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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Would you change the skills in HotA?
Thread: Would you change the skills in HotA? This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted January 09, 2016 06:58 AM

And mine.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 09, 2016 09:18 AM

The "reward points" does sound kinda interesting, but HotA would never implement it, so it is off topic. You are of course welcome to implement it in WoG/Era.

I agree about screwing up your main though, that's why I would like optional Witch Huts and Scholars and yeah maybe the Market of Time.
9th and 10th skills would also be nice, 8 feels very limiting, especially if one is reserved for navigation.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 09, 2016 11:17 AM

Agree 2 more skill slots are handy. I like have balanced Barbarian in both combat(offense, armo, archery, tactics, artillery) and have both earth and air with wisdom.

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gatecrasher
gatecrasher


Famous Hero
posted January 09, 2016 11:42 AM

Lol, why not have heroes get all secondary skills then?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 09, 2016 12:02 PM

Having 1 or 2 extra skillslots would'nt hurt anyone, when there are 28 skills to choose from. Besides heroes max out their skills pretty soon and additional levels are just a single statpoint and maybe a bit more to their speciality. Having 2 skills more would give 6 more exciting level ups.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 09, 2016 03:55 PM

Hello everyone,

I used to play a lot of h3 before now I dont play it anymore for the reasons below. I think some of them may be the reason for your issue but I guess I will through what I have and you decide if it is helpful or not.

There are 2 MAIN issues with heroes 3:
First face it up, there is a best BUILD for each faction (may be best build for all factions but I will restrain from that due to some magic restrictions for some races).

One always wants offense, defense, archery, Air or Earth (slow haste respectively), Luck or Leadership, Logistics, tactics.

On the other hand you got plenty of skills which are considered second or even third grade.
Eagle Eye, Pathfinding (sometimes), Navigation, Intelligence, Sorcery, Scholar (sometimes good for secondary heroes), Mysticism, artillery (it was kind of buffed in World Tournament no idea how it is in hota), scouting

I would say, if you want to balance the game statistics is your best friend. Ask people questions - which perks do you pick the least and why. there is a reason for that skill not to be picked and I bet everyone knows why it just we are so used to playing that way it is that we dont care to fix it.

Here is my concrete stuff regarding the skills themselves:
I. Logistics and Other skills
- Scouting and Pathfinding - both of them are second hand as they are somewhat situational (you need scouting to get a first glimpse of your enemy or get a fast idea of how the map is organized, however that is not the case if someone else has done the exploring already or you have used a HUT for map visual). I would suggest combining both skills into one. This somewhat give great ability to the hero in just one slot.
- Ballistics and first aid - stack them together in one slot. Ballistics is very situational while first aid is not that powerful.

I dont know how it is in HOta but in World Tournament on expert balistics gave "no obstacles penalty" to archers which is good addition in case you keep them separate.

Single first aid can be made to max heal unit on expert lvl and not just 100 points on expert + some goods like +5 bonus mana regen per day/battle.

Magic skills

Basically the formulas for effects should be made in such way that they can be affected by Spellpower points. For example haste gives 1 square + 1 for every 10 spellpower (just imaginary values).

Damage values for spells should be better adjusted.
There are so many things that can be done here...

Offense skills

Not much to say here. may be they should be further expored afther change number DUO

Problem number DUO CLASS BALANCE -> This issue is like the immigrants in Germany, when brought up everyone keeps quiet and let is pass away.

Basically the balance between Might and Magic classes is completely zero.

1. Might heroes have great advantage over Attack/defense ratio. 1 attack is 5% more damage which is huge! (Same goes for defense/attack ratio which is 2.5%).

Here is an example -> Might vs Magic hero -> Might hero has 20 more attack than the magic -> this means that Might hero doubles his creatures damage utility just as his stacks are DOUBLE in number.

Magic hero has 20 more spell power than the might -> Spells with effects are just as strong as the one casted by Might hero (only duration is less). Spell with damage do miserable damage as a whole.

Basically Magic heroes has
- the same haste as the might heroes
- Same slow as the might
- same berserk
- same stone skin.
- same shield

You get the point.

2. After getting a 10+ something defense points + expert defense you stop losing army in PvE. Magic heroes will always lose army due to low defense/offense points.


Solution: Start by fixing balance between might and magic classes this will open up for a lot of changes in secondary skills!


This is it from me and..... I am gone !




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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 09, 2016 04:22 PM

Good, long post dredknight.
I am also concerned with the balance between might and magic heroes.
Might heroes are simply better because of higher attack and defense and if they lack spellspoints it's not a major problem with Intelligence, wells, magic springs, mana vortexes, Wizard's Well etc.
That is also why I would like particularly 4 skills to be buffed, Learning, First Aid, Eagle Eye and Mysticism. The last 3 will benefit magic heroes most, Learning will benefit both classes about the same and as it is now, Learning is just useless.

Happy to see almost everyone agrees with me, was'nt really expecting that. Hope HotA will do something about it not too far into the future.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted January 09, 2016 05:34 PM

Personally I wouldn't call choosing luck particular optimal.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 09, 2016 05:45 PM

Yeah, Luck is not that good, but it's better than those 4.

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted January 09, 2016 11:49 PM

Magic beats Might with the right spells and skills, but magic alone without some punch won't. And never underestimate a Might hero, even with weaker troops or with poor magic skills, the skills can really stimulate the creatures. Of course, having a Hero strong in both is the best idea, but the classes exist for a reason.

I don't know just how to make them "balanced" since they rely on different skills and factors. which is why this division exists.

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bloodsucker
bloodsucker


Legendary Hero
posted January 10, 2016 12:48 AM

Drakon-Deus said:
having a Hero strong in both is the best idea, but the classes exist for a reason.

Use Neela or Gundula, they're good at both specially now that Neela starts with Tactics instead of Scholar.

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sirironfist
sirironfist


Known Hero
King of the ogres
posted January 10, 2016 12:51 AM

OhforfSake said:
Personally I wouldn't call choosing luck particular optimal.


Luck has already become much more valuable since you can have negative luck in Hota.
This is what I love so much about Hota, it adds things which feel like they should have been in the game from the beginning.

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted January 10, 2016 01:09 AM

bloodsucker said:
Drakon-Deus said:
having a Hero strong in both is the best idea, but the classes exist for a reason.

Use Neela or Gundula, they're good at both specially now that Neela starts with Tactics instead of Scholar.


Never tried Gundula much, in the original, Stronghold had more attractive names... Neela I did play before, but Tower is a pretty demanding Town to build, again, with no mods.

Thanks.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 10, 2016 09:30 AM

Yeah Wizards Castle is most expensive faction in Heroes 3. Don't forget that Inferno, Dungeon and Conflux can clear map with Armageddon. Efreets, Dragons and Phoenixes are only creatures for magic hero to hire.  Malekith is best Armageddon.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 10, 2016 09:35 AM

...and Rampart.

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Baronus
Baronus


Legendary Hero
posted January 10, 2016 12:15 PM

It is possible edit all hero skills in Heroes III. Everybody can.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 10, 2016 12:22 PM

Could you please tell me the easiest way to do that, then?
But it will be reset with every HotA update I suppose.

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bloodsucker
bloodsucker


Legendary Hero
posted January 11, 2016 12:04 AM

phoenix4ever said:
Besides heroes max out their skills pretty soon...
That's why I said "EXACTLY" like in WoG. In WoG those skills are optional and have no restrictions: battle mages can learn Navigation and Necromancers Leadership, etc... In this case, even if the hero gets one or two really bad skills, he has the opportunity to wait till he finds the one that suits him and only then learn it.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 11, 2016 12:11 AM

You mean they can learn all skills when leveling up or in universities? Hmm I don't know about that, but I would like 10 skill slots.

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Baronus
Baronus


Legendary Hero
posted January 11, 2016 10:27 AM
Edited by Baronus at 11:00, 20 Jan 2016.

You can find in HotA exe the same area like Heroes3.exe and look at this:
http://www.celestialheavens.com/forum/7/14543
HotA heroes are in HotA dat. Its a short file. You can edit all using HexD editor.

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