Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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 ... 105 106 107 108 109 ... 120 140 160 180 196 · «PREV / NEXT»
Timmysoboy
Timmysoboy


Hired Hero
posted December 09, 2019 11:27 PM

Did some thinking in the shower today about some fixes, they mostly follow what has already been said, but I’ll go for it anyway.

Make Mysticism recover mana equal to knowledge; basic recovers 100%, advanced recovers 150 percent, expert recovers 200 percent (10 Knowledge = b-10, a-15, e-20 mana recovery each days).  I like that it would scale with level, and you can do a lot with 20 extra mana.

Give Eagle Eye the imp mana drain ability.  Heroes get 50, 100, 150 percent of mana cost by opposing caster. (All this in addition to current ability).

Slow, and maybe some other buffs should be higher MG level.  Almost all builds include MG1, so you’re bound to stumble into slow eventually.  If you make slow a lvl 2 spell, you’re making in an actual decision to go for it.  Maybe increase its mana cost too.  Mass slow is a must have, but just normal slow is also super useful.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted December 09, 2019 11:32 PM
Edited by Doomforge at 23:33, 09 Dec 2019.

The only change that feels not toxic towards the game IMHO would be splitting slow and haste into regular (Level 1) and mass (level 3 or 4).  Air/Earth would improve the potency of the spell (amount of +speed/-speed) exactly like it does now.

The reasoning is simple: it worked like that in HoMM2. And mass slow, a level 4 spell, was still greatly sought after.

This would however shake the meta entirely and most likely make many maps impossible because they are tailored towards the player using mass slow + sprites or similar anti-neutral tactics. So it would not be an easy decision for HotA team.

I'm honestly not sure if it's worth it.

____________
We reached to the stars and everything is now ours

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Pollo2002
Pollo2002


Famous Hero
posted December 10, 2019 12:46 AM

Quote:
I think the 100% regen Mysticism would be much more useful in early game than in long late battles.


Sure and heroes games are defined by early game farming. Being able to meteor show multiple times every fight, means extremly fast farming.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
gatecrasher
gatecrasher


Famous Hero
posted December 10, 2019 09:38 AM

The problem with damage spells is that battles are still creature-based. You can't cast Meteor Shower without big losses. You need to cast something to prevent losses first.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
MattII
MattII


Legendary Hero
posted December 10, 2019 09:47 AM
Edited by MattII at 09:55, 10 Dec 2019.

One thing I unfortunately doubt is possible for this game is to give spells an effect based on how much mana you're willing to throw into a spell. So f.e. Lightning could have an effect of ((Power x 2.5 [rounded down]) + 1/2/3) per point of mana committed. So you could put just 3 spell points in for a hero with 4 Power and no skill in Air Magic, and do just 33 damage, or pump 27 spell points in with from a hero with 9 Power, and Expert Air Magic, and do over 600 points of damage.

Although I suppose that would be more helpful if the damage formula for all of the single-target damage spells wasn't ((Cost x Power x 2.5) + skill-variable additional damage). Serious, that's it, all four of the single-target damage spells use that exact formula.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Pollo2002
Pollo2002


Famous Hero
posted December 10, 2019 01:36 PM

You can-t cast metoer shower without big losses?? what?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 10, 2019 02:54 PM

MattII said:
Mysticism can be fixed by rejiging the numbers (instead of +2/3/4 Spell points, make it +5/11/18).

First Aid is somewhat harder to fix, and impossible if it remains based around the FATent. You could improve it by having it give Basic/Advanced/Expert Cure to the hero. Also, the skill makes FATent tougher.

I honestly don't know what could be done about Eagle Eye. The more spells you have, the weaker it gets. I just can't see a way to keep it useful. Maybe by learning from Shrines at a distance?


For mysticism I would add a min/max wisdom component... like 2.5/5/10% of max mana... At least this would buff wisdom a little and it works well for Tower.

gatecrasher said:
Before being able to cast Meteor Shower multiple times you must cast spells to make sure the battle will run that long.

I think the 100% regen Mysticism would be much more useful in early game than in long late battles.


In general and according to all of the mysticism talk... the calculation is kinda simple... You need just a few parameters to add the correct percentage.

Most used skills and their actual mana cost. The average points in wisdom 'til a given and relevant level. Lets do the maths.

(thats the turning point for EXP needed) function is: y = -1,4618x + 124,38, while the graph is roughly an e^x function with fixed starting point for exp. Anyway, even with some possible variables its lvl 16-21 depending on what point you start to calculate. Now you calc in the wisdom gain in % for the most used heroes til the max level and create an arithmetic average. Do the same for the most used spells and mana points used. Last parameter is how often should a hero be able to cast a spell per round? Lets say its 1.5 for average spell/day and calc in all 3 parameters for an useful calculation for % mana gain per level.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 10, 2019 03:48 PM
Edited by RerryR at 15:49, 10 Dec 2019.

Don't make the discussion about Mysticism to complex. In the end it just needs a simple buff. Its not rocket since we have to apply here. Also the coding to do it should not take longer than one hour. The question is why has it not happened until that day?
Same goes for First Aid and Learning.


Pollo2002 said:
You can-t cast metoer shower without big losses?? what?

What Gatecrasher means I think is that its 90% of the time better to just cast Expert Slow and then shoot the neutrals or trick them. Why bother with a damage spell?

MattII said:
One thing I unfortunately doubt is possible for this game is to give spells an effect based on how much mana you're willing to throw into a spell

Why should it not be possible? I already made a similar mechanic.






 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 10, 2019 03:56 PM
Edited by P4R4D0X0N at 16:01, 10 Dec 2019.

True its not rocket science but its simple statistics... that means it's quite easy to calculate. Since the suggestions went from 10% to 100% for expert mysticism. 10^3 In case of variation. Thats why simple maths would be the best choice to calculate a reasonable value for it.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
MattII
MattII


Legendary Hero
posted December 10, 2019 07:14 PM
Edited by MattII at 19:22, 10 Dec 2019.

RerryR said:
MattII said:
One thing I unfortunately doubt is possible for this game is to give spells an effect based on how much mana you're willing to throw into a spell

Why should it not be possible? I already made a similar mechanic.
Variable costs for variable effects is possible? I figured that would require rewriting the entire magic section of the engine to work (given that, you know, all spells have set costs right now).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
hortu
hortu

Tavern Dweller
posted December 10, 2019 11:00 PM

What if Mysticism makes mana regenerations during battle? We could leave default values, so after evey turn hero regain 2/3/4 mana depending on the level of skill. This modification of Mysticism will allways provide a little bit of mana on battle field and default values wouldn't allow to casting high leveled spells every turn in case where we are lack of it.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Pollo2002
Pollo2002


Famous Hero
posted December 11, 2019 06:43 AM

What Gatecrasher means I think is that its 90% of the time better to just cast Expert Slow and then shoot the neutrals or trick them. Why bother with a damage spell?

That assumes you have expert earth magic. Homm is about getting to expert slow, we get that.
however even then , being able to infinitely resurrect vs all utopias and what not, is extremly valuable.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Orc
Orc


Famous Hero
posted December 11, 2019 07:11 PM
Edited by Orc at 19:11, 11 Dec 2019.

Very Bright Idea is to be perfected!

Hello,

I noticed this in HotA objects

Observatory: gives +2 square to sight radius until the end of the day.


I like the idea, and I think it can be improved.


Proposed Change: Observatory Bonus now lasts until the end of the week (similar to stables)

What do you think?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
BADiViN3R
BADiViN3R

Tavern Dweller
posted December 12, 2019 12:08 AM

HI guys
I always play small and medium maps with 200% dificulty. And that because it's the only way to play real HOMM3. In big maps or maps where there is lot of money or you start with many money, you buy too many heroes and you start that "chain hero gaming" . This is not the purpose of the game guys. So it would be perfect if there was an option to have 3 or 4 max heroes, or a general option to set whatever number of max heroes. IT MUST BE DONE. This will prevent this problem... at least for us, the true gamers .
Thanks
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Pollo2002
Pollo2002


Famous Hero
posted December 12, 2019 12:17 AM

I agree that being able to lower the max amount of heroes would be great.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
MattII
MattII


Legendary Hero
posted December 12, 2019 08:51 AM
Edited by MattII at 08:52, 12 Dec 2019.

No-one's forcing you to recruit the extra heroes you know? If you want to play wih fewer heroes, go ahead.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Zmudziak22
Zmudziak22


Supreme Hero
Heroes 3 Fan
posted December 12, 2019 09:48 AM

I dont think 8 heroes are too much. Still you can recruit less heroes or disable taverns if you want play with 3-4 heroes.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
monere
monere


Bad-mannered
Supreme Hero
posted December 12, 2019 09:49 AM

MattII said:
No-one's forcing you to recruit the extra heroes you know? If you want to play wih fewer heroes, go ahead.
it's the idea of hero chaining that bothers me, too. Don't worry, we don't use this trick anyway, but everyone should adapt to MY style of play just because I am the only one who is right most of the time (yes, about hero chaining, too)
____________
Optional signature you may use to appear at bottom of your posts. You may use BB Code in this field, but not HTML.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 12, 2019 09:56 AM

Hey BADiViN3R, just do as the man says. The doctor said that we should not disagree with him ^^
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
monere
monere


Bad-mannered
Supreme Hero
posted December 12, 2019 12:56 PM

Elvin said:
Hey BADiViN3R, just do as the man says. The doctor said that we should not disagree with him ^^
finally someone who gets it. You, my son, have just gotten into God's graces because you're able to see the light
____________
Optional signature you may use to appear at bottom of your posts. You may use BB Code in this field, but not HTML.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This Popular Thread is 196 pages long: 1 20 40 60 80 100 ... 105 106 107 108 109 ... 120 140 160 180 196 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1734 seconds