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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 · «PREV
fred79
fred79


Promising
Undefeatable Hero
posted February 06, 2017 07:58 PM

RerryR said:
Some of the ideas are already scripted. Still looking for ideas for landmine


deals damage and slows unit because of loss of legs? make 'em drag themselves into battle.

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RerryR
RerryR


Known Hero
posted February 06, 2017 08:17 PM

fred79 said:

deals damage and slows unit because of loss of legs? make 'em drag themselves into battle.


haha
but actually not to bad of an idea, i will see if i can make it work

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Sun_Carrier
Sun_Carrier

Tavern Dweller
Carry the Sun!
posted February 06, 2017 10:31 PM
Edited by Sun_Carrier at 22:32, 06 Feb 2017.

RerryR said:
Still looking for ideas for landmine or quicksand...

Perhaps quicksand could lower enemy stack damage/defence? The effect of damage/defence reduction could also stack if the enemy creature stack stays on the quicksand patch for more than one turn.

I'll also be sure to share some of the spell modification ideas if I come up with any.
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fred79
fred79


Promising
Undefeatable Hero
posted February 06, 2017 10:33 PM

you could always have a "rope" spell to counteract a more powerful "quicksand" spell, so that whenever a creature falls into quicksand, it will eventually drown and die, unless someone knows the "rope" spell and can save it.

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fred79
fred79


Promising
Undefeatable Hero
posted February 06, 2017 10:35 PM
Edited by fred79 at 22:36, 06 Feb 2017.

you could also make a "pitfall" spell, where a creature is held in place for a short time, and if the hero doesn't have a "rope" spell, in it goes, all in one whack. of course, if the hero DOES have the rope spell, he can place the creature on the hero's side of the "hidden pitfall". neat idea, i think.

it'd be cool to implement this on a map as an event, too.

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Sun_Carrier
Sun_Carrier

Tavern Dweller
Carry the Sun!
posted February 07, 2017 03:00 PM

fred79 said:
you could also make a "pitfall" spell, where a creature is held in place for a short time, and if the hero doesn't have a "rope" spell, in it goes, all in one whack. of course, if the hero DOES have the rope spell, he can place the creature on the hero's side of the "hidden pitfall". neat idea, i think.

it'd be cool to implement this on a map as an event, too.

Wouldn't that be a little bit too overpowered?
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batoonike
batoonike


Known Hero
posted February 07, 2017 04:47 PM

Landmine could create more landmines with more damage. Otherwise it's too small chance to achieve anything, especially without magic damage. Quicksand could also have more spots.

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fred79
fred79


Promising
Undefeatable Hero
posted February 08, 2017 07:20 AM

Sun_Carrier said:
fred79 said:
you could also make a "pitfall" spell, where a creature is held in place for a short time, and if the hero doesn't have a "rope" spell, in it goes, all in one whack. of course, if the hero DOES have the rope spell, he can place the creature on the hero's side of the "hidden pitfall". neat idea, i think.

it'd be cool to implement this on a map as an event, too.

Wouldn't that be a little bit too overpowered?


not if you have the "rope" spell.

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RerryR
RerryR


Known Hero
posted February 08, 2017 08:11 AM

with regards to scripting i don't know any trigger if a creature steps into quicksand and gets "trapped"
one could archive a similar effekt with blind/heal spell. If the target is blinded longer than 3 rounds -woosh gone
PS fred: the landmine spell is ready it was nice idea

As a new air spell: Strong Winds -  pushes a creature back for 3 hex positions
(good to free your shooters or against strong but slow units)

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AncientDruids
AncientDruids


Known Hero
BEware THe DRuids
posted February 10, 2017 03:32 PM
Edited by AncientDruids at 16:00, 10 Feb 2017.

Doppelganger spell - it would copy the hero casting it. The Doppelganger couldn't have any army (but enemy would see the copied hero's creatures), could claim unguarded mines and towns and would be automatically destroyed if attacked by enemy hero. Just like armyless hero in Heroes 7.


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Verdadero_Foe
Verdadero_Foe

Tavern Dweller
posted February 10, 2017 04:02 PM

A "pacifist" spell: The creature can't attack for three rounds, but can move freely.

More powerful summons, less units (compared to elemental summons) but more strong or with special abilities.

Warrior spirit: Each time the enchanted creature attacks or kill another stack, his attack and damage increases (with a fixed number based on creature level or a percent value).
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keldorn
keldorn


Promising
Known Hero
the flabbergaster
posted February 14, 2017 08:52 PM

batoonike said:
Landmine could create more landmines with more damage. Otherwise it's too small chance to achieve anything, especially without magic damage. Quicksand could also have more spots.


How about this: Forget direct damage, let's change land mine completely. Instead of dealing points of damage, it instead instantly kills some percent of the stack that steps on it. Percentage could depend on the caster's spellpower, for example 1% per power level. So if 100 Behemoths step on a mine that was cast by a hero with 12 spell power, boom! There goes 12 of the beasts.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 14, 2017 09:12 PM
Edited by Salamandre at 21:15, 14 Feb 2017.

That would be a disaster, imo. Landmine is a common spell, not hard to get, and that would mean any magic hero you pump for a few levels would be capable, through mass slow then land mines to defeat zillions of behemots/hydras or whatever high levels walkers. Combine this with the fact that AI is bad coded and easy to lure into mines by using some insignificant bait, and you get the perfect low level hero killer.

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bloodsucker
bloodsucker


Supreme Hero
posted February 15, 2017 01:25 AM

Salamandre said:
That would be a disaster, imo... Combine this with the fact that AI is bad coded and easy to lure into mines by using some insignificant bait, and you get the perfect low level hero killer.
OTOH, you would start having some use for magic heroes.

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RerryR
RerryR


Known Hero
posted February 15, 2017 07:57 AM
Edited by RerryR at 08:06, 15 Feb 2017.

keldorn said:
batoonike said:
Landmine could create more landmines with more damage. Otherwise it's too small chance to achieve anything, especially without magic damage. Quicksand could also have more spots.


How about this: Forget direct damage, let's change land mine completely. Instead of dealing points of damage, it instead instantly kills some percent of the stack that steps on it. Percentage could depend on the caster's spellpower, for example 1% per power level. So if 100 Behemoths step on a mine that was cast by a hero with 12 spell power, boom! There goes 12 of the beasts.


Maybe you would need a cap at 20% and only trigger for small units not big ones and this could work. I will add to my script, thanks for the idea

Edit:
By the way, is anyone actualy using Sacrifice? I never use it. What could make this spell better?

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted February 15, 2017 10:08 AM

Let it be possible to sac. summoned units.

Something fun could be let it be possible to sac. hypnotized units, shouldn't change much balance wise, but could be a fun effect.

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