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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 196 pages long: 1 20 40 ... 49 50 51 52 53 ... 60 80 100 120 140 160 180 196 · «PREV / NEXT»
Lth3
Lth3


Known Hero
posted October 16, 2018 09:37 PM
Edited by Lth3 at 21:40, 16 Oct 2018.

Orrinisthebest said:
I wouldn't ask for fix if i wasn't sure that it indeed is broken. View air shows all opp heroes generally while this can track any visible one.


can track only slightly, because:

1) you are not sure opp stays there or teleports to another place after that

2) if he teleports from above ground to below ground or vice versa, you will see bogus location


P4R4D0X0N said:
C'mon its only used with dargons or fire immune units... Very conditional true, but unreasonably strong


not only

https://youtu.be/9ihFPe7YMuw?t=396

the damage is usually too weak to win in a single blow. and only Dragons or Efreets are usually not enough to survive for more than 1 round. and HotA multiplayer rules forbid surrendering in the first round

it would be logical for Armageddon to swap places with Magic Mirror for example, to be a lvl 5 spell. because Armageddon is strong indeed

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 16, 2018 09:52 PM
Edited by phoenix4ever at 21:52, 16 Oct 2018.

Lth3 said:
it would be logical for Armageddon to swap places with Magic Mirror for example, to be a lvl 5 spell. because Armageddon is strong indeed

No, cause then Gold Dragons would also be exposed to Armageddon or again we could just make Gold Dragons immune to all magic like Black Dragons. (Which would also help them versus the new Resistance skill in HotA)
Besides moving spells around will also mess with spell probabilities.

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Lth3
Lth3


Known Hero
posted October 17, 2018 05:26 PM

yes

wonderful how things go hand in hand

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Djangoo
Djangoo


Adventuring Hero
posted October 17, 2018 06:55 PM
Edited by Djangoo at 18:57, 17 Oct 2018.

Just moving Info another Tier spell probabilties can be a problem but swapping them is no big Deal imo

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qtish
qtish

Tavern Dweller
posted October 17, 2018 07:08 PM
Edited by qtish at 00:01, 18 Oct 2018.

Skeletal transformer makes 1 Black Knight (1200g) from 1 Champion (1200g).
Skeletal transformer makes 1 Bone Dragon from 1 Beghemoth, Ancient Beghemoth.
Make Power Liches mobile skeletal transformers: all functions of skeletal transformer - 1 Power Lich = 50 undead HP (similar to Pit Lord). In the MM Lore Liches are the ones that are raising undead.
4 Pit Lords resurrect 1 Devil by corrupting soul of 1 dead Angel, Archangel.
2 Pit Lords resurrect 1 Efreeti by corrupting soul of 3 dead Genies, Master Genies.


New 2lvl adventure fire spell speed:
none: cost 5sp, +10% movement (logistics) for a turn.
basic: cost 4sp, +10% movement (logistics) for a turn.
advanced: cost 4sp, +20% movement (logistics) for a turn.
expert: cost 4sp, +30% movement (logistics) for a turn.

New 2lvl adventure water spell pathinder:
none: cost 5sp, +25% movement (pathinding) for a turn.
basic: cost 4sp, +25% movement (pathinding) for a turn.
advanced: cost 4sp, +50% movement (pathinding) for a turn.
expert: cost 4sp, +75% movement (pathinding) for a turn.

On multiplayer game, add an option to individually set timer + turn + battle for every player, to promote further trading, buying more time, for strategies like demon/necro, or slower players.
Add new hero to Inferno with specialty +1/+2 HP to all creatures (analog to Sir Mullich +2 speed).

____________

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 17, 2018 08:41 PM

qtish said:
New 2lvl adventure fire spell speed:
none: cost 5sp, +10% movement (logistics) for a turn.
basic: cost 4sp, +10% movement (logistics) for a turn.
advanced: cost 4sp, +20% movement (logistics) for a turn.
expert: cost 4sp, +30% movement (logistics) for a turn.

New 2lvl adventure water spell pathinder:
none: cost 5sp, +25% movement (pathinding) for a turn.
basic: cost 4sp, +25% movement (pathinding) for a turn.
advanced: cost 4sp, +50% movement (pathinding) for a turn.
expert: cost 4sp, +75% movement (pathinding) for a turn.


So I guess you wanna make Logistics and Pathfinding useless?

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 17, 2018 10:58 PM
Edited by P4R4D0X0N at 23:00, 17 Oct 2018.

phoenix4ever said:

So I guess you wanna make Logistics and Pathfinding useless?


It's a good alternative imho. Anyway it would buff "wizard's well" even more.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 17, 2018 11:02 PM
Edited by phoenix4ever at 23:06, 17 Oct 2018.

There are already a lot of things that ruin Pathfinding, we don't need anymore. We don't need to ruin Logistics either.
Wizard's Well should be banned once and for all! (it also ruins Mysticism and Intelligence)

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qtish
qtish

Tavern Dweller
posted October 17, 2018 11:41 PM
Edited by qtish at 23:58, 17 Oct 2018.

I dont want to make it useless, but nerf yes, because logistics is already second most wanted skill, meaning it needs balance. These two spells would not only balance logistics, but would also balance earth fire and water spells, making water and fire more usefull overall, which now is not. It is mostly targeted at boosting Tower, which is considered one of the weakest castles. And the main aim is for it mostly in early game, becauset Tower doesnt have any pathinding heroes. Also it would be costly to use it everyday, thats why it is there to boost tower, because Tower heroes have most SP. And it would boost not only tower, but Intelect  skill even further.
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Orrinisthebest
Orrinisthebest


Known Hero
Invest in your future.
posted October 18, 2018 07:32 AM

Remember, Mullich is banned. But i'd love to see +1 hp guy and shield specialist being added alongside with custom creature banks Kappa

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qtish
qtish

Tavern Dweller
posted October 18, 2018 12:42 PM
Edited by qtish at 12:43, 18 Oct 2018.

Mullich is not really banned in the multiplayer games, you just cant pick him at the start. But if you are lucky, he can comes to you later or even at the first day. I even saw russian player amieloo getting Mutare from prison once. Might be clash of dragons, cause everything is possible there.

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phe
phe


Famous Hero
Life and Freedom
posted October 18, 2018 01:21 PM
Edited by phe at 13:25, 18 Oct 2018.

Quote:

New 2lvl adventure fire spell speed:
none: cost 5sp, +10% movement (logistics) for a turn.
basic: cost 4sp, +10% movement (logistics) for a turn.
advanced: cost 4sp, +20% movement (logistics) for a turn.
expert: cost 4sp, +30% movement (logistics) for a turn.


seems must have spell anytime...this cost should be per tile…

to make it not so obligatory let say it would be for heroes without Logistics and artifacts increasing movement over land...it could help heroes who don't have let say 2500MP to use...up to this amount of MP...  

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Lth3
Lth3


Known Hero
posted October 18, 2018 08:31 PM
Edited by Lth3 at 20:43, 18 Oct 2018.

qtish said:
Mullich is not really banned in the multiplayer games, you just cant pick him at the start. But if you are lucky, he can comes to you later or even at the first day. I even saw russian player amieloo getting Mutare from prison once. Might be clash of dragons, cause everything is possible there.


you can't in HotA. Lord Haart is enabled instead of Sir Mullich

phe said:
seems must have spell anytime...this cost should be per tile…

to make it not so obligatory let say it would be for heroes without Logistics and artifacts increasing movement over land...it could help heroes who don't have let say 2500MP to use...up to this amount of MP...


how about

make your hero move at the pace of 7/9/11 speed, regardless of slowest creature at beginning of turn

or

100/200/300 additional movement points per turn. that means 3 extra tiles vertically or horizontally and 2 tiles diagonally

sounds weak but it's like 1 extra pair of Equestrian Gloves on expert

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Rakso
Rakso


Adventuring Hero
posted October 20, 2018 02:34 PM
Edited by Rakso at 14:55, 20 Oct 2018.

There are 2 bugs and one idea of my own:

The first is a bug on Campagn. Let's say:
1. There is a campaign, it has 11 missions.
2. 5 missions go for Hero A story, other 5 go for Hero B story.
3. Last scenario(11th) is a chose of colour between Hero A and Hero B(where the one not chosen, becomes a rival to the player on that mission).
The problem is that, where one of the heroes is chosen, the second one(the enemy one) does not pass with the bonuses from previous missions. Just the chosed-by-player one, so the other one is left with nothing.

Secondly, there is another campaign bug:
When one's willing to create a campaign with a choose between starting heroes(The ones from scratch), but NOT FOR TWO DIFFERENT COLOURS, but all the heroes coming from ONE COLOUR, the game is rolling the heroes randomly on chose. The problem is described better on this few months old topic:
http://heroescommunity.com/viewthread.php3?TID=45313
There is Hero A, Hero B and Hero C. Instead of Hero A, the hero B or C is chosen. I've noticed that the actually chosen hero of the 3 is likely the one last to appear, with almost minimal chance to roll.

Thirdly there comes an idea: Quest-gates whose do not disappear and require endless requirement to pass through.
As example: Quest gate with a quest that allows only a certain hero to pass through. Meaning no other hero is able to pass through this one gate, just the certain one.

For example: there is an area where only Orrin's able to pass through. No other heroes allowed it,
or only one colour can pass through, and no other coloured heroes can go after them,
or passing requires an endless requirement of resources to pay for each pass through.

Cheers HotA Crew. Hope for fixes.

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noname
noname


Hired Hero
posted October 22, 2018 04:30 PM

1. Please bring back the old fashioned resistance, but make it 5-15-30%, or 10-20-30%.
2. Buff the learning, mysticsm, eagle eye (learn of monsters too maybe?) somehow.
3. Monks/Zealots, Enchanters, Magi/Arch Magi into Liches at the skeleton transformer.
4. Please fix the bug that no shipyards are placed on island maps.

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Tresset
Tresset

Tavern Dweller
posted October 23, 2018 10:26 PM

I have a suggestion for making some of the grail structures better. The ones that only give bonuses for heroes defending against a siege are much worse than the other ones. What if, instead of only applying their bonuses during a siege, they gave their bonuses to all of the player's heroes wherever they may be. Take the Fortress and its carnivorous plant. Currently the carnivorous plant gives a +10 bonus to attack and defense stats while defending against a siege. Instead make it give a bonus to attack and defense to all the player's heroes. It doesn't have to be the exact same number, as +10 for attack and defense of all heroes may be unbalanced, but it should have some use outside of siege defense.

The grail structures that I think should be improved like this are:

Dungeon, Guardian of Earth
Stronghold, Warlords' Monument
Fortress, Carnivorous Plant
Tower, Skyship

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted October 26, 2018 06:59 PM

Airship is well as it is...

I agree on Guardian of earth... still... +12 Power for a town with good chances for armageddon is quite something, anyway... it should be a global value imho.

Same for Fortress and Stronghold, make it a smaller amount global on all heroes.

For Rampart and Castle the bonus could be a lil bit better aswell. maybe if the value cant sink below +2 luck/moral it would be adequat.

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Javiduc
Javiduc


Adventuring Hero
posted October 27, 2018 10:48 AM

I suggest that save games folders created for each game would be named with numberic date. I mean 20181027 instead of 2018oct27, so it is better ordered by Windows and search for saved games would be easier

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Hourglass
Hourglass


Famous Hero
posted October 27, 2018 07:14 PM

noname said:
1. Please bring back the old fashioned resistance, but make it 5-15-30%, or 10-20-30%.
2. Buff the learning, mysticsm, eagle eye (learn of monsters too maybe?) somehow.
3. Monks/Zealots, Enchanters, Magi/Arch Magi into Liches at the skeleton transformer.



1. It seems that nerfing old resistance wasn't an option for Hota team. The new one will be the default choice, but the old one will stay around as well, you can toggle it on in the future patches like you can do now.

2. They will change them, the problems of eagle eye for example are acknowledged by the team. I wouldn't hold my breath, I'm sure that we will see them changed in the future.

3. Interresting suggestion. I think this would make a alot of sense, but you would have to consider this from balance aspect as well - I've always belived that bone dragons are pretty much the worst tier 7 unit, because there's another way of getting them, which the other tier 7 units lack of. Turning other dragons into bone dragons is always a downgrade, but if one would make liches from mages and monks, they would sure be upgraded.

Tresset said:
I have a suggestion for making some of the grail structures better. The ones that only give bonuses for heroes defending against a siege are much worse than the other ones. What if, instead of only applying their bonuses during a siege, they gave their bonuses to all of the player's heroes wherever they may be. Take the Fortress and its carnivorous plant. Currently the carnivorous plant gives a +10 bonus to attack and defense stats while defending against a siege. Instead make it give a bonus to attack and defense to all the player's heroes. It doesn't have to be the exact same number, as +10 for attack and defense of all heroes may be unbalanced, but it should have some use outside of siege defense.


I think originally the grail buildings were designed around the "main dish" effect: 5k daily gold + 50% more creatures per week. As the mentioned bonuses are crazy good, perhaps the asymmetric effects were not meant to be that strong, as most bonuses aren't that flashy. For example, let's take castle, where all knights starts with leadership. Therefore the +2 morale isn't going to help them that much.

I kinda hope that all grail buildings would be somewhere around the same power level where the Cove grail building is right now. Giving universal buff rather than buffing the garrison hero. To some extend, I claim that grails have somewhat wasted potential. The garrison bonuses aren't actually bad, but rather uninspiring. So I wouldn't say that for example, the stronghold +20 attack in garrison would be bad by any means, but rather say stay players could possibly be more happy if the building would simply give +3 attack for all heroes wherever they are.

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bloodsucker
bloodsucker


Legendary Hero
posted October 28, 2018 11:31 PM

nik312 said:
Current score system actually gives an incentive for efficient play in single. It differentiates amazing playthroughs from just all-right ones. To get the highest score you basically have to make an offline-tournament run (absolute minimum of days possible while maximum of other stuff done), which may not even give the highest score on some maps. But it is more adequate than when you just get an archangel for however you complete a map.


I was wrong. Just found out there is better then a Crystal Dragon...
Of course, map is a plain cheat but I like the way it plays.
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