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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 50 100 150 200 250 300 350 ... 378 379 380 381 382 ... 400 435 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 22, 2019 09:58 PM

Oh, sure. Weakens bless as well but overall 3-4 better.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 22, 2019 11:02 PM
Edited by magnomagus at 23:14, 22 Aug 2019.

updated article with missing info:

-Mind reaver spec boosts knowledge by 1 for every 7 levels.
-Chosen of chaos spec boosts luck by 2 at level 20.
-Maeve no longer boosts haste spell, instead gets faster turns.

RMG

-Fixed issue with too many minor artifacts in treasure zones with some templates, issue existed in RC10-11 but not old versions.
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azalen
azalen


Responsible
Known Hero
posted August 22, 2019 11:43 PM
Edited by azalen at 23:45, 22 Aug 2019.

Just read the RC12 changes.  Looks awesome!

I particularly like the Untamed Cyclops change

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Caracal
Caracal


Adventuring Hero
posted August 23, 2019 05:42 AM
Edited by Caracal at 06:56, 23 Aug 2019.

I'm wondering why nerfing stalker creeping. Is it really so powerful among high lvl players? I struggle vs everybody I know with dungeon as it is.This will cripple dungeon even vs AI now, at least for me. How about curbing heroes with balista specialization who can finish small maps in less than a month?

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azalen
azalen


Responsible
Known Hero
posted August 23, 2019 09:27 AM

Caracal said:
I'm wondering why nerfing stalker creeping. Is it really so powerful among high lvl players? I struggle vs everybody I know with dungeon as it is.This will cripple dungeon even vs AI now, at least for me. How about curbing heroes with balista specialization who can finish small maps in less than a month?


The issue with Stalker creeping is that it made a mockery of the game mechanics.  With the change, creeping will still be an effective tactic, but you will have to do more things like 6 1 unit stalkers and being smart with your unit positioning.  It won’t be a single answer to every battle, forcing you to have a diversity of tactics and spend money on other resources.

War machine heroes are powerful, but they are still within the game mechanics, and they are not so powerful that you can destroy gate keeper stacks with war machines alone (they are a big piece of the puzzle, but not a single answer).

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Caracal
Caracal


Adventuring Hero
posted August 23, 2019 11:08 AM
Edited by Caracal at 11:41, 23 Aug 2019.

I can agree that it will make games vs AI more interesting but in PVP where this strategy was already mediocre now it just became useless. And with dungeon's inferior army size to every other castle this will require coming up with new strategies. I agree that it was broken vs AI but this nerf just hurt dungeon's PVP capabilities greatly. I might consider swapping main town in pvp now or just abandon pvp altogether(end of rant). I would like to hear from experienced dungeon pvp players regarding this. Perhaps I'm sorely mistaken.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2019 11:34 AM
Edited by magnomagus at 11:39, 23 Aug 2019.

Ok first of all, the invisibility nerf has nothing to do with strength of dungeon as a whole. It is about upgrade vs upgrade.

If I look at dungeon balance as a whole then I use the shooters as baseline, since their effectiveness is less polarized.

Dungeon doesn't have war machines, but might has recruitment and easy access to aura of swiftness.

The idea that invisibility is now useless is just not true, with sorcery, smart delaying and 1-unit stack tactics you can still get many free spells before your units need to do anything. But this is more about week3+ then about week3-, because very early you don't have the mana to cast so many spells per battle anyway, so 2 or 3 turns wouldn't make much difference for this strategy.


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Caracal
Caracal


Adventuring Hero
posted August 23, 2019 11:53 AM
Edited by Caracal at 13:28, 23 Aug 2019.

I don't say it's useless for creeping. I think it will be useless in PVP scenario, but perhaps I'm talking from my butt. After all my pvp experience is limited to couple of games where I got demolished by more experienced players. Perhaps I rely on stalkers too much and need work on different strategies than stalker hit and run. My main experience comes from map Let's Fight where I get 200 mana week 2 so casting is not a problem. Problem will be keeping up with heroes like Sheltem who last time destroyed me in my starting zone beginning of week 4. Maybe Let's Fight isn't as fair as I believed, anyway I would love to hear from dungeon pvp players.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2019 12:00 PM
Edited by magnomagus at 12:08, 23 Aug 2019.

invisibility creeping = more troops in final battle, so if you are talking about hero vs hero battles against good player, then it may be wise to retrain to shooters instead of deal with complexity of maximizing invisibility benefit.

EDIT: 200 free mana actually makes the map a bit stacked against might, but if the problem is with Sheltem, then dungeon has nothing to do with it.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 23, 2019 12:07 PM

It is hard to reconcile hero battles with creeping. Invisibility or war machine usefulness can vary wildly.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 23, 2019 12:16 PM

Caracal said:
My main experience comes from map Let's Fight where I get 200 manager week 2 so casting is not a problem. Problem will be keeping up with heroes like Sheltem who last time destroyed me in my starting zone beginning of week 4. Maybe Let's Fight isn't as fair as I believed,

Lol rush-based maps cannot be used as an example of balance. That said, warlocks should have top tier earlygame so I find it surprising that they would be effortlessly trashed. Unless we are talking heroes like Haggash that are not only great but also benefit from dwelling and second town extra centaurs. Stronghold is to be feared
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bulya
bulya


Adventuring Hero
posted August 23, 2019 01:02 PM

Elvin said:
Caracal said:
My main experience comes from map Let's Fight where I get 200 manager week 2 so casting is not a problem. Problem will be keeping up with heroes like Sheltem who last time destroyed me in my starting zone beginning of week 4. Maybe Let's Fight isn't as fair as I believed,

Lol rush-based maps cannot be used as an example of balance. That said, warlocks should have top tier earlygame so I find it surprising that they would be effortlessly trashed. Unless we are talking heroes like Haggash that are not only great but also benefit from dwelling and second town extra centaurs. Stronghold is to be feared


Never played Haggash before, but now when I see her special I see why she can be strong. I might try her this weekend, seems like a nice hero to experiment with magic Stronghold. I guess the order she gets the spells can make one game easier while another one harder.

I wonder if there are many heroes that I missed due to playing the more straightforward games and not considering playing some of the classes of the different factions.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2019 01:03 PM

now you get mixed up with TOE, Sheltem is fireball-ballista inferno hero, and Haggash is now stronghold magic.
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bulya
bulya


Adventuring Hero
posted August 23, 2019 01:34 PM

magnomagus said:
now you get mixed up with TOE, Sheltem is fireball-ballista inferno hero, and Haggash is now stronghold magic.


I actually think that Elvin had it all right. Sheltem is very strong on rush maps like Lets Fight!, and perhaps Haggash is strong on those as well, though I didn't play her yet (the factions have nothing to do with that).

Sheltem's strength on a rush map is that he starts with Attack and WM, so its a very short path to flaming arrows + tripple balista. On top of that he has his special which makes his balista very strong early on in the game. While later on the gating perks Pillager and Imp Scvangers allow him taking a lot of fights on those maps and having an income out of all that, while losing a minimal amount of army due to his strong Balista and the gated creatures he can have. So he gets to rush those rush based maps with ease and have the income for an army the other hero should not have with the income he has.

But I agree with what was said above that rush based maps shouldn't be considered as those we should balance heroes for. On an ARMG map Sheltem isn't as strong, and  while still strong early on he can get weak if the game drags for a long enough time, as those gating perks won't give him as much as they do on rich maps. While WM, gating and flaming arrows don't scale that well into the later stages of the game. Not to speak that when he faces a hero his balista can be simply destroyed on turn 1 (or even earlier with swift mind) which makes a lot of those level ups useless in such a battle.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2019 01:56 PM

..but haggash has nothing specific with centaurs.

Last time I looked into Iron maiden/lord spec was many many years ago, I set  a negative start value, so it does only 1 dmg for first few levels, but now looking at it again, it is not enough. Somewhere 15-20 it can  double the DMG of the ballista, while the regular ballista spec would boost around 40% and also be physical dmg. I recommend banning Sheltem/Minasli in PvP until next version.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 23, 2019 02:14 PM

Oops My bad.
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Caracal
Caracal


Adventuring Hero
posted August 23, 2019 03:23 PM

Bulya I think you want to check Gorshak. He is the hero with centaur specialization now, not Haggash.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 23, 2019 03:28 PM

I would like to point out that many of the balance opinions are based on non-ARMG maps like "Lets fight" and other similar where:
- in one day a hero can make up to 6 battles
- On such maps hero has access to at least one mana well every day

Such maps greatly tilt balance towards non-unit dependent heroes - Destructive, Summoning and War Machines oriented.
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Caracal
Caracal


Adventuring Hero
posted August 23, 2019 04:30 PM

I thought that since Let's fight is TOH map it is well balanced. Any recommendations regarding small, normal, large maps good for testing hero/faction limits??

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bulya
bulya


Adventuring Hero
posted August 23, 2019 04:56 PM

I know about Gorshak, and when I play Orcs he is one of the heroes I consider first. I played him many times, and he is one of the stronger heroes among the orc heroes I played. I managed to get similar results with him as the Haven heroes I played like Dougle, Irina or Duncan.

On the other hand, I never played orc heroes of less might oriented classes, not to speak of magic oriented classes like Shamans or Witches. So perhaps I missed something while playing them, and perhaps trying out a magic orc hero can be nice as well. The daughter of light and daughter of nature specs seem interesting (I have never checked those specs before).

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