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 ]
New Server | HOMM1: info forum | HOMM2: info forum | HOMM3: info forum | HOMM4: info forum | HOMM5: info 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 thread is 20 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted May 30, 2017 07:10 PM

New idea for Quest Guards:
Have a Quest Guard require the hero to have learned a specific skill (or more than one skill) at a specific level.
For example visiting Pyramids requires Expert Wisdom to learn the spell, so it would make sense as a map maker to have a Quest Guard requiring Expert Wisdom just before the Pyramid.  

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

Hero of Order
Li mort as morz, li vif as vis
posted May 30, 2017 07:15 PM

ShEv441 said:
I have to admit that Forge's townscreen created by Don_ko is amazing. To bad it won't be used. With few changes in army's line-up ( cyber zombies, really?) it could be fantastic faction with strong M&M heritage. Hope they will come back to develop this idea.


Personally I'm a huge fan of the cyber-zombie, but at the same time is missing from the only available Forge (VCMI) and their lineup works for me nevertheless. I'm quite OK with lineups in general when people behind know what they are doing.

And damn that Brainsucker is just too good.



#FTFH
____________

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


Hired Hero
posted May 30, 2017 10:51 PM

Drslash said:
Another problem is that there are custom maps that heavily utilize current mechanics of EE, so it is vital that EE's original mechanics are preserved (albeit modified to some degree) instead of being replaced completely by something new.



I would personally not think too much about custom maps, since they're made for SOD, and you should play them with SOD only. I'm pretty sure that there are maps even right now that are unbeatable in Hota because of some (minor) change. And the amount of maps where you absolutely needEE is very minimal.

If Eagle Eye needs to stay around however, I would rather make it impossible for heroes learn it via leveling process. Instead there could be other ways to gain access to it:

1) Make Eagle Eye-like ability to appear in some form of an artifact.

or

2) Make some kind of special map object which lets you to learn Eagle Eye (and some other skills as well maybe? If the building would have multiple skills, Eagle Eye would always be one of them.)

or

3) Only heroes with Eagle Eye specialty can have the skill, other heroes are unable to learn it.

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


Adventuring Hero
posted May 31, 2017 05:02 AM
Edited by Ericoz at 05:03, 31 May 2017.

I don't know about that, seems just as gimmicky as the skill already is. Make it also work on the adventure map instead of only on battles and this skill is good to go.

Learning spells from a distance fits perfectly the skill's premise and could be very valuable saving a lot of movement.

OR

Adding the option to remove it from random maps.

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

Hero of Order
Li mort as morz, li vif as vis
posted June 19, 2017 09:23 PM


____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fred79
fred79


Promising
Undefeatable Hero
posted June 19, 2017 09:32 PM

off-topic/

ShEv441 said:
I have to admit that Forge's townscreen created by Don_ko is amazing. To bad it won't be used. With few changes in army's line-up ( cyber zombies, really?) it could be fantastic faction with strong M&M heritage. Hope they will come back to develop this idea.


i'm using the bulk of material from don_ko's screen in my stronghold/forge changeout, but that project won't be done for at least 4 or 5 years(after college, and after my lovecraft faction).

the cyberzombies were part of the original nwc lineup, though. are you saying you hate what nwc had planned?

oh, and btw, the cyberzombies are part of my forge lineup, too.

as for the mutant and radiated trees, well, they may be replaced by creatures of my own making.


on the bright side, the hota team will most likely already have a forge faction released by then.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
ShEv441
ShEv441


Hired Hero
posted June 26, 2017 05:34 PM
Edited by ShEv441 at 15:16, 27 Jun 2017.

@up
Forge concept wasn't perfect, that's the reason why it was never finished.


Here are my thoughts about changes in SS:

Discusion about Eagle Eye for 4 pages I have to admit that I have enjoyed reading that. Couple of ideas are really good. In my opinion the best option is to combine these 3 :
- allow to learn 5th level spells from enemy hero (I know that in most cases you could get only implosion or summon elemental but hey, still better than before)
- increase chance to learn the spell that was used to 100% (artifacts should be removed or changed)

About the third - learning from creatures - I have changed my mind multiple times during writing this post. At first I was bewitched. Such a easy idea to change useless skill to quite desirable. Archangels could learn your hero how to resurect those who died, unicorns how to blind enemy, efreets how to use fire shield and genies...  Genies could give you hero half of the 4th lvl spells in early stage of the game. Seems like new strategy for Tower. Later on I have realised that most of these spells requires expert magic to become good. You need time to lvl your hero enough and build upgraded genius dwelling. So big part of early stage of game advantage's is gone. Also in first week you usually do not fight high level monsters which have more extra abilities than low tier. Later your army gets bigger, you are able to conquer mines and build mage guild in your own town. It means that in most cases EE's goal would be to fill the spells that are missing. Also from my small online experence i know that usually the first big fight with enemy's general is the last one. So there are 2 possibilituies :
- you won, probably don't need new spells cause game is over.
- you lost, probably don't need new spells cause game is over.

It would be usefull only in situation when enemy got lower army but better spells, the winner's army becomes really weak so game is still open. Now you know those powerfull spells and you can use them against enemy in next big fight. Maybe if you could use the spell you saw few seconds ago in the same battle? Then it might be quite strong skill. Specially for Citadel and Stronghold.  

There would be also a strategy to get hero with eagle eye, buy upgraded genius, attack some slow moster, spam spells on allie, end battle with half 4th lvl spells, give it to main hero through scholar skill. It would not be easy to complate, would require another hero with expert scholar or develope one's with EE to moment with advanced wisdom, expert scholar and expert eagle eye. That would be around 10 lvl so probably is of the table. It means that when you ready to do that strategy 4th lvl guild is close to be completed. Still better to have 6 strong spells then 2+1 (tower's librery). Also to use EE in 100% you would have to fight often with diffrent monsters so that skill would be more for main or second general with some army.
Still it might increase popularity of heroes who specialise in EE. I'll say once again that I don't want EE to become suddelny the best skill in the game. It should be buffed from "garbage" to "not that bad". In specific situation very good. Usually below awarage. That mechanic could be cool in campaigns / single plater maps too. I don't the idea with using enemy's book. Learning town's spells without conquering them seems also interesting but with that logic you should be able to learn from shrine/school of magic/univercity without entering them. Seeems weird and to hard to implement. Idea with draining mana from enemy doesn't make sense to me at all. What does it have to do with the name "eagle eye"?

Better add that ability to Misticism. Increasing basic numbers from 2/3/4 mana points per day to for example 4/8/12 don't change much. Misticism in my opinion should be quite good alternative to inteligence. Restoring some % of total mana points also might be better. Something about 10/15/20% of total mana points? + We could add also draining mana from enemy's hero. It would make this skill much more interesting. It would be quite effective during clearing banks/bank and give some advantage during long PvP fights.
Artefaty chyba do wywalenia.


My opinion about First Aid, Learning and Magic will be in future posts.

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

Tavern Dweller
posted June 27, 2017 08:27 PM
Edited by Jluil at 20:31, 27 Jun 2017.

Just some thoughts and random ideas on magic...

Make magic heroes more useful:

1. Rebalance spell schools
Give all spell schools good spells and higher spells are more powerful.
Old spells buffs/nerfs:
- fireball and inferno now do 15 x power damage, but magic expertise bonus is slightly lower (=equal damage at low power but higher damage with high spell power)
- berserk nerf (single target only; can cast on creature max level 5/6/7 depending on magic skill)
- hypnotize - moved to water level 5; take control of enemy unit for 1 turn; max level 5/6/7 depending on magic skill
- fire shield - level 3; returns 10 x power damage to attacker
- slayer - level 2 spell; attacker base attack skill matches base defence of target (if lower)
- magic mirror - level 3 air; returns 50% magic damage; 100% debuff return
- sacrifice - level 3 fire; lower resurrect ratio with magic skill

New spells:
- unholy power - level 1, fire; causes next melee attack to do max damage and drains 10%/15%/20% life from them(vampire effect; can resurrect), last only until next attack, works on undead, effect overrides curse(does not remove it)
- chromatic orb; level 4, water; damage single target for 35xpower; additionally target gets randomly affected by slow, curse or weakness
- cripple; level 3, fire; single target 50% speed reduction, 25% damage reduction
- giant power; level 2, earth; +25% hp boost
- retribution; level 4, water; reflects 50% physical damage back to source as spell damage(both melee and ranged)
- mass distortion; level 4 earth; debuff; 2 hex wide cast range; targets lose 25% max hp
- pathfinding; level 1, earth; remove terrain penalty by 25%/35%/50%, extra 10% movement speed for the day (stacks with pathfinding and logistics)
- hand of death: level 5, fire; outright kills (0.5xpower + 1) units
- incinerate: level 5, fire; set target unit on fire causing it to take 30xpower outright and at the beginning of their turn for next 3 turns
- divine shield: level 3, water; buff, single unit; reduces damage of next attack, spell or ability by 50%/55%/60%
- barrier - level 2, water; generates obstacle with (10/30/50)+20xpower hp


Lower level spell are sometimes useless without school magic skill and some are overpowered on expert level.

All mass buffs/debuffs now work as follows:
- no effect same
- basic effect: reduced mana cost
- advanced effect: cast on additional second unit (no extra bonus)
- expert effect: cast on all units (no extra bonus)

Low level mass spells rebalanced:
- bloodlust, stoneskin, shield, air shield ... (give exp level stats)
- weakness now reduces damage done by 25% (buff; all levels)
- haste +3 speed (nerf; all levels)
- slow 25% reduced speed (nerf; all levels)
- protection from air/earth/fire/water -> removed; single protection from all 30% magic damage reduction
- air shield (40% all levels)

2. mana is precious
Having no mana fountain early means very slow progress for a offensive magic hero.
- mana regen is increased by knowledge skill level (mysticism coult boost this effect)

3. different towns have different mage guild levels
- have all towns level 5 mage guild

4. magic resistances/immunities
- separate magic resistance and magic damage reduction = resistance 30% will decrease lightning damage by 30% rather than make unit resist full effect 30% of time.
- remove artifacts that disallow you to cast whole levels of magic (orb of inhibition, red cloak...)
- add new magic damage reduction artifacts - effect stack multiplicatively (20% + 20% = 40%; 20% * 20% = 36%)

5. make artifacts less boring
Right now all shields give +1 ... +12 defense, all swords give damage, armor power, helm knowledge.
This design is not too interesting strategically as if you had skill distributed:
For example let's say you have an armor that gives +3 power and also an armor that gives +5 defense. Now if you are a magic hero you might still find +3 power more appealing.
This way you could pick artifacts that fit your role more:
- head: crown (+knowledge)
- hand: wand (+power)
- armor: magical (+power)
- other hand: some magic orb (+power, +knowledge)
...


____________

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


Adventuring Hero
posted June 28, 2017 04:49 AM

I suggest nerfing mass spells by reducing its duration to Spell Power/x.

For example, if we set mass spells duration as SP/5 rounded up,
if you have SP 1-5, your mass spells would last 1 round,
if you have SP 6-10, it last 2 rounds,
if you have SP 11-15, it last 3 rounds, and so on.

There should be an option to cast a mass spell as a single target spell for normal duration. For example, if I have SP 7, I could either choose to cast mass slow for 2 turns, or I could cast advanced slow on a single target for 7 turns.

If SP/5 is too much, you can use SP/4 or even SP/3. Spell duration artifacts could be reduced to only +1, and/or bumped up to minor/major class.






 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
shev441
shev441


Hired Hero
posted July 02, 2017 10:11 PM
Edited by shev441 at 22:20, 02 Jul 2017.



Another simple idea. Usually during my multiplayer games - 2 human players pick their faction and give random town to rest computer players. Sometimes there is situation when 1st player got for example Tower and 2nd decided to choose Inferno. After launching the game we find out that there are 3 Inferno on the map, 1 Tower and 1 Rampart. In obvious way the second player is in way better spot - oportunity to snow ball whole game. I know that to prevent that situtation from happening you can pick diffrent factions for each computer player but it's kind a fun killer.

That's where comes my idea. Add to starting game's window new button. Dices with red X stand for: Random Town but diffrent than others. In that way you can play 6player maps with random element - sometimes it might be 3 magic factions like Necropolis, Dungeon and Conflux, sometimes it might me might factions like Stronghold and Castle. Random element is still here but it protect players from unbalanced gameplay.

My Paint skills aren't high but i guess you understand the idea.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Phoenix4ever
Phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted July 02, 2017 10:46 PM

That's a good idea shev441, if it can be implemented.

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


Hired Hero
posted July 03, 2017 04:52 PM

I have a suggestion for the map editor:

When you disable a spell in general for a map, and you go into the option window of a town and activate the option "this spell MUST be in the mage guild (the deactivated spell)", it should be there, even if the spell is deactivated in general. Right now this is not the case.

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

Tavern Dweller
posted July 03, 2017 11:49 PM
Edited by phonyamerican at 23:52, 03 Jul 2017.

Instead of the Forge town (which is weird to me) I would rather see an Asian mythology inspired faction.
We have a lot of western mythology, but I think an Asian one would add flavor and could be a good source of inspiration.

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


Hired Hero
posted July 04, 2017 10:50 AM

phonyamerican said:
Instead of the Forge town (which is weird to me) I would rather see an Asian mythology inspired faction.
We have a lot of western mythology, but I think an Asian one would add flavor and could be a good source of inspiration.


asian mythology would be awesome imo. and there are many creatures in this myth i think which can be used in h3. also the Samurai could be a cool lvl 4 creature for example.

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


Supreme Hero
posted July 04, 2017 11:42 AM

phonyamerican said:
...I would rather see an Asian mythology inspired faction.
We have a lot of western mythology, but I think an Asian one would add flavor and could be a good source of inspiration.


____________

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


Hired Hero
posted July 04, 2017 07:12 PM

Great idea asian mythology.

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


Promising
Famous Hero
posted July 04, 2017 07:46 PM

Oasis seems to be greater. Imagine campain story plot: one of the sea wolves are sent to the place full of sand...
____________

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


Hired Hero
posted July 09, 2017 11:40 AM
Edited by OrrinIsTheBest at 11:45, 09 Jul 2017.

So after reading all the comments and seeing not even one from the team except for the first, i must say chances of these being seen by HotA staff are pretty low. However i'll share all my work with you guys here.
Firstly, excuse me beforehand for any error in my english as i am not native speaker. Secondly, ideas stated below are not intended to be implemented as they are,so feel free to discuss,go against and hopefully improve them. Decided to start with random notes because i just couldn't group them:
Surrendering in battle against human player - i mean YOU must be the diplomat here, not some programming code. Well diplomacy against AI is ok but this - totally out of concept. I believe dominant side should have the right to demand whatever they want( gold,resource,artifact,ballista etc.) to let the surrendering hero go. This would surely add color to PvP mathces.
In tavern rumors should be about real events like Dungeon Warlock Alamar is beating the crap out of enemies with his superior armageddon OR its said that the great barbarian Tyraxor possesses the most fearful creature of all- Azure dragon. I leave this job to you english-speaking people.
Heroes with creature specialties should be able to recruit same wandering monsters( similar probability with exp. diplomacy).
This sounds kinda futile but there should be no free joiners in random maps even with diplomacy. That way diplomacy won't be banned in most of online games.
There should be an option to dismiss artifacts/scrolls and ammo/tent/ballista.
It rarely happens but it did. Dragon utopias and markets shouldnt give same artifacts.
Secondary skills :
Sorcery: +10% ;+20% ;+30% anything with numbers( resurrection,hypnotize,land mine etc.) Additional advantage: ArchAngels and Pit Lords res/raise accordingly,for example at expert level 130/65 hit points.
Mysticism: +10% ;+20% ;+30% of maximum mana points regenerated additionally.At expert level hero's all spells cost 2 less mana.
Scouting: Tbh i didnt even want to touch this skill but after reading the meaning of the word in dictionary i was quite surprised that noone ever suggested that: at basic +2( beacuse +1 is not significant), at adv. +3 and exact number of monsters are revealed,at exp. +4 and you can see whether they want to join,fight or just flee. I know its coding will be hard bc the effect will be permanent(different from exp visions) but i believe in developers.
Estates: +5% ;+10% ;+15% daily income.
First Aid: again dictionary helped me here. basic- up to 50 hit points healed, adv.- up to 150 points healed and one unit can be cured, at exp.- up to 250 mass heal and mass cure. Despite all the boosting as long as tent is destructible this will remain a bad skill.
Please combine artillery and ballistics for the love of all that is holy. It is not rocket science.
Learning: +10% ;+25% ;+50%. Hero, leveling up, can pick to learn  among _ at basic- 2 ,at adv. - 3 and at exp. - 4 different skills. Sounds cool right? Of course not,it is still the most crappy skill in the game.
And finally, the most favorite skill of all(not really) -Eagle Eye- and yes,dictionary helped me here as well.
So i brainstormed a little and found out that-with the help of real meaning,in case you don't( "good at noticing small details")- those small details are artifacts,yes,artifacts that enemy wears and artifacts in utopias/crypts/churchyards etc. Between don't change the percentages because seeing all the arties of an utopia is not so fun.
Ok now that i am done with secondary skills let's talk about other things too. Like artifacts. Don't worry it is not that long:
Invisibility Cloak: makes you invisible in map,well of course unless enemy has got expert view air/visions or eagle eye(don't forget the percentage).
Orbit of blah blah(maybe peace): ( I leave the name to you) In combat opponents can only cast spells on their own units. Removes the effect of orb. of inhibition,vulnerability,recanter's cloak,cape of silence and ring of oblivion. In addition to that, luck/morale decreasing artifacts( even bone/ghost dragons and devils) won't work. The idea behind this is that currently arties like orb of inhibition are superior and make the might heroes even more superior so consider this as a boost to magic heroes.
Titan's Thunder: gives mind spell immunity(because there is no artifact in HotA that gives such power.)
I have a lot both on my mind and paper about RMG and template balancing but if i decide to write them i fear noone will be willing to read the post so ill stop here. If anyone is interested in my work regarding templates ill be happy to share it.

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

Hero of Order
Li mort as morz, li vif as vis
posted July 09, 2017 12:22 PM


#FTFH
____________

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


Supreme Hero
posted July 09, 2017 12:41 PM

OrrinIsTheBest said:
There should be an option to dismiss artifacts/scrolls and ammo/tent/ballista.
  Estates: +5% ;+10% ;+15% daily income.
  Learning: +10% ;+25% ;+50%. Hero, leveling up, can pick to learn  among _ at basic- 2 ,at adv. - 3 and at exp. - 4 different skills. Sounds cool right? Of course not,it is still the most crappy skill in the game.
...
Orbit of blah blah(maybe peace): ( I leave the name to you) In combat opponents can only cast spells on their own units. Removes the effect of orb. of inhibition,vulnerability,recanter's cloak,cape of silence and ring of oblivion. In addition to that, luck/morale decreasing artifacts( even bone/ghost dragons and devils) won't work. The idea behind this is that currently arties like orb of inhibition are superior and make the might heroes even more superior so consider this as a boost to magic heroes.

Guess I misunderstood what you meant for advices, I really like these points even if you are mistaken about the last one. Cape of silence boosts magic heroes, this artifact OTH would instead boost might even more since heroes with sorcery and tons of power become unable to use it to cast destrutive spells while might heroes could still cast Haste, Shield, Bless, Bloodlust, Precision, etc...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 20 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1659 seconds