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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 80 100 120 140 160 ... 163 164 165 166 167 ... 180 196 · «PREV / NEXT»
Hourglass
Hourglass


Famous Hero
posted February 21, 2021 03:07 PM

phoenix4ever said:
Yes I know, but they made a drastic nerf to Intelligence, but left Mana Vortex untouched, that is not fair.

Yeah the progression is another thing.
I think all skills should always progress in a linear fashion, so if it is 50 at Expert it should be 16,67/33,33/50 or 17/33/50 if you like rounded numbers more.
If 60 at Expert it should be 20/40/60 which are all nice round numbers.
Of course Mana Vortex should also be 50 or 60 then.


Well, I don't think they saw "double mana" as the main problem, but rather the high amounts of mana in general. And Intelligence plays a a bigger role in such things, as basically any hero has access to it, and such nerf also tones down the specialists. Vortex is a Dungeon  exclusive, limited one time per week. It gives a nice vibe to Dungeon, and I wouldn't really want to see it changed.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 21, 2021 03:14 PM

Well they kind of made a new imbalance this way.
Now Dungeon is the way to double your mana, while Expert Intelligence will only give you 50% more, so in a way they kind of buffed Dungeon.
Mana Vortex requires only Mage Guild 1, costs only 1000 gold and can still not be build by AI and now it's also twice as powerful as Expert Intelligence! Not very balanced is it...

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sirironfist
sirironfist


Known Hero
King of the ogres
posted February 21, 2021 03:43 PM

Just a tiny thing. I just scrolled throug the H3 AB manual and read the description texts of the various monsters. Rust dragons are described as hunting gorgons. Maybe it would be appropriate to make them immune to the mighty gorgon death stare? I think that would be interesting.

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weilan
weilan


Known Hero
posted February 22, 2021 04:02 PM

sirironfist said:
Just a tiny thing. I just scrolled throug the H3 AB manual and read the description texts of the various monsters. Rust dragons are described as hunting gorgons. Maybe it would be appropriate to make them immune to the mighty gorgon death stare? I think that would be interesting.


It will most likely be a nice little touch, but Rust dragons are very rarely seen in most templates, probably only more prominent in custom maps or whatever.

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svartsol
svartsol

Tavern Dweller
posted February 22, 2021 04:04 PM
Edited by svartsol at 16:10, 22 Feb 2021.

Suggestions

So I've seen that Leadership is not really something on goes after on JebusCross 1v1.

Maybe if Morale was buffed it would be more viable?

Morale is two dimensional, meaning it has a negative value aswell.
My suggestion is that there should be a type of reward based on the Morale value. Not just the "missturn/extra turn".

Two plus morale gives +1 speed.

Two minus morale removes retaliation.

This is just a suggestion and does not have to be taken word for word. But to give morale something more than the Turn feature would give it more UMF.

I hesitated on this when I was thinking about it. Since it actually does increase the proccing of the extra turn. But now when I think about it some more.
Since morale is a value that can be gained with items. The Expert Leadership should remove the penelty that comes from different alignment towns. THIS is something I would really love. As it basically would give you 5+Morale. Since it removes the Minus Morale you would get from mixing armies.
(These ideas came from discussions with Delhigod from Youtube)

SECONDLY

This new town, factory. It would be cool if they cannot have Luck. As in that they are scientist very deterministic. It would extend the point from Necropolis as they dont have Morale.

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MattII
MattII


Legendary Hero
posted February 28, 2021 10:14 AM

svartsol said:
So I've seen that Leadership is not really something on goes after on JebusCross 1v1.

Maybe if Morale was buffed it would be more viable?

Morale is two dimensional, meaning it has a negative value aswell.
My suggestion is that there should be a type of reward based on the Morale value. Not just the "missturn/extra turn".

Two plus morale gives +1 speed.

Two minus morale removes retaliation.

This is just a suggestion and does not have to be taken word for word. But to give morale something more than the Turn feature would give it more UMF.
An excellent idea to my mind, but probably outside the scope of possibility of the mod.


Quote:
I hesitated on this when I was thinking about it. Since it actually does increase the proccing of the extra turn. But now when I think about it some more.
Since morale is a value that can be gained with items. The Expert Leadership should remove the penelty that comes from different alignment towns. THIS is something I would really love. As it basically would give you 5+Morale. Since it removes the Minus Morale you would get from mixing armies.
(These ideas came from discussions with Delhigod from Youtube)
That's not a bad idea. Given the fact that town alignments exist as part of the game, you could perhaps have Basic allowing you to mix creatures in your own alignment without penalty, Advanced allowing you to mix creatures in your own, and the nearest alignment (Neutral if you're Good or Evil, or either Good or Evil if you're neutral), and expert allowing you to mix creatures from all alignments without penalty.

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Hourglass
Hourglass


Famous Hero
posted February 28, 2021 03:01 PM

svartsol said:
So I've seen that Leadership is not really something on goes after on JebusCross 1v1.

Maybe if Morale was buffed it would be more viable?

Morale is two dimensional, meaning it has a negative value aswell.
My suggestion is that there should be a type of reward based on the Morale value. Not just the "missturn/extra turn".


Leadership is probably the most average skill in the game, I would actually place it literally in the very middle, if I would rank all the secondary skills. It's not a bad skill by any means, but there are usually better options, and players - at least in competitive Jebus MP - try to main heroes that have the highest chances of getting the best skills anyway.

But really, I think Leadership or rather morale in general is underrated. There is a huge difference between -1 and +1 morale, and it can really, really change how any battle goes and ends. I think players in general should pick Leadership more often especially in MP, as in that format the morale is more about trying to fight against negative morale than trying to get extra turns.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 28, 2021 08:17 PM

With all those morale and luck artifacts + map objects, town buildings, grails and Pendant of Courage that basically gives Expert Leadership AND Expert Luck there is'nt much sense in picking Leadership, unless you really like mixing armies.

I rather see a higher morale and luck cap. What is the point of having +8 morale, when you can actually only have +3.
Or what is the point of Melodia?

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CountBezuhoff
CountBezuhoff


Supreme Hero
Nihil sub sole novum
posted February 28, 2021 11:16 PM

Phoenix4ever said:
Well they kind of made a new imbalance this way.
Now Dungeon is the way to double your mana, while Expert Intelligence will only give you 50% more, so in a way they kind of buffed Dungeon.
Mana Vortex requires only Mage Guild 1, costs only 1000 gold and can still not be build by AI and now it's also twice as powerful as Expert Intelligence! Not very balanced is it...


I'd argue that without Town portal it is quite balanced. It only works once per week and you actually have to get to a Dungeon town to use it. The bonus is larger the better your hero is, so it mostly breaks the game for already overpowered ones with 20+ knowledge (or with a bit less knowledge and Intelligence).

The Count
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svartsol
svartsol

Tavern Dweller
posted March 01, 2021 04:15 PM

Hourglass said:


Leadership is probably the most average skill in the game, I would actually place it literally in the very middle, if I would rank all the secondary skills. It's not a bad skill by any means, but there are usually better options, and players - at least in competitive Jebus MP - try to main heroes that have the highest chances of getting the best skills anyway.

But really, I think Leadership or rather morale in general is underrated. There is [url=https://clips.twitch.tv/BetterUninterestedElephantKippa?fbclid=IwAR2iXqImqk0rcPBttA-I0OdGXjCBHJcmI70LI2gyhHb1Nr5q54sJ5yHy_X8]a huge difference[/url] between -1 and +1 morale, and it can really, really change how any battle goes and ends. I think players in general should pick Leadership more often especially in MP, as in that format the morale is more about trying to fight against negative morale than trying to get extra turns.


Comparing morale to spell specialty. You gain something for each level on spell school. Less mana, Stronger, and greater AoE. Even WITH the tomes, you can never be as efficiant as a expert user. Why Does leadership not have this as well?

Leadership vs No leadership there is no difference. I feel that is the problem. There is no perks. Maybe give leadership some perks instead of just the + stats.

Maybe
Basic gives plus two morale,
Advance Makes it so you cannot have negative Morale
Expert Gives plus one speed.

Just my thought.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 01, 2021 09:59 PM
Edited by Doomforge at 22:02, 01 Mar 2021.

Leadership is way better than people think anyway.

Refer to this:

It doesn't need any changes if you ask me.


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We reached to the stars and everything is now ours

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Hourglass
Hourglass


Famous Hero
posted March 22, 2021 12:51 AM

Few new artifact ideas:

I've always felt that the treasure artifacts could be slightly better in this game. It's somewhat daunting to find a pendant artifacts in treasure chests, and it doesn't really feel good to start with an artifact that will not play any role in the game. Therefore, I suggest that some of the more useless ones could be replaced by banning them. This method would not remove them from the game. They would always be part of the game, and would still appear in custom map games, but they wouldn't be in the game by default, and could only be put back by simply using either map or RMG editor.:

So, these items would get banned:

Bird of Perception
Stoic Watchman
Pendant of Death
Pendant of Life

These are simply very bad artifacts. Pendant of Life is definitely the most useful one, but overall I think it is doing more harm to game than it's giving back.

These three should also be banned:

Pendant of Dispassion
Pendant of Free Will
Pendant of Total Recall

... but the effects they bring to game are important enough, so rather introduce a new artifact which would mold them together:

Pendant of Unbreakable Will - Your troops are immune against Berserk, Hypnotize and Forgetfulness.

Pendant of Holiness should could also be a bit more interesting if it was banned and simply replaced by a new artifact:

Pendant of Divinity - Your troops are immune against Curse and Weakness. (while it sounds almost as useless, it would be very useful in Fly hives and when fighting against sea witches/sorcerers.)

And now, some new artifact ideas (treasure level):

Goblin Chieftain's Mace - +1 Attack (main hand)

Squire's Shield - +1 Defense (off-hand)

(While the stats might not sound anything special, they could still serve a purpose in the early game, especially if player is willing to use secondary heroes for fighting.)

Emblem of Mastery - Your hero is considered 3 levels higher when counting specialty. (misc)

Ring of Full Moon - In combat, your opponent's spells cost 2 spell points more to cast. (stacks with Magic Damper ability) (ring slot)

Cape of Righteousness = All creatures from "Good" alignment can be mixed together without losing morale. (cape slot))

Robe of Unholy Alliance - All creatures from "Evil" alignment can be mixed together without losing morale. (cape slot)

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 22, 2021 08:14 AM
Edited by Phoenix4ever at 08:30, 22 Mar 2021.

@Hourglass
I agree most of those pendants feels pretty useless, that is also why I want a new artifact that gives mind spell immunity, like the old Badge of Courage.
Then you can technically get rid of the Forgetfulness, Hypnotize, Blind and Berserk pendants as they will all be covered by mind spell immunity.

Or just introduce some new pendants with 2-3 effects, so they feel a bit more useful. Like the lightning pendant, which is not bad. There could also be similar Earth, Fire and Ice pendants.

I see no harm in the Death Ripple and Destroy Undead artifacts, though Destroy Undead is very niche. These spells could also be covered by Air and Earth pendants.

Eagle Eye artifacts are trash yeah and so is the skill. Perhaps they would have a purpose if they worked without the skill and you could also learn spells from creatures.

New artifacts sounds pretty good, though Necropolis get nothing from the evil morale thingie, neutral towns does'nt get anything either.

A new artifact that protects against Disrupting Ray and maybe another spell could also be useful. Sea Sorc's can be pretty insane with their permanent Disrupting Ray spam.

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siryus13
siryus13


Adventuring Hero
posted March 23, 2021 08:31 PM

new artifacts

I'd like to see some improvements to Sorcery & a new artifact; for example "Curse of Yaga" helmet or ring..; in case of helmet I'd give it 0attack / 0def / -20 power / +5knowledge; and an effect that allows to cast twice per turn -and if you have sorchery, than (de)buffs will apply to all units of the same type. (for example - you fight neutral army of goblins and dont have expert earth, but since they are all the same type of creature all 7 stacks will be cursed.)
Same applies if you clone your unit (or split stacks of the same unit) and then cast anitmagic (or any other beneficial spell) on either - both will receive the buff.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 23, 2021 10:26 PM

bad artifacts are best used for seer hut quests. chaining them for a great reward is even better.

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CountBezuhoff
CountBezuhoff


Supreme Hero
Nihil sub sole novum
posted March 23, 2021 11:00 PM

A few artifact ideas

Decorative artifacts with no effect, but which can be sold for a lot at artifact merchants.

'Religous' artifacts which give a lot of experience when sacrificed at the altar.

'Financial' artifacts which affect market prices for both you and your opponents, as well as an artifact with an effect similar to a dwarven treasury.

The Count
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 24, 2021 12:31 AM

siryus13 said:
buffs will apply to all units of the same type. (for example - you fight neutral army of goblins and dont have expert earth, but since they are all the same type of creature all 7 stacks will be cursed.)
Same applies if you clone your unit (or split stacks of the same unit) and then cast anitmagic (or any other beneficial spell) on either - both will receive the buff.


I think this is a very good and original idea for an artifact. It’s much more interesting than your usual +5 to this, +3 to that artifact, it’s not overpowered but effective in terms of gameplay and it can create variety of tactics. In fact you can even have four artifacts like this for each magic school and then they can combine to one relic artifact that effects all magic schools.

+1 to this.

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Hourglass
Hourglass


Famous Hero
posted March 24, 2021 01:02 AM

siryus13 said:
"Curse of Yaga" helmet or ring..; in case of helmet I'd give it 0attack / 0def / -20 power / +5knowledge; and an effect that allows to cast twice per turn.


I actually kinda like this on an idea level, but I think presented like this, I fear it's still pretty OP - achieving 20 spell power is not that hard, and every point after that would be very valuable. Perhaps limiting it's power with certain % could work as a solution?

It's the powerful buff and debuffs that make this so hard to balance. The option of being able to be both defensive and offensive on the same turn is extremely powerful. But still, I would love to see some sort of way of being able to cast two spells per round.

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MattII
MattII


Legendary Hero
posted March 24, 2021 03:53 AM

Hourglass said:
siryus13 said:
"Curse of Yaga" helmet or ring..; in case of helmet I'd give it 0attack / 0def / -20 power / +5knowledge; and an effect that allows to cast twice per turn.


I actually kinda like this on an idea level, but I think presented like this, I fear it's still pretty OP - achieving 20 spell power is not that hard, and every point after that would be very valuable. Perhaps limiting it's power with certain % could work as a solution?
50% reduction? Is that possible?

Quote:
It's the powerful buff and debuffs that make this so hard to balance. The option of being able to be both defensive and offensive on the same turn is extremely powerful. But still, I would love to see some sort of way of being able to cast two spells per round.
In a more general sense, artefacts with some debuffs are rather rare. Up until now, only the Components of the Titan's Thunder combo that have don't anything with it, and even they're pretty weak in that regard.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 24, 2021 11:19 AM

Hourglass said:
siryus13 said:
"Curse of Yaga" helmet or ring..; in case of helmet I'd give it 0attack / 0def / -20 power / +5knowledge; and an effect that allows to cast twice per turn.


I actually kinda like this on an idea level, but I think presented like this, I fear it's still pretty OP - achieving 20 spell power is not that hard, and every point after that would be very valuable. Perhaps limiting it's power with certain % could work as a solution?

It's the powerful buff and debuffs that make this so hard to balance. The option of being able to be both defensive and offensive on the same turn is extremely powerful. But still, I would love to see some sort of way of being able to cast two spells per round.

I take it, it’s -20 to spell power, not plus 20. That’s why it’s a “curse.” So, you will have your damage spells nerfed to almost no effect but you’ll be able cast mass slow AND curse at the same time etc.
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Are you pretty? This is my occasion. - Ghost

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