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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 155 pages long: 1 2 3 4 5 ... 30 60 90 120 ... 151 152 153 154 155 · «PREV / NEXT»
Rimgrabber
Rimgrabber


Known Hero
It's a fixer-upper
posted September 26, 2020 12:49 PM

I don't understand the hate for ballistics. In multiplayer games I can understand why you wouldn't want it, but in singleplayer games you literally NEED to capture towns in order to win, and ballistics makes that process much faster and saves you a lot on troops that the arrow towers like to target.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 26, 2020 12:55 PM

Ballistics is not even very good at hitting the towers anyway. If it takes 3-5 turns to hit a tower, I could have won the battle by then anyway. Besides there are Resurrection/Animate Dead, so you don't have to lose anything against the towers.
I would almost prefer Learning to Ballistics, that's how bad it is.

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Hourglass
Hourglass


Famous Hero
posted September 26, 2020 01:09 PM
Edited by Hourglass at 13:16, 26 Sep 2020.

Phoenix4ever said:

Eagle Eye I would just like it to learn spells from creatures and level 5 spells. If it can use them intelligently AI should also cast Remove Obstacle, Fire Wall, Quicksand, Land Mine and Force Field, so you can also learn these spells.


The problem with this idea is that it doesn't exactly help Eagle Eye that much, there simply aren't enough creatures that cast meaningfull spells. Genies and Enchanters have few good ones, but as they cast randomly cast, you cannot necessary get something you went after for. Archangels and Fairy Dragons also have spells one would really like to learn, but then again, if I can imagine being up against them, I'm probably good to go anyway. The thing is, as you have multiple ways of learning new spells, there's no point of taking Eagle Eye. Even if it would be boosted like that, you wouldn't still want to pick it.

Phoenix4ever said:

How would you specialise in Luck, starting with Advanced Luck instead of Basic? If you replace Melodia with another Druid, what spell should he/she start with then?


I meant that Luck would work normally, and then also give critical hit damage, for example 10/20/30%. Melodia's replacement would scale with the critical hit damage only. The spell could probably be either bless or bloodlust, as they have most synergy.

@Rimgrabber

I agree, you don't always have the resurrecting spells, and it's expensive to constantly use them anyway just to bring back troops you lost during the first round. Ballistics allows you to negate some loses, and you still have the first cast (so if they have one creature guarding the place, you can kill it before the towers shoot)

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 26, 2020 01:50 PM
Edited by Phoenix4ever at 13:51, 26 Sep 2020.

Hourglass said:
The problem with this idea is that it doesn't exactly help Eagle Eye that much, there simply aren't enough creatures that cast meaningfull spells. Genies and Enchanters have few good ones, but as they cast randomly cast, you cannot necessary get something you went after for. Archangels and Fairy Dragons also have spells one would really like to learn, but then again, if I can imagine being up against them, I'm probably good to go anyway. The thing is, as you have multiple ways of learning new spells, there's no point of taking Eagle Eye. Even if it would be boosted like that, you wouldn't still want to pick it.

I forget to mention Eagle Eye's chance of working should also be increased to 70/70/70. (Not 100/100/100 as that would ruin Eagle Eye specialists and artifacts.)

Alternatively Eagle Eye could be combined with Scholar, they have similar effects anyway.

Idea for new Eagle Eye combo artifact:
Allows your hero to learn adventure spells, from a nearby enemy. (Maybe use the radius you have if you cast Visions.)
Imagine picking up TP, DD or Fly this way, that would be quite nice.

I still don't get what you guys see in Ballistics, that skill is below abysmal.

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Hourglass
Hourglass


Famous Hero
posted September 26, 2020 05:11 PM
Edited by Hourglass at 17:13, 26 Sep 2020.

Phoenix4ever said:

I forget to mention Eagle Eye's chance of working should also be increased to 70/70/70. (Not 100/100/100 as that would ruin Eagle Eye specialists and artifacts.)

Alternatively Eagle Eye could be combined with Scholar, they have similar effects anyway.

Idea for new Eagle Eye combo artifact:
Allows your hero to learn adventure spells, from a nearby enemy. (Maybe use the radius you have if you cast Visions.)
Imagine picking up TP, DD or Fly this way, that would be quite nice.


70% isn't enough, but this is because 100% isn't much better. It's still complete lottery if someone or something casts something relevant, which you don't happen to already have.

You're right about scholar and eagle eye having similarities, so it could be seen as fitful combination, and to some extend that's true.
However, I'm not sure if that would make the Eagle eye (part) even less useful, as active scholar users tend to already know quite a number of spells. I get that the dream would be to "deliver" unlearned spell from opponent to your main, but that would mean the fightning with the enemy hero would need to happen against your secondary hero with scholar. And if you're in such good condition, that your secondary hero is capable of defeating another army, then any kind of "value" the player would receive from EE/scholar is already unnecessary.

Trust me, better just get rid of the whole EE package. Just give it the resistance treatment, and allow it to exist when we actually need it. That would allow them to introduce better secondary skill to the game as well.

Possibly there could be an artifact that would give you EE kind of skill, thou.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 28, 2020 11:46 PM

Phoenix4ever said:

I feel I have posted this lots of times already


Indeed... Alone in this thread its like 5 years of complaining about the same things. http://heroescommunity.com/viewthread.php3?TID=40812&PID=1297155#focus

As for sorcery... It just has an use for like first few weeks if at all... and only as "nice to have" for magic heroes that already have "Intelligence" as special.

As I said before: I'd prefer to merge "Sorcery" with "Scholar" or "Scholar" with "Learning" and replace one of these skills. -> Anyway, HotA team won't change it in any drastical way, so it's kinda useless to really talk about it... same goes for their promised "magic rework" update that was anounced before the new town, yet never really released. I wont call the "Interference" update a "magic and balance rework" at all... granted there was some balance but neither to spells nor to buff magic heroes at all :/  -> "Interference" did the oposite, it nerfed magic heroes even more.

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sirironfist
sirironfist


Known Hero
King of the ogres
posted September 29, 2020 10:10 AM
Edited by sirironfist at 11:21, 29 Sep 2020.

Just a random idea about the adventure map: I find the highlands terrain to be really well made and quite beautiful. I thought that it might be an opportunity to take it to another level by introducing a new type of river with that typcial highland water color (the light blue one).

And talking about things around map making: It's a little strange that you can enter bridges from the sides, like as if your just hopping over them.

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gatecrasher
gatecrasher


Famous Hero
posted September 29, 2020 10:11 PM

Ideally the Power value and Sorcery would affect all spells in a meaningful way.

What about designing Sorcery as the opposite skill to Interference, boosting the Power value or the way Power affects spells?

Might not be too easy to implement this in a way not getting out of hand especially with Sorcery specialists though.


Is it possible to remove the stupid creature level dependecy for spell specialists and add general effects like + duration/less expensive/greater damage/effect instead?
Basically so that all spell specialists are more like Eovacius or Dargem for instance.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted September 30, 2020 11:25 PM

gatecrasher said:
Ideally the Power value and Sorcery would affect all spells in a meaningful way.

What about designing Sorcery as the opposite skill to Interference, boosting the Power value or the way Power affects spells?

Might not be too easy to implement this in a way not getting out of hand especially with Sorcery specialists though.


Is it possible to remove the stupid creature level dependecy for spell specialists and add general effects like + duration/less expensive/greater damage/effect instead?
Basically so that all spell specialists are more like Eovacius or Dargem for instance.


Well, "Spellpower" already influence all skills, thats why I never pick "Wisdom" in the first place since you get enough of it from bad levelups or map objects...

The chance to get "Interference" is by far more rare than to get points for a primary skill (Spellpower). The value for it is much higher than primary skills you get for free, furthermore you dont have to "waste" a sec skill slot for it. Imho you can't compare apples with pears in that case. The behaviour of "Interference" is okay, but should be the same limited as "Resistance" was -> Damage reduction for Damage Spells just on a permanent base (no random) and not for the whole "Spellpower" of an opponent.

I agree on creature specialists, just a base percentage for every of their stats, rounded up and everything is fine again...

Imho ALL specials from heroes should be reworked, on a level the "must have" specialists (Kyrre, Gunnar, Crag Hack e.g.) already are.

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gatecrasher
gatecrasher


Famous Hero
posted October 01, 2020 01:55 AM
Edited by gatecrasher at 02:00, 01 Oct 2020.

Well, Spell Power certainly doesn't affect all spells in a meaningful way.
Take View Air, Dispel, Berserk.. not affected at all (but those do not neccessarily need to tbh).

I didn't want to make that much of a point against Interference but rather wanted to find a way to make Sorcery worthwhile.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 01, 2020 07:36 AM

Sorcery could affect Cure, Hypnotize, Animate Dead, Resurrection, Sacrifice and Summon X Elemental.

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Ghost
Ghost


Legendary Hero
Therefore I am
posted October 01, 2020 08:04 AM

No. Orbs can affect Resurrection, etc If HotA Team will take idea. Another alternative Effect skill, what? Skill affects all 25-50% increase spell power. So you need Wisdom, Effect and Earth, for example. The spirit of the game, we must say to thank H4 skill system.
____________
Fight MWMs - stand teach

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timos321
timos321

Tavern Dweller
posted October 05, 2020 04:52 PM

sirironfist said:
Just a random idea about the adventure map: I find the highlands terrain to be really well made and quite beautiful. I thought that it might be an opportunity to take it to another level by introducing a new type of river with that typcial highland water color (the light blue one).

In very large maps there will be many quests. Some times over 20.
However, it becomes extremely difficult to keep track of where any one quest originated.
How about appending an XY location to each quest in the quest log?
This would, also, need a way (maybe a keystroke) that would show the XY location of the cursor.
This way you would be able to identify where you are and where you need to go in order to complete any one quest.

____________

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elaf
elaf


Adventuring Hero
viajeinterminable.com
posted October 18, 2020 01:41 AM

How about the use of cure spells to make damage on undead creatures.

I lways loved this idea (seen in Final Fantasy)
Can be applied in CURE to damage undead (with the same damage as cure points)

and PRAYER, istead of improving AT DF and SP, if strikes an Undead, reduce their stats.

REGENERATION spell/ability, like a posion (for Undead)

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excalibur
excalibur


Adventuring Hero
posted October 18, 2020 08:17 AM

Hey guys,

One suggesting regarding Towns.
Wouldn't it be nice if in the icon of a Town we could get a "Tik" when all buildings have been purchased. It would be convenient and save time knowing not to enter that town to build something.

Also, an option that will allow the Town to automatically build structures each day. On bigger maps when you capture many towns and resources are no problem it would save a lot of time.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 18, 2020 08:28 AM
Edited by Phoenix4ever at 11:02, 18 Oct 2020.

excalibur said:

Wouldn't it be nice if in the icon of a Town we could get a "Tik" when all buildings have been purchased. It would be convenient and save time knowing not to enter that town to build something.

Yeah I have said that for a long time, but sadly it has not happened yet.

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excalibur
excalibur


Adventuring Hero
posted October 18, 2020 09:12 AM

In that case, I don't understand why they don't apply those simple suggestions since it's not a gameplay change and wouldn't come against their own approach.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted October 18, 2020 09:26 AM

excalibur said:
In that case, I don't understand why they don't apply those simple suggestions since it's not a gameplay change and wouldn't come against their own approach.


For the same reason 99,9% of all suggestion made here are not applied.

@Elaf
such changes are for ERA were its easy to implement

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excalibur
excalibur


Adventuring Hero
posted October 18, 2020 10:10 AM

I though this topic was somehow "official" for their work and they would  examine every possible suggestion. In that case, most of the ideas posted here are just wasted?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 18, 2020 10:52 AM

Well it's a place for players "to vent", but sadly I don't think HotA Crew cares much about it.
I hope they at least read the thread occasionally and the same with the bugs thread.
There are many excellent posts in both threads.

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