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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 ... 131 132 133 134 135 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 22, 2016 01:44 PM

Quote:
That's surprising, how can necro survive a warlock using sorcery + mark + warlock's luck? Even a destructive academy can beat necro silly, unless we are talking a huge army. But too long games normally do not exist in multiplayer, battles usually happening within week 4-6.


was my idea initially, but in practice, you will rarely be able to set it all up properly in such a short timeframe , even if all random pop-ups are exactly right, you will not have enough knowledge. The mana costs are enormous especially since many spells got more expensive in RC6.

I am aware however , energy channel is still an issue and needs to be replaced with mana feed, unless deflaktor can fix it.
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matod
matod


Adventuring Hero
posted February 22, 2016 02:00 PM

i agree with Elvin , and dreathknight we tryed this one it was our first game do you remmeber i did actualy even play the game just stroming yours castle , and the fact that armagedon gives caster victory screen its not helping too.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 22, 2016 02:13 PM

matod said:
i agree with Elvin , and dreathknight we tryed this one it was our first game do you remmeber i did actualy even play the game just stroming yours castle , and the fact that armagedon gives caster victory screen its not helping too.


Yeah I do remember . But I want to try this again with RC6 mana requirements + it was fun, wasnt it?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 22, 2016 02:46 PM

Quote:
and dreathknight we tryed this one it was our first game do you remmeber i did actualy even play the game just stroming yours castle ,


I recall the tactic was not properly countered with shatter destructive because the skill was underpowered and the dmg loss below expert level was too small, both of these issues should now be fixed.


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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted February 22, 2016 07:11 PM

Well...You will soon see how OP the Wizards are.

So, no matter how rebalanced the wizards' units and hero skills are done, that faction always gets to be OP. Main reason, a very good Academy player will, still, find a newer way to literally overwhelm any other factions.

In the case of the Necros., their innate weakness to light, water and, air spells will always seal their fate to absolute ridicule of losses against a very strong spell-casting hero such as the Wizard one + their elite and champion units with get to guarantee such doom in a true biblical sense of the word(doom). Moreover, the Necros. are the true embodiment of the purest form of evil, ever. Every thing that encompass the environmental surroundings of true animal life will eventually win over the dead that refuses to remain dead(undead).

Even the Dark-Elves of the dungeon faction will, inadvertantly, end up using life bound spells to make the most of the undead's innate weakness(real living flesh and blood). That is also the reason behind the use of the heal spell against the undead in Heroes VII.


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Forsberg
Forsberg


Adventuring Hero
posted February 22, 2016 11:29 PM

I like ballista skill.
Is there way to make it 4-5 shoot? Add some kind of spells to it? Decrease luckmorale attacked unit?

I find medic hut skill a bit weak, it does maximum damage of 150 if I remember correctly. It'd be nice to add more random spells when machinery is being used.

Archers in Haven have removed long shot (or whatever it is called, no penalty for distance). IMHO they are useless now.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 23, 2016 01:39 AM

Quote:
I have also been rethinking the no range penalty on crossbowman, it seems great but there are actually various problems with the current haven t2 setup:

-role of crossbowmen is strictly early creeping with light magic heroes, if you find the unicorn hornbow later, crossbowmen are completely pointless and have nothing to offer.

-wide dmg gap of 2-8 doesn't synergize with red heroes at all since they don't specialize in light magic

-scatter shot+precise shot is OP, so I had to cripple precise shot back to 3 tiles to make it hardly relevant, waste of ability.


I think better solution:

Remove no range penalty and boost dmg by 20%: 4-8 + no light magic dependency.

move precise shot to crossbowman and extent the range

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 23, 2016 12:53 PM
Edited by Elvin at 13:02, 23 Feb 2016.

A good starting point is that 2-8 dmg with no range penalty is op. Either the full range has to go or dmg should be reduced. I chose thelatter to keep the original gameplay and gave force arrow to marksmen for the 30% defense reduction. Works fine as an extension of precise shot(30% from afar, 100% from up close) but it has the side-effect of knocking back enemies on occasion.. It is not easy to reconcile a point blank focus with a distant range focus. I doubt they can be accurately balanced just by tweaking the original abilities since they are too different to evaluate in practice.

Alternatively.. crossbowman exchanges no range penalty with force arrow and marksman keeps precise shot. That way you compare a general 30% reduction plus knockback with a 100% close range reduction. That should work too. I'd change precise shot range to 4 though, to make it more usable.
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Nordos
Nordos


Known Hero
posted February 23, 2016 12:54 PM

Ah, that reminds me: the description of Crossbowmans says 'Range: full' Just a minor one

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 23, 2016 01:35 PM
Edited by dredknight at 13:13, 25 Feb 2016.

Another typo on Sorcery page "Arcane Brillance" should be "Arcane Brilliance"

P.S.

Magno, while arranging classes I found out something.
Barbarians have the same class tree but when I noticed their second secondary skill (the one after bloodrage) is not mentioned in the table.



It seems that they either have access more skills than other heroes or some of the shatters are replaced by the skills.

For example, what is the chance to get shouting or enlightenment?
How do they fit in the table?
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Belisarius
Belisarius


Promising
Known Hero
posted February 25, 2016 03:59 PM

ok, so this is what I've come up with for presenting race/classes with heroes incl. a little bit longer video (per race/fraction), with primary skill on top and heroes spec. below.
video is showing only one race/fraction = fortress.

I still don't have a clean logo of mmh5.5, and don't have a clue how the starting screen with legal rights (ubisoft, nival etc.) should look/state.

fortress video

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted February 25, 2016 04:20 PM

Nice video, maybe they shiuld be finally more promoted in some way to more people know about them

And how goes the work about the skilltrees? I mean, is this a final appearance or something like Aurelain's skillwheel is planned?
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knezmilos
knezmilos

Tavern Dweller
posted February 25, 2016 04:31 PM

Can someone explain me difference between hard and heroic difficulty or link me post if someone already did? I have a feel that "hard" is too way easy and "heroic" much much more difficult...

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Forsberg
Forsberg


Adventuring Hero
posted February 25, 2016 05:28 PM

And I have problem with easy with Casual Game

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thGryphn
thGryphn


Promising
Famous Hero
posted February 25, 2016 08:30 PM

dredknight said:
Another typo on Sorcery page "Arcane Brillance" should be "Arcane Brilliance"

P.S.

Magno, while arranging classes I found out something.
Barbarians have the same class tree but when I noticed their second secondary skill (the one after bloodrage) is not mentioned in the table.



It seems that they either have access more skills than other heroes or some of the shatters are replaced by the skills.

For example, what is the chance to get shouting or enlightenment?
How do they fit in the table?



I noticed and mentioned this way back at the end of page 109.
It seems, from that infograph that only Chieftain gets Shout and only Veteran gets Enlightenment.

Magno's response was: "@ThGryps: stronghold cannot have real classes, hardcoded issue, same for avenger skill."

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 25, 2016 10:56 PM

The barbarian skill manual says it exactly how it is.

@knezmilos: Is this in the campaign?

@belisarius: look in MMH55-data.pak UI/Mainmenu2
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knezmilos
knezmilos

Tavern Dweller
posted February 25, 2016 11:38 PM


@magnomagus: Is this in the campaign?

YES campaign.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 26, 2016 11:23 AM

Ok then it is only related to specific scripts in specific maps created by Nival, not worth fixing IMO.
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lanteean
lanteean


Hired Hero
posted February 26, 2016 01:21 PM
Edited by lanteean at 13:21, 26 Feb 2016.

i just started to play this mod, it is fantastic

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knezmilos
knezmilos

Tavern Dweller
posted February 26, 2016 01:34 PM

lanteean said:
i just started to play this mod, it is fantastic


It is great but I do not recommend it for Campaign play..

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