin said:
Still useless vs summoning and mostly useless vs destructive so why would you limit its usefulness to 1/4 schools? By comparison, stoneskin is always useful and does not depend on enemy timing.

I don't see a problem with that, considering its high mana cost. Enemies can afford to spam mass spells, you cannot afford to spam cleansing. Especially if you are a might class.

I had the same opinion some years back. But, practically, Stoneskin/Endurance is not counter any spells, only stable spell. But cleansing is that spell that binds hands to an opponent playing Light or Dark, counter strongly and absolutely (if ATB is good).
Antimagic can counter Destruction but is casted only to single target while other many targets are still vulnerable. So, this is soft counter, but Cleansing - hard counter, and hard counter to many spells ~50% of magic schools.

That's why Cleansing has so much mana cost, more expensive than antimagic at 4 level in TotE. But in MMH5.5 mana cost is not important in final combat at later game, because heroes have "unlimited" mana 200-300+.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2017 03:13 PM

magnomagus said:
I noticed the setting in defaultstats but it didn't work or maybe I set it wrong, how did you set it?

EDIT: ok tested again, at least setting default stats from 3 to 1 is not working.

Damn it, you're right. Tried values from 0 to 2 but it doesn't work ingame as it should. Hard-coded probably?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 25, 2017 03:28 PM

Yes, this is hardcoded, I think I will have to suffice with a stat nerf and tolerate some disturbances.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 26, 2017 02:23 PM

I as wondering if any of you knows how 'detain" perks works EXACTLY?

The description says turn is delayed by 25%, but I wonder if that means -25% initiative or -0.25ATB. Also if the hero's ATB bar is already set to 0, can it be set to lower than 0?

Also which do you consider stronger 'weaken' (-25% spellpower) or 'detain'?





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Nargott
Nargott


Known Hero
posted September 26, 2017 03:09 PM
Edited by Nargott at 15:10, 26 Sep 2017.

magnomagus said:
I as wondering if any of you knows how 'detain" perks works EXACTLY?

The description says turn is delayed by 25%, but I wonder if that means -25% initiative or -0.25ATB. Also if the hero's ATB bar is already set to 0, can it be set to lower than 0?

-25% ATB. Can be set lower than 0 but when will be next turn of any unit, all negative ATB values turn into 0, so real detain is near 5-10% (if there are no sorcery).

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 26, 2017 04:02 PM

Thanks,

I have come to a different vision on hero initiative.
I noticed in duels if I set mass spell ATB to 0 instead of 0.1, it becomes very uninteresting for magic heroes to cast mass spells instead of level 4-5 spells, reducing the variation in their spell casting.

I'm actually thinking about raising 0.1 to 0.15 for mass spells and setting sorcery back to 0.3.

I will lower base values of spells like endurance & righteous might (+increase spellpower dependancy), so it is not overpowered for might heroes to cast them with ATB boost.

I'm also thinking generic hero initiative should not be 10 but 10.5, since average creature initiative is mostly between 10.5 and 11.5.

Morale,artifacts & haste spells cause creature initiative to raise by ~40%. So then it ends between 14-16 and sorcery 0.3 + 10.5 ini makes ~15 initiative for heroes.
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