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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 198 pages long: 1 20 40 60 80 100 120 ... 130 131 132 133 134 ... 140 160 180 198 · «PREV / NEXT»
FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 17, 2020 04:04 PM
Edited by FirePaladin at 16:13, 17 Apr 2020.

Lord_Immortal said:
@FirePaladin
Actually the real roots of H3 require both Light and Dark magic schools. I think might have been scrapped for time issues or even maybe to keep the game not to be very heavy. My first pc where I played H3 for the 1st time had a memory of 4GB!! And its slowed down even froze if I fought with enemy armies that were "Legion" (on big maps).


That's not what I meant. I meant that original H3 doesn't have those skills, and they'd change the game so dramatically they would have to make 2 versions of HotA.

Magic Shackles would either prevent, for example, Archangels from Resurrecting, either temporarily block an unit's special ability (like no retal, etc.).

Doom can be either only max damage or only luck attacks.

Edit: That'd be ok, by me. After all, I only gave the base meaning of the spell, not what it should be exactly.

Edit 2: Mostly cost of troops. Maybe buff/debuff of specials, etc. Still, I think HotA will do what they want in that regard, knowing better than us how well the factions fare in PvP. But this doesn't mean we can't give them suggestions regarding troops.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 17, 2020 04:08 PM
Edited by Lord_Immortal at 16:11, 17 Apr 2020.

Magic Shackles seems good. I think I like it but I'm undecided which school.

Doom seems more of a Dark Magic school spell. Hmm, what if we make it such that the unit receives only double damage in a similar way to Dread Knights' attack and add it to Dark Magic?

EDIT: Also how do you suggest we deal with some of the balance issues given that the HotA team will not touch stats in any situation?

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weilan
weilan


Known Hero
posted April 17, 2020 04:44 PM

Lord_Immortal said:
@FirePaladin
Actually the real roots of H3 require both Light and Dark magic schools. I think might have been scrapped for time issues or even maybe to keep the game not to be very heavy. My first pc where I played H3 for the 1st time had a memory of 4GB!! And its slowed down even froze if I fought with enemy armies that were "Legion" (on big maps).





I'm not very familiar with the HoMM3 development, but I think back then they still had creative freedom and no time constraints and risk of bankruptcy. That happened around HoMM4.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 17, 2020 05:20 PM

@weilan

The different looks for hero genders were one of the things the H3 team didn't finish. The Market of Time another. Dark Magic was present in early alpha we do not know why it was scrapped, but H3 originally had 6 planned schools I believe instead of 3.

Anyway I updated taking into consideration the fact that the HotA team does not want to change stats for balance. I leave the arguments  of creature balance open to discussion. I also changed a little bit the alternative creatures (now Succubus for Dungeon as Lv4 Alternative) as well as small changes on Desert and Jadame Towns. Also removed Vori Town/Kronverk (concept too weak yet).

Download Version 3 of suggestion list Here

P.S. I still have to include:
Magic Shackles - which stops an unit from using its special ability (because I haven't decided the school yet)

Doom - Effect and even school are debatable. School is either Fire or Dark. Effect could vary: Unit receives Max Damage OR Unit receives always luck attack OR Unit receives Dread-Knight style Double Damage.

I'm open to ideas about these.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 17, 2020 05:32 PM
Edited by FirePaladin at 17:42, 17 Apr 2020.

You could just put all 3 options in the doc and let the guys decide what to go with.

Edit: "* Naga Queens have an AI value lower than Dread Knights. Should be more or less the same."

Should be:

"* Naga Queens have an AI value higher than Dread Knights. Should be only a little more/less or the same."

Just trying to make it easier to read for the guys.

I think the Titan and Archer portrait change should be removed, since depending on your perspective, they look right in the battle (eg. enemy Titans shoot with right hand).

Slashed suggestions shouldn't be present in the final .docx, since they will make reading harder (for devs, not us necessarily).

I have to agree with all of them, Wyverns really are gotten in bigger quantities than other tier 6 and the Cows have the highest hp of level 5 too, to compensate (also Death Stare).

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 17, 2020 05:39 PM

Ok did that!

By the way, what do you think of the creature balance comments I made?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 17, 2020 05:42 PM
Edited by FirePaladin at 19:55, 17 Apr 2020.

Lord_Immortal said:
Ok did that!

By the way, what do you think of the creature balance comments I made?



Yeah, they're pretty nice.

Nerfing the Ayssids growth by a total of 2 would harm HotA team's pride . I can't say I disagree with the nerf, though, but I'm still inclining only towards -1, after all my tests with Cove.

Edit: An improbable idea: what if the guys launch Jadame faction with the last Factory campaign?

Mercenary Cavalry -> Caravan Guard is pretty similar to Pegasi with the same tier (woman with sword riding a horse).

Edit 2: Someone suggested (not here): animals, like squirrels, owls, otters, rabbits, fish, etc. as decorations.

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SandroCZ
SandroCZ

Tavern Dweller
Lifelong Scientist
posted April 18, 2020 12:00 AM
Edited by SandroCZ at 00:37, 18 Apr 2020.

Hello everyone,
first off, thanks HotA Crew for fantastic job so far. The idea of treating the game from the perspective of original developers is what I admire the most.

I’m not much of a forum guy and this is my first post here (but I’m following HotA thread passively). With that said, I’m a long time Heroes 3 player and fan and I consider myself a decent player (for example I had not much problems beating From the Depths of Hell or Beware of Demons! on Impossible), but I have not been playing PvP much. So, please bear that in mind in the following suggestions. I’m sorry for rather large post, mainly due to inclusion of „fake“ graphics, but I feel that one picture can sometimes say more then millions of words (for those who likes to read, I’m including text as well ). I went through most of the pages of this thread before posting this (albeit I confess I couldn’t cover it all, given the amount of suggestions already there) so I hope I’m not stealing anyone’s idea (absolutely no intention!; I can later edit this post to give appropriate credits if desired). In the case where I saw part of my proposition being already mentioned in this thread I’m giving credit and page number). I’m not a native English speaker, so there might be (a lot of) typos – I’m sorry for that. Also, due to the length of my post, don’t quote it as whole when (eventually) replying. Hope that it can at least spark some new ideas for others...

***DISCLAIMER: All the visual examples are graphically modified screenshots; NOT screenshots of a modified game content***

1) Learning Skill: One of the most discussed skill there. How about this mechanism – I’m not considering percentage changes (but I’m not against them), so I’ll leave them arbitrary as they currently are:



Proposition: Make Learning combination of the current skill (increase of Experience) and of two additional features: Three choices for new Skill/Skill upgrade on level up instead of two (starting on Advanced) and a unique possibility to either keep Expert Learning or to replace it with new random Basic Skill (only on hero level up when all 8 skills including Learning itself are at Expert level).

Justification + Trivia: I feel like having three options for new skill/skill upgrade on each level up (instead of two; starting at Advanced Learning) is really a good start to make it less awful (it was already mentioned almost unnoticed by OrrinIsTheBest on Page 12; here in graphics as Example 1). But the biggest problem (as far as I could deduce from the discussion here) is the valuable skill slot taken. So why not imbue this skill with a possibility to get rid of it (or - from the feel of the game - to give up the books for some new pursuit) in a specific situation, where all 8 secondary skills are already upgraded to Expert (this means Expert Learning as well) and the hero gets new level up. Currently in the game - in that particular moment - hero gains one primary stat and no secondary skill option. How would it broke the game, if there you could now have a choice between keeping Expert Learning or choosing a new random Basic Skill (that would replace the Expert Learning for that hero permanently; Example 2)? If you wish to keep Expert Learning, that choice will be recurring on each new level up(s) until you choose a new offered Basic Skill, from where the development would go as usual (only two upgrades of that new skill to Expert and then only stats on level up). Considering this proposition, a hero with Learning could be gaining levels faster and with lower chance to pick unwanted skill (more options). It feels natural that hero, who spends time reading books during the night, have higher chance of learning or at least catching new ideas then a hero drinking in a tavern. And eventually, once he master all the skills (=8 Expert Skills), he might decide for himself, that Learning is not fruitful anymore, and he can give it up for some other interest (=New Basic Skill replaces Expert Learning permanently). This change wouldn’t bring any new mechanism to the game which wasn’t already there, just borrowing a feature from Market of Time for one particular skill at one strictly defined condition (per each hero). It seem to me that the Learning skill will be more interesting option for development that it is now (apart from the usual percentage bonus to experience also more new skill/upgrade options) but at a temporary price of skill slot occupied until all skills are Expert. The recurring choice of keeping Expert Learning on each new level up would have two effects: Hero can wait for really useful 8th skill with each new level up after being fully upgraded, and also it doesn't entirely ruin Kinkeria: her specialty will work here as long as the player would want (of course that if Kinkeria Expert Learning gets replaced with a new skill, her specialty would not work any more). But she can just keep choosing Learning, if desires. Current proposition could also minimize the negative effect of having Learning as one of later skills: the later you learn it, the sooner you know you can give it off. Is this train of thought too far from HotA approach? Would you pick this variant of Learning sometimes? Also, if you look at both examples, the implementation shouldn't require too much of a dramatic visual changes.

Example 1:


Example 2:


2) First Aid Skill: It was also discussed heavily – proposition like making the tent indestructible, renewable after combat, possibility of resurrection instead of healing; granting mass heal or mass dispel are the ones that i remember. How about simpler approach again:



Proposition: Make First Aid combination of active skill (the current control of First Aid Tent but with slightly increased healing power) and a passive skill working regardless of having tent or not (Increase % hit points of hero’s creatures, similarly as Ring of Life or Elixir of Life does).

Justification + Trivia: This really came to my mind as I was trying to project knowledge about the medicine/healthcare in real life on a healer hero in Heroes 3. There are two aspects of medicine - prevention and a treatment (both equally important for being healthy). Yet it feels like that the healing specialist in Heroes III right now uses just the treatment part (and that goes off when the tent is destroyed). And btw: How comes that a marching hero with countless troops, catapult, Ballista (theoretically 24 Ballista missiles per each battle) is traveling with a single first aid tent? Anyway, back to the proposition: wouldn’t you expect a hero specializing in First Aid also knowing some tricks about making troops overall more fit (healthy diet, nutrition, right amount of sleep, physical exercises, whatever...) Basically something, that can be translated by the game mechanics as sort of increased durability (= hit points) of units? The passive increase of hit points (10% at Expert, with +1 minimum) doesn’t sound like an overkill to me, and could make the First Aid skill much more viable option, I believe. Here are just few examples how particular units would be affected (No First Aid/Expert First Aid): Skeleton (6/7); Wolf Rider (10/11), Griffin (25/28); Demon (35/39); Minotaur (50/55); Wyvern (70/77); Green Dragon (180/198). Big Deal? For an Expert skill slot? Debatable, of course. It seems as a different mechanism for achieving what defense does (make units more sturdy). Moreover, same as with the Learning skill above, it doesn’t bring any new mechanics to the game, just the one that currently exist on artifacts are applied on a secondary skill, where it seems to be naturally and thematically most fitting.

3) Decrepify Spell: Here I don’t take any credit, this new spell from Fire magic was suggested long ago by phoenix4ever (as Damnation) and Hourglass (as Incinerate) on Page 6 as a negative counterpart of Prayer (so I guess they meant level 4 spell, cast on all enemy units with Expert Fire Magic). As I was reading through, I loved it and association with Necromancer curse Decrepify (from Diablo II, anyone?) immediately appeared in my head as perhaps more appropriate name (Cripple seems just as fine to me). My imagination went vivid and out of curiosity, I just made a quick sketch of how it could look like in the game (with Prayer reference). I have to say that from all my custom graphical attempts in this post, I personally like this one the most:



4) Inferno Spell: Continuing with the Fire Magic as there was nearly universal agreement in this thread that it’s the weakest school of magic so far (I do agree as well). Here is proposal to make Inferno spell hopefully a bit more attractive option (but I’m again not going into number changes):



Proposition: Make Inferno area of effect larger by one more hex.

Justification + Trivia: Even the original description of the skill includes evidence, that this spell was intended as something special („huge blast“, „Don’t be near this when it goes off!“). After all, it is the ultimate damaging spell from Fire Magic school, yet it seems to be overshadowed by spells like Chain Lightning, Meteor Shower and Implosion. What was the last time that you were actually afraid of enemy’s Inferno spell? My proposition would make the spell potentially more attractive in the same sense as for which it was made - an area damage. Of course that increased area effect could make it even more situational than it is now (more chance of hitting own troops), but that’s sounds just fine as long as it can be a bit more devastating when the right situation for its use occur. Btw: is it only me who finds the actual blast of the spell being one of the worst spell animation in the game currently (since the original very strange implosion graphics had been fixed)?

5) Fireball Spell: This proposition goes hand-to-hand with the one for Inferno just above.  



Proposition: Make Fireball area of effect larger (of the current Inferno spell).

Justification + Trivia: same as for the Inferno spell stated above.

6) Onyx Seal Artifact: This suggestion feels like it should’ve been mentioned before me, but I didn’t find in this thread (I’m sorry if I overlooked anyone). But an artifact that could allow undead units, elemental units, golems (and possibly some mechanical units from the upcoming Factory?) to be affected by morale (both negative and positive) feels tempting (here again with some naive picture):



Proposition: Basically no more than what is already in the picture description, although purposely intended as not granting any morale points by itself.

Justification + Trivia: I feel that this effect would work best on single artifact (not on any existing or potentially new combined artifact). Also, it seems logical to occupy a slot, where multiple good choices already exists (to be more likely an option rather than a must). Being a necklace, it’s not possible to wear it with other cool options as Amulet of Undertaker, Pendant of Downfall, Pendant of Courage or Necklace of Swiftness. As I was thinking about it, it seems that it could be used both as boosting your undead/unliving units or to cripple opponents undead/unliving units (together with Hideous Mask for example). As for the graphics, I have intuitively thought about light blue/blue/grey colored object with a bird motive (as for the morale bird of course) and with overall neutral feel (rather than undead thing). For a complete effect, different animation for the morale bird for undead/unliving units in the battle would do it more justice, but any propositions there are far beyond my skills. Ultimately, I feel this might be too far from HotA’s Crew intention not to mess around with the game too much as it brings new mechanism to the game, but at the same time, it’s just an proposition, that might inspire others...

7) Druid’s Ward Combination Artifact: It’s so hard to resist not to propose a combo artifact, really Of course I admit that the existing combination artifacts are in most cases ridiculously good, but at the same time they are a distinctive feature of Heroes III, so why not have more of them? Always liked the idea that even treasure artifacts should be coupled with a decent combo effect (and shiny image). This could probably mess up too much with PvP (mainly the speed reduction effect), but I expect that it would’ve been banned there anyway, so not a big deal I guess.



Proposition: Combination Artifact (picture on shield slot) assembled from Helm of the Alabaster Unicorn, Centaur Axe and Shield of the Dwarven Lords that could grant (apart from +2 Attach, +2 Defense and +1 Knowledge from the individual parts) following bonuses: Decrease speed of enemy units by exactly 1, casts Expert Shield on friendly troops and (possibly) cast Expert Fortune on friendly troops.

Justification + Trivia: All these three items are definitely associated with the Rampart race, so I thought that this should be either Ranger’s Ward or Druid’s Ward (picked the latter just because of the graphics I ended up with). Besides, the word Ward is probably better associated with Druids anyway. I really like the Expert Shield effect and the unique speed reduction by 1. The Fortune spell part I can’t really justify except for the fact it thematically fits Ramparts as well as fact that luck factor is currently not part of any combination artifact (directly or indirectly). I have deliberately omitted the Breastplate of Petrified Wood as the increase in spell power doesn’t fit well for me into Druid’s theme.

So that’s all (at least for now). Now you can start throwing stones on me if you like

EDIT: Can anyone suggest to me how can I make the pictures visible directly here? Thank you

EDIT2: Solved
____________

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 18, 2020 12:09 AM
Edited by FirePaladin at 00:42, 18 Apr 2020.

@SandroCZ

Your ideas seem pretty ok. I liked the spells, maybe Fireball should remain 3x3 , at least in my opinion. Druid's Ward would be really easy to assemble, and -1 speed for such common artifacts...

Nevertheless, HotA team just takes the ideas and changes them as they want, that's why most of my suggestions are so abstract, as not to force my ideas onto the devs and make them reject them (this doesn't have anything to do with you, I just explained myself).

Edit: Also, you're gonna double Peasant HP with First Aid?

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SandroCZ
SandroCZ

Tavern Dweller
Lifelong Scientist
posted April 18, 2020 12:45 AM

FirePaladin said:
@SandroCZ

Edit: Also, you're gonna double Peasant HP with First Aid?


Who else then poor Peasant can benefit from proper food and medicine?

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MattII
MattII


Legendary Hero
posted April 18, 2020 01:27 AM
Edited by MattII at 01:29, 18 Apr 2020.

A very good post SandroCZ. Just a few word of advice, please try to reduce the size of text blocks, it would make it that much easier to read. Though I do feel the 'Druid's Ward' shoul also require the 'Breastplate of Petrified Wood'.

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SandroCZ
SandroCZ

Tavern Dweller
Lifelong Scientist
posted April 18, 2020 01:36 AM

MattII said:
A very good post SandroCZ.


Thank You

MattII said:
Just a few word of advice, please try to reduce the size of text blocks, it would make it that much easier to read.


Will try next time. I have few more ideas, but those require still bit more thinking...

MattII said:
Though I do feel the 'Druid's Ward' shoul also require the 'Breastplate of Petrified Wood'.


At least from the perspective of being little harder to assemple, I agree.

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MattII
MattII


Legendary Hero
posted April 18, 2020 02:54 AM

SandroCZ said:
At least from the perspective of being little harder to assemple, I agree.
Well that, and also to fit in with the 'Armour of the Damned', 'Titan's Thunder', and 'Ironfist of the Ogre', which all require all four of their respective artefacts to combine

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Hourglass
Hourglass


Supreme Hero
posted April 18, 2020 05:01 AM
Edited by Hourglass at 12:16, 18 Apr 2020.

@SandroCZ

Impressive post from all perspectives. Very well done,I would really like hearing more of your suggestions.

I especially like your idea of buffing First Aid. It's very simple concept, and actually would solve many of the problems related to the current skill. The 10% more HP makes this really desirable, I think it would be a top 10 skill for sure.

I think your way of buffing Learning is very innovative, but I would say the experience part would need to be heavily changed as well - The bonus of getting Learning now that you would have extra options later might not be worth it, as it would also be harder to level up your skills, if you would keep getting new ones + you would still have Learning, whitch does not accomplish much as it's own.

Edit: I read your post again, and I partly misunderstood the concept you meant. Btw, why not give player the ability to choose from 3 skills even on basic level? The scaling would only come from inceased rate of gained expirience.

Really love the design of Onyx seal, wasn't there something similiar in Homm5? I could easily see something like this in the game.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 18, 2020 12:01 PM

@SandroCZ
First of all hello and welcome to Heroes forums.

I gave a look at your proposals and they're quite decent. I particularly like the new artifacts as well as the Decrepify spell.

However you should know that the HotA team is very selective about which suggestions to take into consideration. For example, they hate changing creature stats and will balance towns by price only.

I'm not even talking of your Inferno/Fireball mechanisms they are absolutely not going to implement as it would deviate too much from the original Heroes III. Not to mention that the current Fireball serves also as the Magogs' attack.

If you read my suggestions list I just limit myself proposing "make Fire magic stronger" because I wanted to leave in the hand of the HotA team how to achieve that. I personally would increase the effect /damage of its spells and maybe play with the mana cost.

As far as the skills are concerned, I think that Learning effect might be very well hardcoded, impossible or very tedious to implement while the First Aid proposal might even be a game breaker / overpowered skill. You should remember that even HP boosting artifacts in Heroes 3 boost +1 hp.

If you want, I can include Decrepify and your artifacts in my proposal document. Me and FirePaladin plan to send it to the HotA team when we have something satisfying.

On the meantime, I was thinking of the skills I proposed.

Lord_Immortal said:
Read edit.

Oh ok I will give a look at your spells I missed them.

As for skills:
• Scholar – Combined Scholar + Wisdom + Learning
       (2 empty slots)
• Mysticism – Combined Intelligence + Mysticism + Eagle Eye
       (2 empty slots)
• Pathfinding – Combined Logistics + Pathfinding
       (1 empty slot)
• Siegecraft – Combined Artillery + Ballistics + increases war machines’ stats not only attack but also defense, damage and hp.
       (1 empty slot)

New skills are: Light Magic, Dark Magic, Engineering and Alchemy. There are still 2 free slots...


So I was thinking that there are two free skill slots given the new combination we have made, and they might be occupied by certain skills. Even better if these skills are more in line with the future factions Factory and the two others proposed (Desert Town and Jadame town). So I have several options:

Mining - pertinent with the Factory town.

Basic: +1 ore and +1 wood for each Ore Pit/Timber Yard controlled by the player.

Advanced: +2 ore and +2 wood for each Ore Pit/Timber Yard controlled by the player. +500 gold for each Gold Mine controlled by the player.

Expert: +2 ore and +2 wood for each Ore Pit/Timber Yard controlled by the player. +1000 gold for each Gold Mine controlled by the player. +1 Sulfur/Gem/Crystal for each Sulfur Mound/Gem Pond/Crystal Mine owned.

NOTE: Mercury bonus from Alchemist Labs is added to Alchemy skill.

How does this differ from Alchemy skill?
Well, first of all, if you guys think this skill is a good proposal I will change the alchemy skill a little bit but the main thing is that Alchemy functions with a certain randomness and in most games its boost will depend on the number of alchemist heroes you own. This skill's effectiveness depends on the number of mines owned. (Except for Alchemists' lab of course).


Merchant - Improves trading prices from markets in towns. 2 heroes with merchant skill in a town accumulate their skills. This skill is typical mostly of Jadame and Desert Heroes.

The following two are inspired by Heroes V.
Irresistible Magic - new skill most typical of Warlocks.
Works same as in Heores V by negating protection and dealing 20%/40% for Basic and Advanced. Expert deals not only 50% damage to resistant creatures but also 10%-25% to Immune creatures.

Counterstrike - Similar to Heroes 5 but with changes.
Basic: Damage dealt on retaliation increased by 10%.
Advanced: Damage dealt on retaliation increased by 20%.
Expert: Damage dealt on retaliation increased by 25%. +1 retaliation (stacks retaliate thrice).

Also, looking at Heroes V mechanisms I noticed that Learning there is in the form of "Enlightment" which also boosts primary skills.
So I'd suggest the new "Scholar" becomes simply Scholar + Wisdom while Learning becomes:

Basic: Hero receives +1 to his primary skills for every 4 levels gained (including the ones already got) as well as a +10% bonus to experience.

Advanced: Hero receives +1 to his primary skills for every 3 levels gained (including the ones already got) as well as a +20% bonus to experience.

Expert: Hero receives +1 to his primary skills for every 2 levels gained (including the ones already got) as well as a +25% bonus to experience.

What do you guys think?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 18, 2020 12:08 PM
Edited by FirePaladin at 12:15, 18 Apr 2020.

The Learning thing is really cool, boosting stats.

Only Mining seems OP. It basically doubles resource income in certain areas.

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Hourglass
Hourglass


Supreme Hero
posted April 18, 2020 12:35 PM

Lord_Immortal said:


Mining - pertinent with the Factory town.

Basic: +1 ore and +1 wood for each Ore Pit/Timber Yard controlled by the player.

Advanced: +2 ore and +2 wood for each Ore Pit/Timber Yard controlled by the player. +500 gold for each Gold Mine controlled by the player.

Expert: +2 ore and +2 wood for each Ore Pit/Timber Yard controlled by the player. +1000 gold for each Gold Mine controlled by the player. +1 Sulfur/Gem/Crystal for each Sulfur Mound/Gem Pond/Crystal Mine owned.



You've certainly been playing Homm4 as well

I personally think skill like this could be fitting to the game. However, I think having the 1000 gold for each gold mine is pretty much, and also kinda overlaps with the "original" money skill Estates. I would personally see Mining like this:

Basic: Gives +2 wood and/or ore, if the player controls Timber yard/ore pit.

Advanced: Same as basic, but also gives +1 mercury/sulfur/crystal /gems, if player controls the said mining site.

Expert: Same as advanded, and also gives +1 random resource (not gold)

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SandroCZ
SandroCZ

Tavern Dweller
Lifelong Scientist
posted April 18, 2020 06:16 PM
Edited by SandroCZ at 18:20, 18 Apr 2020.

Lord_Immortal said:
First of all hello and welcome to Heroes forums. I gave a look at your proposals and they're quite decent.

Hourglass said:
Impressive post from all perspectives. Very well done, I would really like hearing more of your suggestions.


Thank you for warmth welcome I was really expecting to be stoned to death

Hourglass said:
I think your way of buffing Learning is very innovative, but I would say the experience part would need to be heavily changed as well. Edit: I read your post again, and I partly misunderstood the concept you meant. Btw, why not give player the ability to choose from 3 skills even on basic level? The scaling would only come from inceased rate of gained expirience.


Maybe I have mixed too much things together there. As for the % experience bonus, I left them where they are now just because I don’t feel myself balancing them rather then that they should stay where they are. And for the choice of more skill options starting at Advanced, this of course really could be a feature of Basic skill as you suggest. My motivation here was based on the overall impression from this thread that advanced skills could be made a little more interesting choice – now it seems to be chase for good Basic skill and even faster upgrade to Expert skill, leaving the Advanced skills in general a little underrated (with some exceptions, like Earth Magic or Wisdom of course). I have used the same logic for the First Aid (to start giving the passive bonus only at Advanced).

Lord_Immortal said:
However you should know that the HotA team is very selective about which suggestions to take into consideration. For example, they hate changing creature stats and will balance towns by price only.


Well, I can imagine that HotA team is very selective, and it is definitely for the good. But at the same time, they’re work is so uniquely long term, that you never know when some old refused idea might come handy. But I’m pretty realistic that seeing of my things in the actual game equals to a miracle – and I’m fine with that. As I said, if it can spark some new train of thoughts for others, then I’m more than satisfied.

Lord_Immortal said:
I'm not even talking of your Inferno/Fireball mechanisms they are absolutely not going to implement as it would deviate too much from the original Heroes III. Not to mention that the current Fireball serves also as the Magogs' attack.


Didn’t know that Magogs’ attack and fireball share the same code (but it’s logical, yeah). Thanks for clarifying this one (coding/modding is sadly way beyond my skills).

Lord_Immortal said:
If you read my suggestions list I just limit myself proposing "make Fire magic stronger" because I wanted to leave in the hand of the HotA team how to achieve that. I personally would increase the effect /damage of its spells and maybe play with the mana cost.


I do agree that less precise proposal leave more room for development. I’m not proposing more concrete ideas because I liked them exactly as I propose them or I consider them finish. Rather, I believe that with all the visuals, it can be more easily perceived and taken further. Also, I couldn’t agree more in making Fire Magic spells more powerful in terms of damage, I really like where Chaos Magic stands in Heroes IV.

Lord_Immortal said:
If you want, I can include Decrepify and your artifacts in my proposal document. Me and FirePaladin plan to send it to the HotA team when we have something satisfying.


Absolutely! You can further modify them if you desire, I don’t mind. For the Decrepify spell however, credit goes to phoenix4ever and Hourglass, I just renamed it and made a sketch. The Druid’s Ward I consider the least serious of my proposals, so further playing with it might be beneficial: adding the Breastplate of the Petrified Wood requirement (as suggested by MattII), remove the -1 speed bonus or whatever.

Hourglass said:
Really love the design of Onyx seal, wasn't there something similiar in Homm5? I could easily see something like this in the game.


I have played Heroes V only briefly, and I don't remember something similar, but maybe I have just forgotten. Can you be more specific to refresh my memory?

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 18, 2020 08:19 PM

SandroCZ said:

Hourglass said:
Really love the design of Onyx seal, wasn't there something similiar in Homm5? I could easily see something like this in the game.


I have played Heroes V only briefly, and I don't remember something similar, but maybe I have just forgotten. Can you be more specific to refresh my memory?



No, there wasn't really something similar, only in colors. HoMM5 had a lot of such necklaces and rings: HoMM5 TotE artifacts

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Hourglass
Hourglass


Supreme Hero
posted April 18, 2020 09:29 PM

SandroCZ said:

Maybe I have mixed too much things together there. As for the % experience bonus, I left them where they are now just because I don’t feel myself balancing them rather then that they should stay where they are. And for the choice of more skill options starting at Advanced, this of course really could be a feature of Basic skill as you suggest. My motivation here was based on the overall impression from this thread that advanced skills could be made a little more interesting choice – now it seems to be chase for good Basic skill and even faster upgrade to Expert skill, leaving the Advanced skills in general a little underrated (with some exceptions, like Earth Magic or Wisdom of course). I have used the same logic for the First Aid (to start giving the passive bonus only at Advanced).


Oh, I see. Perhaps the game should - as you say - give some love towards skills with "only" Advanced state. It's not unheard of even in the current game, as something like Resurection strongly changes when put into advanced level.

SandroCZ said:

I have played Heroes V only briefly, and I don't remember something similar, but maybe I have just forgotten. Can you be more specific to refresh my memory?



Paladin above me is right as usual, and there wasn't artifact that kind in Homm5. But as a secondary skill ability, something like it exist. Check Artificial Glory. I think your artifact design is still very unique, as it targets both unliving and undead.

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