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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 ... 125 126 127 128 129 ... 140 160 180 196 · «PREV / NEXT»
FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 03, 2020 10:29 AM

Hourglass said:
Suggestion how to make Planeswalkers more interesting

I've always thought that the hero desings in Conflux suffered the most, when the town was made in a rush. There are problems with Elementalist too, but maybe I'll get to them in later point.

For some reason, they did 2 heroes per one creature, which maybe could have been an accetable desing decision, if they would have made their secondary skills drastically different. Unfortunately, this is not the case, and all the planeswalker pairs pretty much share the same secondary skills, and Erdamon and Thunar even have exactly the same set.

So, in order to make room for new planeswalker desings, we would firstly simply ban Thunar, Lacus, Ignissa and Pasis. Their hero picture presents "the unupgraded elementals", and I feel that having the upgraded bunch as heroes makes a bit more sense. After those heroes have been banned, we can replace them.

For some reason, NWC made all the upgraded heroes to be males, and the unupgraded ones females, so IMO all the new heroes should be females as well.

Also, all the Conflux creature specialists have a fixed buff for each creature, instead of the "normal" scaling one. I feel this is unique idea, and there's no need to change that, and all the other creature specialists should have this idea with them as well. You know, to respect the original creators.

I also suggest that Monere's starting army will change to "normal" Conflux starting army, instead of he starting with 2 stacks of Air elementals.

Okay, so here goes, the 4 heroes that would replace all the current ones:

Gaia

Pixie/Sprite specialist
Every Pixie and Sprite in Gaia's army receives +2 attack and +2 health.

Secondary skills: Adv. Offence

Starts with 3 stacks of Pixies.

Basically the idea is to give a good starting hero option
--

Ventus

Air/Storm Elemental specialist
Every Air/Storm elemetal in Ventus' army receives +2 defence.

Secondary skills: Interference + Luck

Starts with 3 stacks of Air elementals.

I'm aware that she would be a very good starting hero aswell, but her skills and defensively oriented speciality can make it less obvious.
--

Bellum

Tactics specialist
Each level of Tactics has +1 additional hex row.

Secondary skills: Tactics + Logistics

A good chance to introduce a Tactic specialist to the game
--

Casus

Scouting specialist
(you know how this one goes)

Secondary skills: Scouting + Diplomacy

I felt Conflux could have another support hero that isn't money-based and I feel there could be another hero with Diplomacy as well



I agree with you, but those heroes will only be disabled and not replaced. It would be something similar to the Beatrice thing, where Sylvia is disabled on water maps and Beatrice takes her place. But I think that's what you meant anyway. The Pixie specialist would probably be used a lot in short maps (but I guess still Luna would be more popular).

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MattII
MattII


Legendary Hero
posted April 03, 2020 11:02 AM

I'm going to suggest that the Conflux heroes go from fixed bonuses to per-level bonuses for all spell and creature boosts, just so they fit in better with all the rest of the heroes.

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Hourglass
Hourglass


Famous Hero
posted April 03, 2020 11:17 AM

FirePaladin said:

I agree with you, but those heroes will only be disabled and not replaced. It would be something similar to the Beatrice thing, where Sylvia is disabled on water maps and Beatrice takes her place. But I think that's what you meant anyway. The Pixie specialist would probably be used a lot in short maps (but I guess still Luna would be more popular).


Yeah, that's exactly what I meant, I shouldn't make post just before I'm about to go sleep. X)

Basically, I don't want to remove anything entirely from the game, but rather ban some existing elements and make a better replacement. The old features could be brought back with map/template editor if the user so desires.

And yeah, Luna would be still pretty dominant pick I think, but at least there would be some other options as well.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 03, 2020 11:48 AM

Hourglass said:
FirePaladin said:

I agree with you, but those heroes will only be disabled and not replaced. It would be something similar to the Beatrice thing, where Sylvia is disabled on water maps and Beatrice takes her place. But I think that's what you meant anyway. The Pixie specialist would probably be used a lot in short maps (but I guess still Luna would be more popular).


Yeah, that's exactly what I meant, I shouldn't make post just before I'm about to go sleep. X)

Basically, I don't want to remove anything entirely from the game, but rather ban some existing elements and make a better replacement. The old features could be brought back with map/template editor if the user so desires.

And yeah, Luna would be still pretty dominant pick I think, but at least there would be some other options as well.


I know

Since you were asking why were all upgraded heroes males, well, that's the same reason for why Conflux is so bad designed and OP in base game especially: Conflux was rushed and the team was demoralized after the Forge was cancelled. Plus, they didn't bother too much with such aspects because they didn't care that much anymore. Some team members even left because the Forge was boicotted; just so you see how serious they guys were about that.

I think Conflux heroes could start with a bonus in att, def, hp, etc. for their units, but certain bonuses could get higher with the level. If that's possible, of course.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 03, 2020 05:34 PM
Edited by FirePaladin at 23:35, 03 Apr 2020.

Another idea: Caravan

Here's what inspired me: https://www.reddit.com/r/HoMM/comments/fu5p99/i_want_heroes_iii_but_with_the_caravan_building/

Edit: Market of Time too, could be finally finished. For those who don't know what Market of Time is currently in HoMM3, read here: https://heroes.thelazy.net//index.php/Market_of_Time

I'm referring mostly to the last part of the article.

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Hourglass
Hourglass


Famous Hero
posted April 04, 2020 12:25 AM

FirePaladin said:

Another idea: Caravan



While Caravans were cool in the later games, I feel that Hota already kinda tackled the niche by simply allowing the neutral dwellings inhabitate creature's from earlier weeks. I think the whole caravan idea was one to better features in Homm4, and worked well in that game. I think nobody would want to get rid of Caravans, if they were added to the game when it was released/expansions came out. However, adding caravans now to the game doesn't really sound like a good idea for me personally. I kinda think they push the game a bit out of the original experience.

FirePaladin said:

Edit: Market of Time too, could be finally finished



This is something I would also like to see added, could be a cool late game object. Removing skills for free sounds pretty powerful, I think adding a (high) cost would be the way to go.

I wonder what the other desing might have been, thou. I mean if it was also planned as an objective that would appear only occasionally, what you were supposed to be able to buy from that?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 04, 2020 12:53 AM

Hourglass said:
FirePaladin said:

Another idea: Caravan



While Caravans were cool in the later games, I feel that Hota already kinda tackled the niche by simply allowing the neutral dwellings inhabitate creature's from earlier weeks. I think the whole caravan idea was one to better features in Homm4, and worked well in that game. I think nobody would want to get rid of Caravans, if they were added to the game when it was released/expansions came out. However, adding caravans now to the game doesn't really sound like a good idea for me personally. I kinda think they push the game a bit out of the original experience.

FirePaladin said:

Edit: Market of Time too, could be finally finished



This is something I would also like to see added, could be a cool late game object. Removing skills for free sounds pretty powerful, I think adding a (high) cost would be the way to go.

I wonder what the other desing might have been, thou. I mean if it was also planned as an objective that would appear only occasionally, what you were supposed to be able to buy from that?


Artifacts, I guess? And it would surely require a high cost. Some people said you unlearn only once. Who knows, especially since  all we've got are rumors from people and devs?

About caravan, I'm not sure either, I just posted someone's idea from reddit.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 04, 2020 07:45 AM

Market of Time could cost 2000 per level of skill, so an expert skill would cost 6000 to remove.
It could be open only every or every second sunday, to make it harder to use.
They don't even have to create new graphics, the one in game is quite fine, it just needs to actually do something.
I have wished for Market of Time in HotA for a long time...

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MattII
MattII


Legendary Hero
posted April 04, 2020 08:28 AM

I wouldn't mind seeing a range of artefacts that allows you to cast one spell each at say, Advanced or Expert levels, regardless of your proficiency with that school of magic. That and/or cast them with a reduced cost.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 04, 2020 09:58 AM
Edited by phoenix4ever at 10:48, 04 Apr 2020.

Fix Orb of Vulnerability, so it works the same for both players.
It is currently very unfair for Gold and Black Dragons.

Also possibility of buying spell book at shrines and pyramids.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 04, 2020 11:46 AM
Edited by FirePaladin at 15:02, 05 Apr 2020.

*Special appearance for snow for Tower dwellings at least, could be introduced, as well as snow appearance for more buildings. Also snowy Wasteland mountains. Not entirely necessary, just a nice thing to have.


*Buff Hypnotize. Now it does nothing, and only Fangarms are able to use it. It isn't that OP on a single stack for one round, since Berserk is on more stacks but which attack anyone.


NOTE: Some spells could be present only if enabled, for balance and PvP reasons, as discussed before.


*Blizzard level 3-4 spell; Creates a passing blizzard with a thickness of 3 hexes and unlimited length, which deals relatively low damage and inflicts a "frozen" effect, which slows down any unit hit by it by -1; can be orientated in any direction, just like creature attacks; If not possible, then it has same size and shape as Inferno spell; Troops then transform into Blizzardboy.

Something like this:



*Geyser for Water Magic: Deals damage to several random enemies; or creates several invisible "geyser pits", which can deal damage, stop action, etc. Who knows?


*Water Magic: Magic Shield: raises an unit's defense by a small amount and for each hit the unit takes, the hero receives some mana; the spell could be limited to 8 attacks only, etc.


*Water Magic: Mist: Creates a mist cloud which lowers ranged damage by 15%/30%/50%. Size could be same as Fireball. Values can be different, of course. Might need some more stuff, as to be on par with Air Shield. Lowers attack and defense too?


*Water/Air Magic: Summon Faerie Dragon. Level 5 spell to "replace" Magic Mirror.


*Maybe a summon demon spell for Fire Magic?


*Fire Magic spell: Fire Breath: Unit deals additional melee damage; might have an additional/different effect, like two-hex attack, inflicts a "burn" effect on target, etc.


*Fire Magic spell: Ferocity: Basically, the unit receives the "Ferocity" specialty for several turns (either 1, 2 or spell power turns. I say 2 turns is the best, but 1 turn can't be bad either). Basic level 1-5, Adv. 1-6 and Exp. all levels.


*Fire Magic spell level 5: Summon Phoenix. Self-explanatory


*Some magic schools: Power of Light/Dark: Additional damage against Good/Evil creatures. Power of Light can be applied only on "Good" creatures and vice-versa. Neutrals can use both (Fortress, Cove, Stronghold, Neutral).


*Some magic school: Invisibility: Troop becomes invisible for 2 turns. If it does anything else than move, wait or defend, it becomes visible again. Basic level 1-5, Adv. 1-6 and Exp. all levels.


*Water/Fire Magic spell: Magic Shackles: Prevents an unit from using casts/special abilities for a while;


*Fire Magic spell: Doom: Unit receives only max damage attacks; can receive only luck attacks too.


*Earth Magic spell: Plague: Lowers a living unit's health by a certain percentage: 10/20/30%. Attacked troops receive the effect too (a suggestion).


*Water Magic spell: Defensive Formation/Purity (or something else): Same as frenzy, but with defense instead of attack and the effect cancels next turn, not after the unit's attack.



Edit: I think specific Magic Arrows for every school would be cool. For Mage Guild balance, all four Magic Arrows should be learned instantly when getting the "Magic Arrow" in MG. However, it might not be possible to implement.

Edit 2: Out of ideas, guys? Or just bored (though I don't have a problem if that's the case)?

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Hourglass
Hourglass


Famous Hero
posted April 06, 2020 12:29 AM

FirePaladin said:

*Water Magic: Magic Shield: raises an unit's defense by a small amount and for each hit the unit takes, the hero receives some mana; the spell could be limited to 8 attacks only, etc.


Interresting idea, I also like how this would finish the "shield cycle" (earth, fire and air got their own "shields") Basically, I would personally like some way of getting mana during battle, and I think this is actually a good idea since your opponent could also play around it.


FirePaladin said:

*Water Magic: Mist: Creates a mist cloud which lowers ranged damage by 15%/30%/50%. Size could be same as Fireball. Values can be different, of course. Might need some more stuff, as to be on par with Air Shield. Lowers attack and defense too?


The initial effect wouldn't be unique enough, basically forgetfulness is the same thing.

FirePaladin said:

*Fire Magic spell level 5: Summon Phoenix. Self-explanatory

*Water/Air Magic: Summon Faerie Dragon. Level 5 spell to "replace" Magic Mirror.


I think there might be a spot for another summon, but I think it could be a creature meant for only that purpose. For example, summoning faerie dragon is beoyond lvl 5 spell. Maybe a somewhat weaker creature as a lvl 4 spell.


FirePaladin said:

*Fire Magic spell: Ferocity: Basically, the unit receives the "Ferocity" specialty for several turns (either 1, 2 or spell power turns. I say 2 turns is the best, but 1 turn can't be bad either). Basic level 1-5, Adv. 1-6 and Exp. all levels.



I think this is really neat spell, and could be really fine if the effect would go off after the creature has attacked. Otherwise it becomes unnecessary out of control if the creauture would also roll morale on that turn - that would mean 4x attack. Would need to be a lvl 4-5 spell I think.

FirePaladin said:

*Water/Fire Magic spell: Magic Shackles: Prevents an unit from using casts/special abilities for a while;



Would be very niche spell with that effect.

Actually, the second part (disabling abilites) would be a fantasic new spell. If anyone is familiar with Hearthstone's silence-mechanic, that's what I would personally like to see. I think unit could fly and ranged attack + it would still be living, undead etc, but other effects would stop working. I suggest that this would be mind spell as well.


FirePaladin said:

*Fire Magic spell: Doom: Unit receives only max damage attacks; can receive only luck attacks too.



Very simple and good desing, I like it!


FirePaladin said:

*Earth Magic spell: Plague: Lowers a living unit's health by a certain percentage: 10/20/30%. Attacked troops receive the effect too (a suggestion).


I suggest that this would be called "Poison", and made to work exactly like it works, for the sake of simplicity.

I think this would have it's place aswell.

FirePaladin said:

*Water Magic spell: Defensive Formation/Purity (or something else): Same as frenzy, but with defense instead of attack and the effect cancels next turn, not after the unit's attack.


Interesting effect, would have to be very spesific situation to be useful, and only even then in the hands of skilled player. Oftenly, you really wouldn't want to see this spell in your mage guild.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 06, 2020 10:58 AM

Hourglass said:

Gaia

Pixie/Sprite specialist
Every Pixie and Sprite in Gaia's army receives +2 attack and +2 health.

Secondary skills: Adv. Offence

Starts with 3 stacks of Pixies.

Basically the idea is to give a good starting hero option
--

Ventus

Air/Storm Elemental specialist
Every Air/Storm elemetal in Ventus' army receives +2 defence.

Secondary skills: Interference + Luck

Starts with 3 stacks of Air elementals.

I'm aware that she would be a very good starting hero aswell, but her skills and defensively oriented speciality can make it less obvious.
--

Bellum

Tactics specialist
Each level of Tactics has +1 additional hex row.

Secondary skills: Tactics + Logistics

A good chance to introduce a Tactic specialist to the game
--

Casus

Scouting specialist
(you know how this one goes)

Secondary skills: Scouting + Diplomacy

I felt Conflux could have another support hero that isn't money-based and I feel there could be another hero with Diplomacy as well



Hey sorry for not being much around. So I like this idea of "remastering" Conflux Heroes even though I'd make some changes. So I'd suggest, to add 2 new planeswalkers: Ventus(Air Elem) and Tempest(Storm Elem) and change the abilities of Planeswalkers. As a rule, "upgraded" elemental heroes have as speciality the units. For example: Tempest, Kalt, Fiur, Erdamon, Monere have as speciality, respectively, Air/Storm El; Water/Ice El. ; Fire/Energy El. ; Earth/Magma El. ; Psychic/Magic El.

The un-upgraded would be specialists of 1 spell which "fits" their nature. Ventus - Air Shield. Lacus - Water Walk. Ignissa - Fire Wall(not Luna anymore). Thunar - Earthquake. Pasis - Hypnosis or the new "Empower Mind" spell.

Also, 4 of the elementalists would get magic schools speciality (Aenain, Gelare, Luna, Labetha get Air, Water, Fire and Earth Magic specialities) plus 2 new ones: Pixies specialist and Gems(or Crystals). These two could be "Sorceresses" from Heroes II.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 06, 2020 11:28 AM
Edited by FirePaladin at 13:01, 06 Apr 2020.

Hourglass said:
FirePaladin said:

*Water Magic: Magic Shield: raises an unit's defense by a small amount and for each hit the unit takes, the hero receives some mana; the spell could be limited to 8 attacks only, etc.


Interresting idea, I also like how this would finish the "shield cycle" (earth, fire and air got their own "shields") Basically, I would personally like some way of getting mana during battle, and I think this is actually a good idea since your opponent could also play around it.


FirePaladin said:

*Water Magic: Mist: Creates a mist cloud which lowers ranged damage by 15%/30%/50%. Size could be same as Fireball. Values can be different, of course. Might need some more stuff, as to be on par with Air Shield. Lowers attack and defense too?


The initial effect wouldn't be unique enough, basically forgetfulness is the same thing.

FirePaladin said:

*Fire Magic spell level 5: Summon Phoenix. Self-explanatory

*Water/Air Magic: Summon Faerie Dragon. Level 5 spell to "replace" Magic Mirror.


I think there might be a spot for another summon, but I think it could be a creature meant for only that purpose. For example, summoning faerie dragon is beoyond lvl 5 spell. Maybe a somewhat weaker creature as a lvl 4 spell.


FirePaladin said:

*Fire Magic spell: Ferocity: Basically, the unit receives the "Ferocity" specialty for several turns (either 1, 2 or spell power turns. I say 2 turns is the best, but 1 turn can't be bad either). Basic level 1-5, Adv. 1-6 and Exp. all levels.



I think this is really neat spell, and could be really fine if the effect would go off after the creature has attacked. Otherwise it becomes unnecessary out of control if the creauture would also roll morale on that turn - that would mean 4x attack. Would need to be a lvl 4-5 spell I think.

FirePaladin said:

*Water/Fire Magic spell: Magic Shackles: Prevents an unit from using casts/special abilities for a while;



Would be very niche spell with that effect.

Actually, the second part (disabling abilites) would be a fantasic new spell. If anyone is familiar with Hearthstone's silence-mechanic, that's what I would personally like to see. I think unit could fly and ranged attack + it would still be living, undead etc, but other effects would stop working. I suggest that this would be mind spell as well.


FirePaladin said:

*Fire Magic spell: Doom: Unit receives only max damage attacks; can receive only luck attacks too.



Very simple and good desing, I like it!


FirePaladin said:

*Earth Magic spell: Plague: Lowers a living unit's health by a certain percentage: 10/20/30%. Attacked troops receive the effect too (a suggestion).


I suggest that this would be called "Poison", and made to work exactly like it works, for the sake of simplicity.

I think this would have it's place aswell.

FirePaladin said:

*Water Magic spell: Defensive Formation/Purity (or something else): Same as frenzy, but with defense instead of attack and the effect cancels next turn, not after the unit's attack.


Interesting effect, would have to be very spesific situation to be useful, and only even then in the hands of skilled player. Oftenly, you really wouldn't want to see this spell in your mage guild.


That's why I said HotA could create some "enabled only" spells. Also, many of the effects I suggested are only for orientation and not at all what the spell should exactly be.

Edit: Most of these are inspired by KB, as you might have realized.

I agree with Ferocity, that's what I wanted to say with "1 turn".

And Summon F.Dragon would not be that OP if it is just once per battle and amount of Faeries is low.

Edit 2: Plague could be called Poison. After all, these are not what you would call final version.

Maybe Defensive Formation could be cast on a "fireball area" on your troops. Or you cast it on a friendly troop and if it's next to another allied creature, it takes part of the damage instead (just like those tier 1 from H6 and H7, Praetors or what they were called).

Lord_Immortal said:
Hourglass said:

Gaia

Pixie/Sprite specialist
Every Pixie and Sprite in Gaia's army receives +2 attack and +2 health.

Secondary skills: Adv. Offence

Starts with 3 stacks of Pixies.

Basically the idea is to give a good starting hero option
--

Ventus

Air/Storm Elemental specialist
Every Air/Storm elemetal in Ventus' army receives +2 defence.

Secondary skills: Interference + Luck

Starts with 3 stacks of Air elementals.

I'm aware that she would be a very good starting hero aswell, but her skills and defensively oriented speciality can make it less obvious.
--

Bellum

Tactics specialist
Each level of Tactics has +1 additional hex row.

Secondary skills: Tactics + Logistics

A good chance to introduce a Tactic specialist to the game
--

Casus

Scouting specialist
(you know how this one goes)

Secondary skills: Scouting + Diplomacy

I felt Conflux could have another support hero that isn't money-based and I feel there could be another hero with Diplomacy as well



Hey sorry for not being much around. So I like this idea of "remastering" Conflux Heroes even though I'd make some changes. So I'd suggest, to add 2 new planeswalkers: Ventus(Air Elem) and Tempest(Storm Elem) and change the abilities of Planeswalkers. As a rule, "upgraded" elemental heroes have as speciality the units. For example: Tempest, Kalt, Fiur, Erdamon, Monere have as speciality, respectively, Air/Storm El; Water/Ice El. ; Fire/Energy El. ; Earth/Magma El. ; Psychic/Magic El.

The un-upgraded would be specialists of 1 spell which "fits" their nature. Ventus - Air Shield. Lacus - Water Walk. Ignissa - Fire Wall(not Luna anymore). Thunar - Earthquake. Pasis - Hypnosis or the new "Empower Mind" spell.

Also, 4 of the elementalists would get magic schools speciality (Aenain, Gelare, Luna, Labetha get Air, Water, Fire and Earth Magic specialities) plus 2 new ones: Pixies specialist and Gems(or Crystals). These two could be "Sorceresses" from Heroes II.


That's good. More diversity. Just imagine Thunar sieging your castle. All arrow towers and gate would be gone in a few turns and you're done.

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LordInsane
LordInsane


Known Hero
posted April 07, 2020 03:50 AM

I suppose that, with the implication that the/a Factory campaign will visit Jadame, a few Jadame-associated creatures might not be out of the picture. Wererats and serpentmen, perhaps? I am noticing the linked-to map has, amongst others (but noticeably not including Alvar), Ravenshore (close to the Chapel of Eep and the main cove of the Wererat Smugglers, and the map even has a river name and another location nearby named), a few locations in Ravage Roaming (the location of the Church of Eep) and the Abandoned Temple (where serpentmen lair) on the Dagger Wound Islands marked, and those two do seem to have the most potential as neutrals of the Jadamean parts of the MM8 bestiary that isn't already in Heroes III.

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EvilEyes
EvilEyes

Tavern Dweller
posted April 07, 2020 09:24 AM

My suggestion would be to somehow add a 4th level for the mage guild in the Fortress faction. There's really no reason for it to be as bad at magic as the Orcs/Barbarians.


Eagle eye specialty bonus is a sham as is the skill itself. Perhaps heroes of all factions - specializing in it should receive something better?

The 3rd upgrade for the Pirate faction of the Pirate Captain is quite ovevrpowered. He's easily the best lvl 3 creature and nothing comes close. Balancing is really needed.


Cloak of the Damned(?) the most overpowered artifact that resurrects Liches, usually by the 100s depending on map size. It's a game breaker and perhaps it should simply increase necromancy skill or just add necromancy as a hidden skill (as well) to heroes who never had necromancy as those of other factions?
Right now it's the most powerful artifact combo in the game and wins any match for the player who owns it. Very unbalanced combo.


Is it me, or do ORC axe throwers no longer possess the "no melee penalty" skill? This change was really unneeded in my opinion. The Orcs are an average/good lvl 3 unit but in no way are they anywhere near the best, so why would this nerf be brought on them?


I am saddened that some heroes are gone - Galthran etc. why not leave them in, and just give them different bonuses if Skeleton bonus is so overpowered?


Nice change on Diplomacy - applaud that. It was a gamebreaker before.


Just my 2 cents

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 07, 2020 09:34 AM

I agree with you regarding Fortress Mage Guild and yes Eagle Eye still sucks and Sea Dogs are OP, both in stats and the Accurate Shot ability, also the no retaliation seems strange to me for a ranged unit.

Cloak of the Undead King is still OP yes, I made it make Skeleton Warriors instead of liches.

Galthran was also OP, I'm not sure changing him would be right, Ranloo seems decently crap enough to balance Necro.

Orcs never had no melee penalty, I think you have missunderstood something here.

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EvilEyes
EvilEyes

Tavern Dweller
posted April 07, 2020 09:38 AM

Huh, I must have gotten so used to WoG that I thought ORCS/ORC Cheiftains always had a no melee penalty. At least I am positive they do in WoG. Anyways, my mistake, heh

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 07, 2020 10:28 AM
Edited by FirePaladin at 10:29, 07 Apr 2020.

phoenix4ever said:
I agree with you regarding Fortress Mage Guild and yes Eagle Eye still sucks and Sea Dogs are OP, both in stats and the Accurate Shot ability, also the no retaliation seems strange to me for a ranged unit.

Cloak of the Undead King is still OP yes, I made it make Skeleton Warriors instead of liches.

Galthran was also OP, I'm not sure changing him would be right, Ranloo seems decently crap enough to balance Necro.

Orcs never had no melee penalty, I think you have missunderstood something here.


No retaliation strange for Corsairs and Sea Dogs? Those are battle-hardened pirates, who know how to duel without the enemy to retaliate. It's quite a classic thing.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 07, 2020 10:34 AM
Edited by phoenix4ever at 10:38, 07 Apr 2020.

Maybe, Accurate Shot is also the bigger offender here, were they trying to make Mighty Gorgons obsolete or what?
Sea Dogs are also really fast for a level 3 ranged unit, only Cyclop Kings can match that and they are level 6.

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