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Heroes Community > Library of Enlightenment > Thread: If you could add one spell to H3, what would it be?
Thread: If you could add one spell to H3, what would it be? This thread is 2 pages long: 1 2 · NEXT»
keldorn
keldorn


Promising
Known Hero
that casts green flames
posted January 07, 2017 10:55 PM

If you could add one spell to H3, what would it be?

This is a question that kept me awake yesterday at night Yeah I know, I know, I should really get out more. But still, I think this is a really interesting topic and very well discussable with the community. Think carefully and choose wisely. My money is on 'Fog of Blinding' which I imagine as a level 5 fire spell, with a similar effect to Blind, but it comes with an area of effect, just like berserk. Mass blinding if you like. I think that would give the school of Fire Magic a much needed boost, making it comparable to the other 3 magic skills. As of this moment, Sacrifice, Fire elementals, not even Armageddon can justify picking Fire Magic over any other school (in normal match play), but with a spell like Fog of Blinding, you would get one extra reason to go for it. What are your ideas?
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 07, 2017 11:27 PM

Would'nt mass blind be a bit overpowered?, blind is already very good.
But most people consider Fire the worst school, myself included and Fire also lacks a spell compared to the other schools.
But here is my spell:
Damnation - Level 4 Fire spell, think of it like a "Reverse Prayer", lowering enemies attack, defense and speed and becoming a mass spell at expert like Prayer.
Also I would boost the damage of Frost Ring, Fireball and Inferno and lower damage of Armageddon.
Alternatively Water lacks a good damage spell so how about:
Avalanche or Tsunami - Level 5 Water spell area attack with nice damage.

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bloodsucker
bloodsucker


Legendary Hero
posted January 08, 2017 01:27 AM

Vampiric Touch or something that lets you retaliate no-retaliation creatures.

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HeymlicH
HeymlicH


Famous Hero
posted January 08, 2017 02:17 AM

Corpse Explosion

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 08, 2017 08:16 AM

Definitely Undress Spell

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tax_375
tax_375


Hired Hero
posted January 08, 2017 11:36 AM

I would add expert lvl 5 water magic flood similar to armageddon except you can set the area of the spell from target hexa column until enemy lines.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 08, 2017 11:49 AM

1.) Transfer creatures to enemy like a Settlers III (Air 5lvl)
2.) Ghost ability to undead armies like a Fear spell (Air 4lvl)
3.) Town Portal, enemy escape with his armies like a Heroes IV (Earth 4lvl)
____________
Fight MWMs - stand teach

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tyranuxus
tyranuxus


Hired Hero
posted January 08, 2017 01:45 PM

So good, that none of that ideas will be added to the game. It will ruin it too much. I think, that first we should change useless spells like "Remove Obstacle" and make other "Slow/Haste" etc. more attracted to the level of spells. Someone said good, that Water spells need upgrade, on other hand, Water is kinda more defensive than Fire; and there comes the differences.
My opinion is not making new spell but repair what we have. Of course Fly/DD included.
Let me know, if you have similar minds.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 08, 2017 05:48 PM

Spells casted by creatures like: Paralyze, bind, Age, ston gaze etc.

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keldorn
keldorn


Promising
Known Hero
that casts green flames
posted January 08, 2017 08:36 PM

Oh yeah, there is one aspect of this question that I neglected to mention. There's a difference between 'I'd love if I could cast that spell' and 'I'd love to see that spell in the game'. The first category is fun to play, but might ruin the entire game. I think my idea of mass blinding actually falls into this category. On the other hand, you could consider this question as an opportunity to further balance the game, by creating a spell that might not be very spectacular to cast, but adds a nice balance to the game. Of course, neither of these two cases will happen to H3, so it's nice to fantasize about it. Oh and Sal, I'd love to take a look under a Sprite's hot, blue dress with your spell Does the expert level spell come with a mass effect?
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batoonike
batoonike


Known Hero
posted January 09, 2017 09:06 PM
Edited by batoonike at 21:20, 09 Jan 2017.

Level 1 mass fire spell that gives a large damage boost to all your creatures. Like 30-40% on expert level. So it beats expert shield.

On the silly side, a spell that eats up huge chunk of mana, like 150 points, and gives you 2 new casts for this turn. Would put it in water at level 2-3, as low level spells are traditionally supposed to be better.

Mana burn. Costs power * 10 mana. Removes the same amount of mana from enemy and deals 1 damage to all enemy creatures for each mana the enemy lost (if he doesn't have points then it stops doing damage). That would allow magic heros to suck might heros dry in some cases and dominate with blind, slow etc later.

Upgrade unit temporarily. Costs 20 points per level. Lasts like normal beneficial spells. Max unit level is capped depending on water magic level: none: level 1, basic level 4, advanced, level 6, expert level 7.

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bloodsucker
bloodsucker


Legendary Hero
posted January 10, 2017 12:21 AM

batoonike said:

Mana burn. Costs power * 10 mana. Removes the same amount of mana from enemy and deals 1 damage to all enemy creatures for each mana the enemy lost (if he doesn't have points then it stops doing damage). That would allow magic heros to suck might heros dry in some cases and dominate with blind, slow etc later.

I see you also play Etherlords.

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Homer171
Homer171


Promising
Supreme Hero
posted January 10, 2017 12:34 AM

Hmm.. Armour Break 50% normal and 90% on expert cuts enemy creature defence stat.

Mass Frenzy would be nice double edged sword as well..

Quick Strike - No enemy retalation ability


Not balance wise but I would like to see them on H3

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batoonike
batoonike


Known Hero
posted January 10, 2017 05:09 PM

bloodsucker said:
batoonike said:

Mana burn. Costs power * 10 mana. Removes the same amount of mana from enemy and deals 1 damage to all enemy creatures for each mana the enemy lost (if he doesn't have points then it stops doing damage). That would allow magic heros to suck might heros dry in some cases and dominate with blind, slow etc later.

I see you also play Etherlords.


Naah, mana burn is a good old cliche ability in every other game

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted January 10, 2017 06:56 PM

Lv 5 Water Spell, I guess, Mana Field: on a given area, spells cast on it have increased effect (such as mass effect, AoE, more damage, more duration). Area is only visible for the caster, but enemy spell casting can benefit from it.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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heroes3
heroes3

Tavern Dweller
posted January 11, 2017 12:18 PM

Maybe something opposite to 'frenzy'.
Something that downgrades your attack points to zero, and upgrades your defence points.
Might be helpfull when you try to surround your shooting creauters with others and defend them from hostile creatures.

But like 'tyranuxus' I'm glad with heroes the way they are, and I'm glad it's only our fantasy

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Sun_Carrier
Sun_Carrier

Tavern Dweller
Carry the Sun!
posted February 05, 2017 02:58 PM

Oooooh! I've been coming up with ideas for this kind of stuff and this is a perfect opportunity to share them.

Let's see... First one:
Summon Creatures - 5th level spell, any magic school (like Magic Arrow). Summons a random amount of creatures on the battlefield. The level of the creatures depends on the Spellpower of the caster and the amount of creatures depends on the knowledge of the caster.

Another one:
Sky Curse - 5th level spell, air magic school. Cast on an enemy creature stack. Whenever said stack attacks or retaliates, a lightning bolt will be automatically cast on the stack.

And lastly:
Silence - 3d level spell, water magic school. Cast on an enemy creature stack that can cast spells. Makes it so that the selected stack cannot cast spells. Expert water magic provides the hero with a mass version of the spell.
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bloodsucker
bloodsucker


Legendary Hero
posted February 05, 2017 03:47 PM
Edited by bloodsucker at 15:48, 05 Feb 2017.

Sun_Carrier said:
Summon Creatures - 5th level spell, any magic school (like Magic Arrow). Summons a random amount of creatures on the battlefield. The level of the creatures depends on the Spellpower of the caster and the amount of creatures depends on the knowledge of the caster.
Salamandre has a mod doing this. It's pretty hard against BAI, cause they get better summons then player but if you play with commanders they may ballance it and it's pretty usefull to do fights with minimal army.

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Sun_Carrier
Sun_Carrier

Tavern Dweller
Carry the Sun!
posted February 05, 2017 07:25 PM
Edited by Sun_Carrier at 22:35, 06 Feb 2017.

bloodsucker said:
Salamandre has a mod doing this. It's pretty hard against BAI, cause they get better summons then player but if you play with commanders they may ballance it and it's pretty usefull to do fights with minimal army.

Really? I'll have to check that out then. Thanks for the info.
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 06, 2017 07:15 PM

Well since iam making a mod for ERA right now which should (if finished) add a new effect to every spell in game i might get inspiration from this thread. Sadly its not so easy to make new spells, but there are enough different spells which could be improved in my opinion.
Some of my ideas ideas would be:

Prayer - adds bonus "holy" damage to every undead creature. Bonus damage depends on spellpower of the hero

Weakness - creature with weakness deal reduced damage the longer (battlerounds) they are under the weakness spell  

Curse (becomes magic curse) - for every beneficial spell which is active on a stack it gets less damage when attack by a creature under curse spell

Misfortune - Chance that the attack misses completly

Sorrow - Creatures with sorrow cast on them are so demotivated that they deal less damage if they attack a creature with higher level. 4% less damge per differnce in level

Some of the ideas are already scripted. Still looking for ideas for landmine or quicksand...

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