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MattII
Legendary Hero
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posted November 15, 2019 11:05 PM |
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P4R4D0X0N said:
MattII said: At this point, there's no way to prevent a hero from accessing certain portals at random.
Yeah but I dont really see a problem with that... Coz if you hit spacebar you travel for free anywhere else. I personally wouldn't know you would implement it with a real use. The behaviour you described would be useful if you can use the only once a week or something.
In this case you could seperate different areas from another including a given timelimit and the specific limitation for teleporters this would mean, you are quite limited to capture a given enemy towns in a certain timeframe. This would be the only real tactical use for it imho.
I can think of a few more uses for custom scenarios, which was what that whole list of changes was about.
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P4R4D0X0N
Famous Hero
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posted November 16, 2019 06:07 PM |
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MattII said: I can think of a few more uses for custom scenarios, which was what that whole list of changes was about.
Well, what else for example?
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MattII
Legendary Hero
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posted November 17, 2019 09:36 AM |
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Edited by MattII at 07:27, 20 Nov 2019.
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P4R4D0X0N said:
MattII said: I can think of a few more uses for custom scenarios, which was what that whole list of changes was about.
Well, what else for example?
Well probably nothing you couldn't do with multiple monolith/portal networks I suppose, but a network using modified monoliths/portals would appear simpler on the map.
Also, unless they already have it, a change to the Seers Hut quest scroll so you can see where each hut is.
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bloodsucker
Legendary Hero
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posted November 20, 2019 11:26 AM |
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Ring of Oblivion
I simply don't get the idea behind Ring of Oblivion... When everyone is talking about balancing magic heroes to pair them with might this thing makes sure the most meaty hero has the advantage. While I've seen it used in some excellent custom maps I think it encourages a slow pace gaming, with one trying to fortify positions and building up a gigantic army instead of rushing his enemies with some combination of spells and tricks. This is in my opinion the worst kind of gaming and while is the solution in many poor strategy games would get you highly penalized in Heroes III, as it should be. Maybe it works differently in multiplayer but against AI this is a fun killer.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 20, 2019 01:50 PM |
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I like Ring of Oblivion and Cape of Silence and Recanter's Cloak. When they are in it means you can't always rely on the same strategy and forces you to think different.
Orb of Inhibition is a bit broken though, as it destroys all magic. Good luck beating Crag Hack as Solmyr then.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted November 20, 2019 02:26 PM |
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phoenix4ever said: Good luck beating Crag Hack as Solmyr then.
do you imply Crag needs orb of inhibition to defeat Solmyr in the first place
that being said I'm not a fan of the magic prohibiting items. Do you see "might prohibiting items" ? nope. It's always the magic dude that gets the shaft.
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We reached to the stars and everything is now ours
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 20, 2019 03:49 PM |
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Well let's just say Orb of Inhibition is not making things easier for poor Solmyr.
You could say spells is a way for magic to counter might.
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monere
Bad-mannered
Supreme Hero
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posted November 20, 2019 04:00 PM |
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spellcasters do have the upper hand over barbarians, but only in early game. The more the game progresses the more useless wizards become... well, wizards that cast offensive spells anyway. And if you also play WoG and have elixir of life, too... just watch how a 10k implosion (barely) manages to kill 12-13 ancient behemoths from your stack of 650 (what I usually get in month 10)
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted November 20, 2019 05:44 PM |
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there's no secret that might>magic at a certain point of army size, but that's mostly because of how people play this game. Specifically, I blame "jeebus cross meta" and the idea that a proper 1v1 setting is ONE HERO ONLY, no hit&run, in a highly isolated section of the map so you can develop for a while in peace. It looks a bit different on smaller maps allowing early interaction.
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We reached to the stars and everything is now ours
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bloodsucker
Legendary Hero
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posted November 20, 2019 05:58 PM |
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phoenix4ever said: I like Ring of Oblivion and Cape of Silence and Recanter's Cloak. When they are in it means you can't always rely on the same strategy and forces you to think different.
Orb of Inhibition is a bit broken though, as it destroys all magic. Good luck beating Crag Hack as Solmyr then.
I like Orb of Inhibition, use Armour of the Damned, bait with Master Genies and watch Solmyr's Titans destroying every unit without a single lose. But this thing is different, it undermines the trickery this game is all about, reducing you to old strategies of bait and Blind.
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Orrinisthebest
Known Hero
Invest in your future.
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posted November 21, 2019 10:32 AM |
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A new hero with a unique specialty: +1 health to all creatures in control. Very useful for demon farming and for final battle if hero has skeleton powerstack. Preferably flux hero replaced by one of those earth ellie dudes.
A new level 3 earth spell: create obstacle. At basic-one hex, at advanced-2 and at expert level- occupies 3 hexes. Effect is permanent until either corresponding remove obstacle or mass dispel is casted.
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gatecrasher
Famous Hero
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posted November 21, 2019 02:20 PM |
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In order to grant Inferno a small buff and make Pit Lords more cost-effective maybe they should be able to raise demons twice per battle (or unlimited times).
And to pay tribute to their whip maybe they should gain slave driver characteristics. Pit Lords (or even Fiends) present on the battlefield will provide your demons with a little bonus (+1 speed or +2 attack or something).
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted November 21, 2019 02:48 PM |
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Basic Pit Fiends could rise one time per combat, Pit Lords would be able to do it twice. I would like that. It would make it less of a pain to even be able to raise anything (upgraded T5 dwelling).
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We reached to the stars and everything is now ours
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 21, 2019 03:46 PM |
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We could also just drop demon summoning entirely and buff demons and/or pit fiends.
Or make it run automatically like Necromancy. How about for every battle won, were you have Pit Fiends in your army, 1 Demon will be summoned (after battle) and if you have Pit Lords, 1 Horned Demon will be summoned after a won battle?
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MattII
Legendary Hero
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posted November 21, 2019 09:52 PM |
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An ability for Inferno creatures not to be affected by their own Magog's fireballs would be nice.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 21, 2019 10:04 PM |
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Ehm you can already control Magogs Fireball in HotA.
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gatecrasher
Famous Hero
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posted November 21, 2019 10:32 PM |
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Yeah, even the AI doesn't friendly-fire anymore.
But yes, you still can't fire anywhere regardless of the consequences as can Liches in a Necro army, if that is what you want.
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MattII
Legendary Hero
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posted November 21, 2019 11:06 PM |
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Edited by MattII at 01:34, 22 Nov 2019.
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phoenix4ever said: Ehm you can already control Magogs Fireball in HotA.
Comment retracted.
One thing I do think we could do with, is some locations that don't require fighting or stat-checks. Yes, Seer's Huts and Quest guards will allow checks against artefacts, creatures, resources etc. but I was thinking of checks against having particular secondary skills or spells.
Also, maybe some sort of riddle location that gives you a multi-choice answer. If you guess right, you get a prize, but if you guess wrong you get attacked.
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bloodsucker
Legendary Hero
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posted November 22, 2019 07:31 PM |
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Guess someone has been playing the good old WoG...
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted November 22, 2019 08:07 PM |
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Sphinx was in HoMM2 originally
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We reached to the stars and everything is now ours
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