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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Duel Map Revival!
Thread: Duel Map Revival! This thread is 4 pages long: 1 2 3 4 · «PREV
Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted March 31, 2016 04:34 PM

Hardly, there are no good H5 players left and the creators had a terrible sense of balance But a few years of dueling gives some ideas, many of which had been unexplored until now. There are also a lot of sources for inspiration like magnomagus' H5.5 project, Albolabris' Polish arena map and people's feedback here. It's a brave new world

Changes aren't always precisely balanced as I often play around and see what happens. But before long I know what tweaks are due. The idea is to keep things fun and introduce more gameplay possibilities
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Restoring the light, facing the dark.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Disciple of Elvin
posted March 31, 2016 10:57 PM

Fortress ore increase

YESSS YESS SNOW YESS MWAHAHAHHAHAHAHAHAHA

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted May 27, 2016 12:01 AM
Edited by Elvin at 18:26, 28 Dec 2016.

FACTION TIPS!



ACADEMY

Academy creatures are not strong enough to go toe to toe with most other armies so they need hero support. Turtling strategies recommended and your priority threats should be the units with the highest dps potential. Two magic schools are viable as are warmachines due to high knowledge. Summoning should probably be one of the schools as it helps with stalling and protection but summons are best saved for mid to lategame, when the opposing army has been weakened. Destructive works best as a single school, with a specialized build. Mark of the wizard affects buffs, curses, destructive and summoned objects(but not summoned units) and more than makes up for the lack of spellpower. It is best used on a unit that is guaranteed to survive long. Magic mirror has high odds to bounce direct spells but will not protect from mass or aoe spells.

DUNGEON

Dungeon creatures hit hard but also die like flies. Still, your naturally high spellpower, decent attack and initiative supports and even requires an offensive gameplay if you are to prevent losses. Charge and blast away! Dark works fairly well though summoning takes time to set up, which you might not have. Might skills recommended as elemental chains are also triggered by physical attacks. Pay close attention to your mana as empowered spells drain it rapidly and use elemental effects as much as possible.

HAVEN

Haven units are mostly average but work well as a team, whether you go all-out charge or your turtle. Haven is the only faction that can get retribution AND empathy and it can move deceptively fast with leadership and mass buffs. Dark can also be a nice surprise and vampirism works wonders for champions. Two priest stacks are recommended for better support though conscripts/brutes with battle frenzy and vitality can be great. The training cap has been increased so you can now train more peasants into archers or archers into vindicators(that are now faster!). Training footmen into priests is also nice though it may cut into your artifact and mentoring gold.

[Not allowed to increase paladins/champions with training]

INFERNO

Inferno units are fast and damaging but fall fast. You may want to charge if you are to be blocked, cast or shot at but gating is generally preferable. Tactics are great for reaching the enemy, as inferno's initiative allows you to attack first. Your lack of survivability makes battles a race against time as you may run out of steam before the enemy is weakened sufficiently. Despite that, the mana drain, dark magic and gating can stabilize or turn around a game, sometimes overwhelmingly. Inferno works great with light, leadership and has the best warmachines out of all factions. Due to mark of the damned and excruciating strike, inferno has the easiest time killing high tier units.

NECRO

Necro units are tanky and numerous but not so high on damage and initiative. With defense and curses they can overwhelm might-heavy armies but might end up hard-pressed against destructive. Dark and summoning are a potent combination though light and destructive have their uses. It is recommended to weaken enemy ranks with dark and then press your advantage with summoning. Your ballista is poor but plague tent works great due to its fixed, irresistible damage. You will normally want to turtle vs might but take the offensive against destructive/summoning casters.

SYLVAN

Sylvan forces are swift and damaging though they can be built to be durable too. They are equally good at turtling or going all-out charge and can perform well in might, magic or hybrid builds. High druids can make any magic viable so you can adapt your gameplay accordingly. If you go full charge(tactics recommended) you will likely not need to cover your ranged units and a single curse/destructive spell will not stop the rest of your creatures from dealing constant damage. Attack is low but avenger and/or luck/morale more than makes up for it. Imbued ballista is a faction highlight when available. When an imbued ballista shoots, the hero turn is reset so empathy is recommeded to stay ahead of the ballista. Sorcery does not work with rain of arrows but empathy does. Of course you won't be using rain of arrows throughout the game so sorcery is not useless either.

[Avenger is limited for balancing purposes]

FORTRESS

Fortress troops are rock solid. They can hold their ground against enemy assault, take some beating and systematically start pushing back. They do not deal much damage individually but between runes and stunning effects they don't have to. Unlike necro they can afford to take their time against destructive casters due to rune of elemental immunity, dragonform, revival.. And they seem to have the answer to everything. Curses? Rune of exorcism. Buffs? Rune of magic control. Might? Incorporeality or dragonform. Runelore gets the most out of light magic and is thus my recommended magic. Destructive mostly relies on adding mark of fire and is generally weaker than those of other factions, though it can be acceptable if you specialize in it. Dark magic(vampiring battlerage ftw) and summoning(runic armour!) are fine alternatives. Worth noting that this faction makes the most out of soldier's luck and has the fastest warmachines even if they are a bit less powerful than those of other factions.

[Rune resources are limited for balancing purposes]

STRONGHOLD

Stronghold forces are both durable and offensive. Not so fast but with good mobility and abilities that multiply their damaging capabilities. This is not a faction you can play defensively but its gameplay rewards offense and keeps feeding your rage that further protects you from damage. Orcs have two weaknesses: Dark magic(shatter dark recommended) and being caught with their pants rage down. They are more vulnerable in the very beginning of combat so it may be a good idea to keep your key units in the back lines when facing might-heavy chargers with decent initiative. They have pretty good odds vs destructive and the opponent is forced to focus fire on one unit at a time to prevent the rage from building up again. They work well with any might skill but particularly leadership and defense (due to the rage mechanics) and their warmachines are second-best only to inferno. Shout is kind of a must as it speeds up the rage accumulation. Shatter light can be important but risky since all potential light users can effectively use other magic - though stormwind certainly sweetens the deal. Powerful blow, stunning blow and excruciating strike can lead to some good hero damage but usually battle frenzy and tactics take priority.



EDIT:

As of latest version, inferno, stronghold and sylvan ballista has 2 shots, while other faction ballista has 3. This more or less makes ballista damage similar across the factions. Necropolis ballista is still pretty crappy, that's why they have a kick@ss plague tent.

Also orcs can now see what magic enemies pick so shatters are not as random an affair as before.
____________
Restoring the light, facing the dark.

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted May 29, 2016 05:25 PM
Edited by Elvin at 18:04, 29 May 2016.

With enlightenment being one of the best skills ever (+10 stats at lvl 20)I had the idea to completely remove it from the wheel and cover the lack of stats with a second artifact merchant. In addition some artifacts were tweaked or added.

The key enlightenment abilities were moved to sorcery: Intelligence under arcane training and swift mind under wisdom.

Dwarven priest and flamelord's fire immunity has been changed to fire proof(50%).



Version 1.68 up

Following magnomagus'idea, GATING now costs 50% atb for the caller and gated units start at 75% atb. Summoned armies slightly decreased but appear after 1.25 turns instead of after 2 turns!

Spell duration tweaked with most buffs/curses lasting 1 turn + 0.2 x sp, so basically +1 turns every 5 spellpower.

Tap runes moved to sorcery, though it requires fine rune to appear. It restores mana equal to 0.2 x knowledge.

Helm of chaos bonus changed from +3 knowledge to +2 knowledge and +1 sp because you could simply take off and keep the mana without losing -1 defense.

Titan's call lightning now 35 dmg from 30.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted May 30, 2016 11:35 PM

Duel Maps, so many good memories! That was so great .

If you (everyone) have some Replays to share I am always ready to watch!
____________
TWITCH|YouTube | New Arenas MoD for TotE

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted May 30, 2016 11:41 PM

I should have some Send me your skype.
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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 04, 2016 02:29 PM
Edited by zaio-baio at 15:22, 04 Jun 2016.

Zenithale said:
Duel Maps, so many good memories! That was so great .

If you (everyone) have some Replays to share I am always ready to watch!


Lots of replays here, mainly final battles on ubi/rmg/toh maps. Zaio-Baio is my nick on game ranger and vaseto91 on ubi.com.

Edit: Latest 5-6 replays are vs noobs, not so interesting to watch.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 04, 2016 02:34 PM

Elvin said:
Hardly, there are no good H5 players left

Willgefors still plays and i beat him, so ...

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted June 04, 2016 02:50 PM

Then join us I'm Elvin224 on skype.
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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted June 04, 2016 08:49 PM

You made all these maps and none of you thought to make them working on Heroes 5.5 too.

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted June 04, 2016 08:54 PM
Edited by Elvin at 09:09, 09 Jun 2016.

I did. Turned out way too much work because the scripts are broken and there are pages and pages of code that need to be re-written.

New update!

Attack and defense bonus now 3.3% from 5% to make the pace of the game a little slower.
Leaper jump 5% dmg bonus from 10%.
Forest rage now unlocks forest guard emblem.
Gargoyles are now mechanical instead of elemental. With march of the machines they get +2 speed.
Teleport assault moved to light (master of wrath)
Refined mana moved under master of blessings from wrath.
Arcane excellence moved under wisdom.
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Restoring the light, facing the dark.

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted June 15, 2016 11:06 PM

@Elvin: If you don't mind I would prefer a mediafire (or whatever) link, maybe I am not the only one who want to watch your Replays.

@zaio-baio: Thanks for the Replays, but I am more looking for balanced/interesting fights, not just slaughters Turn 1-2 (especially Paladins charges).
____________
TWITCH|YouTube | New Arenas MoD for TotE

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted June 17, 2016 09:14 PM

Sure, here you go Let me know when you watch and I'll post some more.
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dredknight
dredknight


Supreme Hero
posted June 18, 2016 12:59 PM

Zenithale said:
@Elvin: If you don't mind I would prefer a mediafire (or whatever) link, maybe I am not the only one who want to watch your Replays.


You may want to check Belisarius youtube channel.
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Looking for an opponent? Check the HoMM 5.5 Tavern!

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted June 18, 2016 11:17 PM

@Elvin: Great!

@dredknight: Thanks a lot to you too, I will watch for sure!
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TWITCH|YouTube | New Arenas MoD for TotE

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted July 03, 2016 10:44 AM

I really want to play some of this again!

But do I have to uninstall Heroes 5.5 in order to do so?
____________
"You turn me on Jaba"
- Meroe

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted July 03, 2016 10:49 AM

I don't think so. Just install 3.1 on a separate directory from h5.5 and you'll be fine

Do you have skype?
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted July 03, 2016 11:56 AM

Okay, I'll try that later.

Of course I do, I pm you!
____________
"You turn me on Jaba"
- Meroe

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted July 03, 2016 03:01 PM
Edited by Elvin at 22:25, 15 Feb 2017.

An update to celebrate jaba's return

GENERAL

- Ability descriptions now show what unlocks what!

- Non-stronghold factions can now choose a magic skill of their choice for free while orcs can pick shatter dark! Now it is far easier to pick your magic specialization.

- Level cap at 19! Now factions start with either advanced racial or basic racial + 1 core ability.

UNITS

- Thanes and fire dragons now slightly less hp but they have same numbers as the rest.

- Basic priest is now called battlepriest and is a might-focused upgrade with ranged retaliation!

- Lich master now has sorrow instead of weakness.

- Centaur nomads now have wounding shot.

SKILLS

- Fine rune now unlocks runic machines. Now dwarves can pick both ballista and tent in warmachines!

- Retaliation strike now unlocks unstoppable charge!

- Guardian angel back in training.

- Last stand moved to vitality since it was rarely picked.

- Evasion now unlocks stand your ground -> preparation.

- Tent now heals 195dmg(10 shots) and ballista damage has increased to compensate for one less shot per round.

- Necro only has plague tent, not flaming arrows. As compensation it is the only faction with access to ring of machine affinity.

- Dark Renewal (now Arcane Renewal) moved to sorcery(arcane training)

- Exorcism moved to sorcery(secrets of destruction)

- Mana burst moved to sorcery(arcane ward)

- Elven Luck (now Critical Hit) for all races.

- Seal of Darkness moved to master of curses.

- Banish moved to master of animation.

VISUALS

- Starting area visuals improved.

- Alternative treant visual mod!




TLDR VERSION:

- Descriptions now show ability requirements
- Easier to pick magic abilities of your choice.
- Dwarven forces equal to other factions but rebalanced.
- Warmachines rebalanced so as not to need the ring.
- Elven Luck goodness for everyone.
- Defense, Destructive, Sorcery and Dark trees rearranged a bit.
- Third haven priest upgrade, might-focused.
- Lich master now has sorrow instead of weakness.



Latest Version
Duel Map W5

- Army strength of week 5 instead of week 6 and heroes are lvl 19.

- Ingame improved descriptions! Don't know what a skill unlocks, what an ability's modifier is or a skill does? It's all there, no need to check this thread!

- Artifact multiple choice! Now there is a choice between 3 one-way portals for 2 minor, 1 major and 1 relic artifact accordingly. More possibilities for developing your hero stats and build.

- Starting morale is at +1! Now morale abilities are a lot more important.

- No luck/morale arties! That prevents random overkills, especially from warlock's luck. That also means that with expert luck/leadership your hero can get max 3 luck/4 morale.

- Morale and morale-themed abilities tweaked accordingly:

Morale boost is back at 50%.
Banshee howl -1 luck/morale, -15% init.
Benediction +1 att/def/morale, +15% init.
Empathy +7.5% atb.
Retribution +3% dmg/morale.

- Fortress no longer has elemental boosters but has a guaranteed fireball. Fortress path to destructive now depends on mark of fire, as originally intended



- Battlecry no longer gives a speed bonus. Turned out too much!

- Warcries now give 30 rage regardless of tier. Rage should not be a factor for your warcy choice.

- Chance-based ability descriptions now display the factor of triggering. For instance bash factor is 1.5 while whip strike is 3.0. You can consider 1.5 the average factor(bash, assault, blind, cripple, mark of fire).

- Summon elemental description now explains what types can be summoned in each terrain.

- Boneward removed from necro since it is no longer needed.

- Guardian angel now unlocked by master of abjuration in light magic. All races can get it except necro.

- Tweaked favoured spells for better build variation.
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Restoring the light, facing the dark.

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted February 15, 2017 10:24 PM

Next map version will have next to no spell/artifact bans though some have been tweaked a little. Artifact set bonuses are also back which makes artifact selection more important when developing your hero.

- Added one artifact merchant(3 total)

- Divine vengeance nerfed and moved to tier 5.

- Some relics are now cheaper.

- Some set bonuses rebalanced.

- Haven paladin training no longer has restrictions! An experimental change admitedly, though more paladins means less artifacts so it may turn out fine. Being tested.

Random Duel Map TEST version

Enjoy
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Restoring the light, facing the dark.

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