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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 80 100 ... 113 114 115 116 117 ... 120 140 160 180 196 · «PREV / NEXT»
Timmysoboy
Timmysoboy


Hired Hero
posted January 22, 2020 01:23 AM

gatecrasher said:
First Aid could turn the tent's healing effect into a "mass spell".
After the battle the hero could be offered to rebuild a torn-down tent at the nominal price or it could respawn for free (maybe even rebuilding in battle).


That could be an interesting mechanic... basic skill repairs after combat, expert repairs at the beginning of each round of combat (killing it would still prevent healing that round).  It would definitely deal with the weak nature of the FA tent.

I’ve always imagined adding a resurrection ability to FA like in H4.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 24, 2020 11:28 AM

Could'nt you please find an elegant way to remove Disguise, this spell is both broken and useless at the same time...
Every time I learn this spell, I just think "not again"...
Some spells of course are better than others, but I don't see the purpose of a spell that does nothing at all!

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weilan
weilan


Known Hero
posted January 24, 2020 12:05 PM
Edited by weilan at 12:08, 24 Jan 2020.

phoenix4ever said:
Could'nt you please find an elegant way to remove Disguise, this spell is both broken and useless at the same time...
Every time I learn this spell, I just think "not again"...
Some spells of course are better than others, but I don't see the purpose of a spell that does nothing at all!


Wouldn't it be better if it was actually given a purpose instead of being removed?

Maybe it can completely hide your units and whatnot so the enemy can't bypass it to see what you have.

I don't know if it can be implemented, but having it last for a few days and increasing the number of days based on secondary skill under which the spell falls.

Since it's a very specific spell, which you don't exactly know when to use, if this could be implemented, it can act like a buff in MMORPGs where you cast your buff, it lasts for 15 minutes then you have to reapply it.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 24, 2020 12:49 PM
Edited by phoenix4ever at 12:50, 24 Jan 2020.

weilan said:

Wouldn't it be better if it was actually given a purpose instead of being removed?

Well if it's equally useful to all players and both human and AI at all difficulties, sure, otherwise remove that useless filler spell.

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bloodsucker
bloodsucker


Legendary Hero
posted January 24, 2020 02:54 PM
Edited by bloodsucker at 14:58, 24 Jan 2020.

phoenix4ever said:
I don't see the purpose of a spell that does nothing at all!

Man, how many times do I have to tell you to look beyond your belly button? The spell is useless on SP but not on multi. Would you take a risk and attack a human player that has seven times zero Titans or Archangels in his army?
I was looking at that spell description yesterday, cause sometimes I find hard to discover the last remaining hero of some faction and I wonder if it would hide from View Air and to look like you have an unknown number of the best creature you have in town, even if you still have none in this hero, is quite a turn down...  
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 24, 2020 03:00 PM

It does'nt work for multi either, it's much better for Red Player than Green for example, why does Red get this advantage? Last player can't use it all.

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bloodsucker
bloodsucker


Legendary Hero
posted January 24, 2020 06:56 PM
Edited by bloodsucker at 20:58, 24 Jan 2020.

I thought it would remain till that player get the turn again. If it is like you said, you are right, the spell is broken in favor of Red and should be removed.

And in that case I have a suggestion to make: Immunity to Fear. Possibly with a short duration like Force Field and Fire Wall but more then two turns, cause you will have to cast other things between FFs.
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bloodsucker
bloodsucker


Legendary Hero
posted January 30, 2020 12:31 PM
Edited by bloodsucker at 12:35, 30 Jan 2020.

In my opinion all towns should have at least one hero that can be trusted as main. However, in some the best heroes are crippled and you have to dig in tavern for someone who isn't. This can look ok from the MP PoV but if you start with zero gold you will have invested too much on the starting hero to replace it two or three weeks later, when finally Crag or Tazar appears in tavern.
So, since Prayer is a might spell, i.e. increases the strength of the units, Loynis could start with one of the affected might skills instead of the crippling Learning. And please revert Neela's Scholar to Tactics, that was one of the best changes you did and I never got why it was undone.

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atawy
atawy

Tavern Dweller
posted February 12, 2020 02:42 PM

Please remove hobbits and red dwarwes. Wild west factory is cool tho byt lack monster ideas

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sulik
sulik

Tavern Dweller
posted February 12, 2020 03:26 PM
Edited by sulik at 15:29, 12 Feb 2020.

About Learning skill
I think the idea of the learning skill is:
(1)To sacrifice one secondary skill slots in exchange for faster leveling, which should result in more attribute points / more secondary skill.
(2) Addition work is needed: the hero who possessed the learning skill must go about learning. It is not passive as, for example, Estate skill.

To reach this objective, the learning skill increases the experience earned by 10%/20%/30%. This is a bad choice because the xp threshold for leveling increase very quickly, making the learning skill's increment very difficult to catch up with. The idea is good, but the implementation is bad.

Therefore, (learning from Hourglass) I would suggest the following, which would keep both points above valid:
(1) The learning skill now awards 1 attribute point per every 2 levels. That would make, for example, a lvl 24 hero with learning has 12 more attribute points in comparison with one without. In exchange, the other hero has one more skill. Is 12 attribute points = 1 secondary skill (say, offence or logistics)? Anyhow, adjusting the number of level per point is much easier to perform. This skill should work retrospectively.
(2) The hero with learning skill is to be offered not 2, but 3 different skills to choose from whenever he/she level up.



About Eagle Eye (EE) skill
IMHO, the purposes of EE is to allow a hero to learn spells of the opponents during battle (cool!).
However, as many people have pointed out: usually the hero in question would lost the battle and learn nothing, or win the battle and learn crappy spells.

To keep the spirit of this spell, I would suggest that EE would allow the heroes to learn 2/3/4 new spells from the opponents BEFORE the battle. If there are no new spells, the hero would steal 20% spell points from the opponent instead.

Hourglass said:
Some ideas how to buff existing Secondary Skills:

Learning

On paper, Learning could be buffed by simply increasing the numbers. However, it turns out that we would need to change the numbers dramatically, in order to make it any good. This is due the fact that after each level, the experience required for the next level for greatly increased. For example, lvl 8 requires exactly 10,000 exp. Now, if we assume that learning would give double experience on expert level, and the hero would have had the expert skill right from the start, he would still be only 3 levels ahead, as lvl req. for lvl 12 is 20,700 exp.

But it's not only that: remember that in order to reach expert learning, hero have spent 3 secondary skill points in order achieve it. With these said, we can see how bad the current Learning is, and how hard would it be to get the experience bonus right. If it's set too too high, it might even become OP, but only if the hero would get it early. Get it too late, and it's useless. Instead of that, I suggest this:

Basic = 10% more experience. Hero gains +1 Spell Power and Knowledge as a one time bonus.
Advanced = 25% more experience. Hero gains +1 Attack and Defence as a one time bonus.
Expert = 50% more experience. Hero gains +1 all primary stats as a one time bonus.

I would say, focus on giving the player primary stats instead, and just somewhat increase the experience giving part, so we don't have to stress about it. At expert, hero would gain +2 all stats + 50% more exp. I belive giving more stats might make this a must have skill.

Before any1 comes and says "isn't +2 primary stats kinda meh?"
Maybe it doesn't seem so flashy, but remember that:

+2 attack skill = 5-10% more all non-magic damage.
+2 defence skill = 2,5-5% less dmg taken.
+2 spell power = spells do bit more damage, effects last 2 rounds longer.
+2 knowledge = 20 mana.
(and on top of that, there's the +50% more exp)

Now, compare those number with Offence, Armorer, Sorcery and Intelligence. This form of Learning would give you a little bit of everything, so obviosly the amount given cannot be very high.

I suggest making a new icon and maybe even giving a new name to the skill.


Eagle Eye

There's a lot wrong with Eagle Eye, and the introduction of Spell research doesn't help the EE's state at all. If you want to see more what I think of EE, you check out the very first page of this thread. When I wrote that, I thought the best way to deal with EE would be compeletely remove it, but Hota has given us even better method: banning. This allows us to keep the thing at the game, so all maps with EE needing them can still be completed, but the skill isn't there to hinder the hero building.

So:

Ban Eagle Eye from randomly generated maps. Ban all heroes specializing in Eagle Eye from there as well. Introduce new skill to the game, which is somehow magic oriented. Introduce completely new heroes for those towns that lost a hero in this process. You can make these heroes to specialize to the new skill or not. Change Ash's skill to the new skill, or something different. (only hero with Eagle Eye without specializing in it)

Ban the 3 EE related artifacts, introduce 2 new artifacts to the game. One that allows you to learn lvl 1-2 spells cast by enemy player with 50% of chance, and other artifact that does the same for lvl 3-4 spells.


Artillery + First Aid + Ballistics

Yes, I think they should all be part of one big skill. I've seen some ideas of combining First Aid only to Artillery and call it Warfare, but to me, it only makes sense if all three are connected with one skill.  Artillery is somewhat handy, but it lacks the utility to be seriously considered as a pickable option, and it clerly doesn't become broken, if two really weak skills are combined with it.

As an addional effect, I belive Advanced and Expert levels should both increase First Aid tent's own HP by 75 each (so it would have 225 hp with expert)

So, name Artillery to Warfare or Siege or something like that. Ban First Aid + Ballistics from randomly generated maps. There's no need to anything to any heroes.

I think these changes would not make the skill as "top tier" or anything, but certainly this would be better than sole Artillery for example. This would also open two more slots for more skill ideas.


Sorcery

There's nothing wrong with the skills's mechanic, but 15% more dmg after investing 3 skill points is nothing. I belive the 10%/20%/40% route could be the way to go.


These are my current suggestions. Note that if a skill was ever banned, it could still be put back to the game with RMG. I think Hota team has plenty of new ideas for new secondary skills, so banning skills would never become a problem - when something would be banned, other skill would be introduced.

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pizdabol
pizdabol


Bad-mannered
Hired Hero
posted February 12, 2020 04:00 PM
Edited by pizdabol at 16:09, 12 Feb 2020.

How about Learning allowing you to choose where to allocate primay stats from level-ups every third level for novice and every single one for expert along with the xp gain bonus?

Though I've no idea how much of a pain that would be to code

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Revolut1oN
Revolut1oN


Famous Hero
posted February 12, 2020 04:50 PM

You must be seriously drunk if you think that conflux heroes are lackluster.

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MattII
MattII


Legendary Hero
posted February 12, 2020 08:08 PM

Revolut1oN said:
You must be seriously drunk if you think that conflux heroes are lackluster.
Well fixed stat increases for creatures for the Planeswalkers is an impediment in later stages of the game. The same for spells for the Elementalists.

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bloodsucker
bloodsucker


Legendary Hero
posted February 12, 2020 10:21 PM

Revolut1oN said:
You must be seriously drunk if you think that conflux heroes are lackluster.

He is not alone. Conflux heroes are ok to start, specially Luna, Ciele and Monere but they have no one that compares even to Elleshar, Neela or Zydar (not to mention the really good ones) in the late game.
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Revolut1oN
Revolut1oN


Famous Hero
posted February 12, 2020 10:47 PM

Conflux heroes are one of the best in game. Labetha, Grindan, Luna or Brissa are top 10 heroes in game easily. Maybe if you play campaign they suck but in normal game where tempo is important they are always a solid choice.

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Hourglass
Hourglass


Famous Hero
posted February 12, 2020 10:51 PM

sulik said:


Therefore, (learning from Hourglass) I would suggest the following, which would keep both points above valid:
(1) The learning skill now awards 1 attribute point per every 2 levels. That would make, for example, a lvl 24 hero with learning has 12 more attribute points in comparison with one without. In exchange, the other hero has one more skill. Is 12 attribute points = 1 secondary skill (say, offence or logistics)? Anyhow, adjusting the number of level per point is much easier to perform. This skill should work retrospectively.
(2) The hero with learning skill is to be offered not 2, but 3 different skills to choose from whenever he/she level up.



I agree, the focus should be more on the primary stats I would say. The "one primary skill per 2 levels is in Homm5," and IMO it's really good there, but I think it's even better in Homm3, because of all pandora boxes and prisons with lvl 30 heroes in them. Yes, this would be very bad early in the game, but I fear this might end up being an autopick in both solo and multiplayer, as you can expect to have over lvl 20 hero in both scenarios. Having around 12 or more primary stats is no joke. For example, Expert Offence is very comperable to +6 attack skill.

That's why I personally ended up suggesting +2 all primary stats (+ more exp) = 8 stats in total. IMO this would be something that one could pick occasionally, but not in every game, so I think that's a fine balance.

I kinda like the part 2 you mentioned, but I know you know players would only pick Learning because of the "main effect." This is more like an cherry on top of a cake.


sulik said:


To keep the spirit of this spell, I would suggest that EE would allow the heroes to learn 2/3/4 new spells from the opponents BEFORE the battle. If there are no new spells, the hero would steal 20% spell points from the opponent instead.



That would certainly make it better, but would players really pick this either, especially if the mana steal were only limited to the cases where a player would not receive any new spells? There would always be a spell to learn you didn't have, but also, it's very likely you wouldn't cast it anyway.

I doubt it - currently there are a number of ways of having all necessary spells anyway: mage guild, shrines, scrolls, tomes, magic research, scholar... I would say especially single players would not receive much from this change, and in multiplayer there would be better choices.

It's great you're trying to keep these suggestions as original as possible. While I agree, I also think "dramatic" changes should be considered when thinking about the bottom tier secondary skills. The way I see, they have not really been part of the game ever since it was released - I'm not having any connection with them, and I think I'm not alone with that.

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gatecrasher
gatecrasher


Famous Hero
posted February 12, 2020 10:59 PM

Revolut1oN said:
Conflux heroes are one of the best in game. Labetha, Grindan, Luna or Brissa are top 10 heroes in game easily. Maybe if you play campaign they suck but in normal game where tempo is important they are always a solid choice.


Luna is only useful due to AI bugs / unclear Firewall mechanics which I'd love to see fixed.

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bloodsucker
bloodsucker


Legendary Hero
posted February 13, 2020 12:34 AM
Edited by bloodsucker at 00:39, 13 Feb 2020.

Revolut1oN said:
Conflux heroes are one of the best in game. Labetha, Grindan, Luna or Brissa are top 10 heroes in game easily. Maybe if you play campaign they suck but in normal game where tempo is important they are always a solid choice.

So let me count
1. Crag
2. Tazar
3. Gunnar
4. Thorgrim
5. Kyrre
6. Dessa
7. Mephala
8. Gundula
9. Neela
10. Galthran
11. Elleshar
12. Andra
13. Solmyr
14. Ayden
15. Alamar
16. Jeddite
17. Sandro
Should I continue or do you disagree that anyone of these is better? And this is for vanilla only count Corkes, Anabel, Cassiopeia and Spint from Cove alone, if you're talking about HotA.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 13, 2020 12:54 AM
Edited by Doomforge at 00:55, 13 Feb 2020.

Revolut1oN said:
Ive never seen an upgraded griffin, even once in any serious multiplayer game.


Reminds me how toxic bank meta is. Or, any "metagame" that was left alone for years.

Royal Griffins are actually very cost effective units that also happen to be fast fliers. If you compare their full (boosted) pop to other T3 or even T4 units, of course.

Castle's awkward build order OFC makes everyone go for angels week1 if possible and poor Griffs suffer.



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Sulik
Sulik

Tavern Dweller
posted February 13, 2020 11:59 AM

EE with Counterspell would be a must have for (and vs) magic heroes. It is interesting though, may need a little fine-tuning to be a potential skill. And it may need a new name too.

Regarding the learning's point allocation, it is quite a combo to make it powerful. Spell damage, disruption ray, aging, poison, etc. can be the counter. I think all skills should be competent, while some work better on some heroes than on other.

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