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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 60 80 ... 89 90 91 92 93 ... 100 120 140 160 180 196 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 06, 2019 08:42 AM

Yes, I don't understand it either.
It applies to angels, devils, bone dragons, mages and pegasi.

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bloodsucker
bloodsucker


Legendary Hero
posted October 06, 2019 10:49 AM
Edited by bloodsucker at 10:50, 06 Oct 2019.

mihaid said:
Here's a thing I wanted to run by you guys: some creatures have passive effects which affect others and last from the start to the end of the combat. I'm thinking of Ghost Dragons' bad morale, Pegasi's Magic Damper ability and so on.

And my question is this: if the stack is completely destroyed, doesn't it make more sense for the effect to be disabled? I mean enemy creatures have -1 luck when Devils are present on the battlefield. But if the Devils are killed, why does the effect persist?

That's is good question and you are probably right, it would make more sense. Unfortunately that would screw a lot of hand made maps that count with that exploitation, the good ones. So, HotA team please, if you do it don't forget to put an option to turn it off, cause many of those maps won't be updated.
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portus
portus


Adventuring Hero
posted October 09, 2019 01:32 PM

I totally agree with Mihaid.

Now here is another suggestion: I've always found annoying -and, to some extent, absurd- that once you reach expert level on a magic element skill, those spells that become mass are no longer available to be cast on a single target. This has done me more wrong than right uncountable times.

Could there be a way that, when selecting a spell to cast, we are given the option to cast it on advanced/expert level?
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 09, 2019 03:28 PM

portus said:
Could there be a way that, when selecting a spell to cast, we are given the option to cast it on advanced/expert level?

At least with Dispel it would be nice with that option. I don't really see many other spells, where you would prefer advanced over expert?

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bloodsucker
bloodsucker


Legendary Hero
posted October 09, 2019 07:51 PM

Haste, to make some other unit faster then the shooters, for cycles of shoot and blind.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 09, 2019 08:47 PM

Yeah, maybe Slow and Prayer too then.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 09, 2019 09:57 PM

I always thought Might Heroes should not be able to cast mass spells... But oh well
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MattII
MattII


Legendary Hero
posted October 09, 2019 11:04 PM
Edited by MattII at 23:09, 09 Oct 2019.

The ability to control where mines and quicksand go would be nice too.

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timmysoboy
timmysoboy


Hired Hero
posted October 10, 2019 12:27 AM

Singular haste is also useful in prioritizing which units attack first.  You can beat up an enemy stack with Nagas before hitting them with your squishy Genies.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 10, 2019 09:03 AM

Galaad said:
I always thought Might Heroes should not be able to cast mass spells... But oh well


Could be a nice feature for Magic Heroes. All Spells are single target only. However, if a Magic Hero attains Expert level in a Magic Schools, all the single target spells he knows in that school also get a mass version (where applicable, of course, as it is the case now). The mass version is a separate entry in the spell book, so you can opt to use single or mass version. Might Heroes don't get this.
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hortu
hortu

Tavern Dweller
posted October 10, 2019 06:06 PM

I don't think that banning mass spells for might heroes is a good solution becouse they will be useless on late part of games.
I have different idea for this imbalance.

I like the idea about adding separated mass spells to speellbook after learning expert magic by hero. But I would change it a little bit. On expert magics, spells like slow/bless/haste and others can be casted as territorial spell with radius 2 or 3 hexes (just like berserker). But if you have also expert wisdom you could have ability to cast typically mass spell version. Territorial spells will be weaker version of clasic mass spell becouse they will affect every units in radius, doesn't matter if this out unit or enemy's.

In this situation the powerfull mass spells are easy to obtain by magic heroes becouse they have wisdom from begining and also this ability is not banned for high leveled might heroes.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 10, 2019 06:08 PM

I would be done with might heroes, if they could never cast mass spells, that's for sure.

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mihaid
mihaid


Hired Hero
posted October 11, 2019 01:38 PM

I personally enjoyed the concept of HoMM2 where mass spells were higher level. For example Bless can be level 1 and Mass Bless level 3. Also mass spells would cost 3-4 times more mana. Mastery (like Water Magic) would increase effectiveness and reduce spell cost.

But I think they're already working on remastering the magic system.

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MattII
MattII


Legendary Hero
posted October 12, 2019 11:30 AM
Edited by MattII at 11:54, 12 Oct 2019.

mihaid said:
I personally enjoyed the concept of HoMM2 where mass spells were higher level. For example Bless can be level 1 and Mass Bless level 3. Also mass spells would cost 3-4 times more mana. Mastery (like Water Magic) would increase effectiveness and reduce spell cost.

But I think they're already working on remastering the magic system.
Unless they rejig existing spells, mass spells can't be more than one level higher, since Counterstrike, Sorrow and Prayer are all level 4 spells with mass effects at Expert level.

Not that that's a problem I suppose, since you'd have to rejig all the spells anyway, to take account of the fact that, right now, the difference between Advanced and Expert effects are that the former affects a single stack, and the latter affects the whole army.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 12, 2019 11:52 AM

phoenix4ever said:
I would be done with might heroes, if they could never cast mass spells, that's for sure.


I agree, Might heroes should be able to cast mass spells but they should be less effective.

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bloodsucker
bloodsucker


Legendary Hero
posted October 12, 2019 07:57 PM

Change the bonus of Libraries of Enlightenment to 3,3,1,1 for all magic heroes.  
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MattII
MattII


Legendary Hero
posted October 13, 2019 08:28 AM

bloodsucker said:
Change the bonus of Libraries of Enlightenment to 3,3,1,1 for all magic heroes.  
Good luck getting a structure to accept the difference between might and magic heroes.

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Macron1
Macron1


Supreme Hero
posted October 13, 2019 09:06 AM

bloodsucker said:
Change the bonus of Libraries of Enlightenment to 3,3,1,1 for all magic heroes.  


why not 0 0 3 3?

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bloodsucker
bloodsucker


Legendary Hero
posted October 13, 2019 12:46 PM
Edited by bloodsucker at 13:07, 13 Oct 2019.

MattII said:
bloodsucker said:
Change the bonus of Libraries of Enlightenment to 3,3,1,1 for all magic heroes.  
Good luck getting a structure to accept the difference between might and magic heroes.

What I was thinking was to make a list of classes manually and do the change if the hero belongs to one of those classes, since I believe the class is quite easy to determine.

Macron1 said:
why not 0 0 3 3?

My idea was to make magic heroes more reliable mid to late game, since might and magic primary skills escalate quite differently.

The classical 2,2,2,2 is perfect for Might heroes, that get enough magic skill points to be proficient in magic, while kipping their strength for the natural fighting skills they have been evolving but for a magic hero to have 8 or 9 points of Power or Knowledge is of little notice (even if Intelligence or Sorcery specialist) while each extra point of Attack or Defense will make a difference.
So, this would help to make magic heroes less desperate as main characters, even if they still lack the chance to learn the natural fighting skills Might heroes so easily get.  


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bloodsucker
bloodsucker


Legendary Hero
posted October 14, 2019 11:27 PM

Rework the Month of the Creature

As it is Month of the Creature/Plague Month is just annoying but it could be made interesting, if it accompanied the growth of power from player's. So, my proposal is:

1. Remove Plague Month or better yet, remove it only from 4 month on;
2. Month two and three remain as they are;
3. For month 4 replace the list of creatures with one of just upgraded level 4 to unupgraded level 6, multiply possible number of creatures by 3, from now on every month is always month of a creature;
4. For month 5 replace the list of creatures with one of just upgraded level 5 to unupgraded level 7, multiply possible number of creatures by 3;
5. Month 6 only allows for upgraded level 7, Rust and Faerie Dragons, numbers should be between 500 and 1000 for level 7 and within the 500 for the special dragons;
6. For month 7 keep only the best level 7 upgraded and add the Crystal and Azure Dragons, allow for large legions of level 7 but just small ones of special dragons;
7. From month 9 on it's always month of the Azure or Crystal Dragon and numbers rapidly grow to the limit, after that it's always 4000 of one or the other.
8. If possible, make creatures of the month hostile and never flee.

This way maps that take years to finish wouldn't be so boringly empty.

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