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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 80 100 120 140 ... 154 155 156 157 158 ... 160 180 196 · «PREV / NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 05, 2020 11:51 AM
Edited by RerryR at 11:53, 05 Nov 2020.

We could come up with new ideas for SS (instead of just a tweak in numbers), but the chance for them to be implemented in Hota is even less. So maybe that's why?
Sometimes I think a new thread would be good where suggestions/wishes could be made based on ERA (SoD) and specifically not for HotA. Their implementation would be doable and is actually realistic. But then again, maybe this thread would be pretty empty because most use HotA as their base and so their suggestions are based on the balance of HotA.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted November 05, 2020 02:59 PM

To everyone suggesting balance changes to Eagle Eye and Scouting, in the previous Factory reveal videos, there were heroes who willingly picked Scouting from Witch Hut or had Expert Eagle Eye, and some more such situations. It's pretty clear by now that HotA most possibly found a way to make at least those two skills useful without replacing them.

I mostly agree with PerryR, there could be a "Mod suggestion thread", but alas, most people currently play only HotA to begin with, and I don't see anyone willing to mod HotA, even if we have guides on how to do that without actually cracking the code.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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excalibur
excalibur


Known Hero
posted November 05, 2020 06:06 PM



Quote:


Few things I would like to note:

Mysticism: While the idea of having in-battle mana regeneration sounds like it would totally make sense, the problem here is that the battles could become quite tedious: player could endlessly kite by casting a dmg spell and then moving, and he would likely only need only a slightly faster troop to continue doing this. Also, if the player has access to ressurrection, he could simply leave one weakened stack, slow or blind it, and then cast ressurrection as long as he needs to get everything back... And probably after that it could be in player intrests to regain all the mana after the battle, so he could have everything he needs to cast town portal, DD and fly in the map.


If someone is willing to mess around, it can be abused a lot yes but I generally like the idea if it could be safely implemented. I think the problem rises with the Resurrection + Blind Combo which at the current state has to be dealt somehow.

Quote:

Learning: Yours is a simple solution, and as an idea I really support it - but +3 all stats is a really big deal. To put it in perspective, expert Offence and Armorer are kinda comperable to +6 of attack or defence. So this would - kinda - give the halfway of both, while still increasing magic capabilites (and experience). In the early game, having +3 sp and knowledge is probably all you need anyway, so yeah, it would probably be a bit too much.


A very early progression of this skill could probably give a quite good advantage but I think it is still quite balanced. As the game progresses, I think it loses it's value.

Thank you for your feedback!

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Hourglass
Hourglass


Famous Hero
posted November 05, 2020 09:36 PM

RerryR said:
We could come up with new ideas for SS (instead of just a tweak in numbers), but the chance for them to be implemented in Hota is even less.


Personally I think the lack of new secondary skill ideas is pretty simple: it's quite hard to come up with suitable secondary skill ideas, the most obvious areas are already being filled in the base game. Therefore, it's much easier to point out problems in existing skills that we know very well.

Also, I actually do belive there being much space for new secondary skill ideas: if they're ever going to do something with Eagle Eye for example, the skill as a whole will be recreated/replaced.

RerryR said:

Sometimes I think a new thread would be good where suggestions/wishes could be made based on ERA (SoD) and specifically not for HotA. Their implementation would be doable and is actually realistic.


Well, I think there isn't anyone as suitable as you Rerry for making such thread in this community.

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gatecrasher
gatecrasher


Famous Hero
posted November 06, 2020 06:54 PM

FirePaladin said:
To everyone suggesting balance changes to Eagle Eye and Scouting, in the previous Factory reveal videos, there were heroes who willingly picked Scouting from Witch Hut or had Expert Eagle Eye, and some more such situations. It's pretty clear by now that HotA most possibly found a way to make at least those two skills useful without replacing them.



Docent or someone else from the crew stated those were just placeholders IIRC.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted November 06, 2020 10:00 PM

"most possibly found a way"

But yeah, thanks I guess for informing us on that.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted November 08, 2020 10:57 AM

excalibur said:



Quote:

Learning: Yours is a simple solution, and as an idea I really support it - but +3 all stats is a really big deal. To put it in perspective, expert Offence and Armorer are kinda comperable to +6 of attack or defence. So this would - kinda - give the halfway of both, while still increasing magic capabilites (and experience). In the early game, having +3 sp and knowledge is probably all you need anyway, so yeah, it would probably be a bit too much.


A very early progression of this skill could probably give a quite good advantage but I think it is still quite balanced. As the game progresses, I think it loses it's value.

Thank you for your feedback!


Additional Statpoints are OP as hell (3 points per levelup). Also makes Learning a must-have early on while its near to useless endgame (Imbalanced), Kinkeria needs another new speciality. Would be more useful to rescale the needed Levelup EXP, and balance learning according to this basis but this wont happen in case of HotA... Another possibility -> reduce the required EXP for a levelup by lets say 20-35-50% but this would lead to damn OP spells in case of the Level multiplier.

My suggestion: just ban learning from game and come up with something new, same goes for eagle eye and other useless secondaries.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 08, 2020 11:08 AM
Edited by phoenix4ever at 11:10, 08 Nov 2020.

Yeah Learning, Eagle Eye and First Aid are quite hard to fix.
First Aid should at least resurrect and/or be mass to be worth anything and the tent should not be so damn fragile or so hard to buy.
Ballistics also needs some additional effect, so it's also useful for town defenders, like Artillery or just combine it with Artillery and/or First Aid.
Eagle Eye could be combined with Scholar.

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excalibur
excalibur


Known Hero
posted November 08, 2020 04:05 PM

Few ideas for secondary skills. I know they may not be that great but they may give some ideas to others to expand them.

Reinforcements
Increases creature production in the town the hero is garrisoned.

Basic: +5%
Advanced: +10%
Expert: +15%

With the bonuses above level 7 and 6 will not be affected and level 5 creatures will receive +1 population. However, artifacts like the parts of the legion combined with this skill may eventually give some extra population to level 6 creatures.

Explorer
Increases the chances of finding more resources in the adventure map, including Banks.

Basic: +20%
Advanced: +35%
Expert: +50%

So basically if you pick up 6 Crystals you will gain extra depending on the level of the skill. At expert level you would get 3 extra crystals for a total of 9.

Explorer
Increases the chances of creature's ability to trigger.

Basic: +5%
Advanced: +10%
Expert: +15%

Abilities like Basilisk's Stone gaze or Manticore's paralyze will have greater chance to trigger.

Retaliation
Creatures will retaliate harder in the Battlefield.

Basic: +5% extra damage
Advanced: +10% extra damage
Expert: +15% extra damage

Could work great if combined with Counterstrike and Expert air magic.

Battle Command
Creatures gain extra mobility, studying the enemies weakness when waiting or defending.

Basic: Defending grants +1 attack, waiting grants +1 speed + 1 attack
Advanced: Defending grants +2 attack, waiting grants +1 speed +2 attack
Expert: Defending grants +3 attac, , waiting grants +1 speed +3 attack

Basically defending creatures become tougher as the gain defense and attack (which will help on retaliation). Waiting will grant 1 extra speed and extra attack when they creature is about to play again in the same round.

Ranger
Reduces the melee penalty for Ranged units and grants extra shots.

Basic: -10% melee penalty, +2 shots
Advanced: -25% melee penalty, +4 shots
Expert: -50%  melee penalty, +6 shots

Since ranged troops deal half damage in melee combat, at expert level this will allow to deal full damage.

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evildustructor
evildustructor


Known Hero
Pizza Man dominos pizza yummy
posted November 08, 2020 05:48 PM

cmon guys no offense but the ideas gotta have some standard at least i love the idea crafting but you gotta have some theory behind it, a new skill would need to have a genius idea behind it to even get featured imo like how interference fits in the game. people are gonna get unnecessarily mad at hota crew if they stray too far away from the core ideals

excalibur said:
Reinforcements
Increases creature production in the town the hero is garrisoned.

Basic: +5%
Advanced: +10%
Expert: +15%


a skill designed to scout heroes might be cool, but it'll just clog up the main heros skill tree. i mean look how much use the legion set artifacts come to use, you almost never see them in play only seen them in play like once to get 3 more vampires 121. this is also gonna be kind of lackluster considering most games dont go to month 2 even, and as u said a percentage bonus is gonna be weird with the production - 15% bonus on 1 is still gonna be 1, even with the legion arties

Quote:
Explorer
Increases the chances of finding more resources in the adventure map, including Banks.

Basic: +20%
Advanced: +35%
Expert: +50%


another scout skill but again is gonna be lackluster, estates would always be a much better choice considering 3 crystals arent worth a hero skill slot

Quote:
Explorer
Increases the chances of creature's ability to trigger.

Basic: +5%
Advanced: +10%
Expert: +15%

Abilities like Basilisk's Stone gaze or Manticore's paralyze will have greater chance to trigger.


seems kind of niche, i don't like the idea of having this lottery skill in a final battle really, it's like reintroducing resistance not even sure if it would be useful, id probably rather have tactics magic schools int off or armorer at all times

Quote:
Retaliation
Creatures will retaliate harder in the Battlefield.

Basic: +5% extra damage
Advanced: +10% extra damage
Expert: +15% extra damage


offense is already just a straight up better version of this, i mean you never want to lose your troops so why would you go all in and want to take retaliations? one stacks kind of prevents this skill from ever goin into play as well!!  which also is why counterstrike sees no use

Quote:
Battle Command
Creatures gain extra mobility, studying the enemies weakness when waiting or defending.

Basic: Defending grants +1 attack, waiting grants +1 speed + 1 attack
Advanced: Defending grants +2 attack, waiting grants +1 speed +2 attack
Expert: Defending grants +3 attac, , waiting grants +1 speed +3 attack


this one is kind of broken, and messes up the turn orders you calculate at fb haha

+3 attack is actually a relatively big deal and +1 speed is great, defend bonus is probably not so useful but the waiting stuff could be abused big time, i think the design is too arbitrary and would rather see something else

Quote:
Ranger
Reduces the melee penalty for Ranged units and grants extra shots.

Basic: -10% melee penalty, +2 shots
Advanced: -25% melee penalty, +4 shots
Expert: -50%  melee penalty, +6 shots

Since ranged troops deal half damage in melee combat, at expert level this will allow to deal full damage.



i think this one will be regarded as pretty meh as well. i mean its situationally useful, but unless you've got exp offense why wouldn't you just shoot? 50% on the penalty is still 75% of normal damage, and building a ranged power stack then archery is always just better. i feel this one is kind of bad, shots could be cool 1% of the battles but yeah then its just a weaker ammo cart so idk about that king

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gatecrasher
gatecrasher


Famous Hero
posted November 08, 2020 06:22 PM

Looks like people don't know about WoG/ERA anymore these days.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted November 08, 2020 06:30 PM

And HotA team learned Fnord's berserk script, for example. So you can't wait for quicksand, etc Only HotA team worked highlands, objects and new Alliance well. One yet! Rule. Their game.    
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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted November 08, 2020 06:30 PM
Edited by FirePaladin at 18:31, 08 Nov 2020.

They do know about it. Playing it, on the other hand, is totally something else.

@Ghost HotA team can't work using any WoG scripts lol, they can't use them for their reverse engineered/cracked H3 code.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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Hourglass
Hourglass


Famous Hero
posted November 08, 2020 10:46 PM
Edited by Hourglass at 22:47, 08 Nov 2020.

excalibur said:
Few ideas for secondary skills. I know they may not be that great but they may give some ideas to others to expand them.

Reinforcements
Increases creature production in the town the hero is garrisoned.

Basic: +5%
Advanced: +10%
Expert: +15%

With the bonuses above level 7 and 6 will not be affected and level 5 creatures will receive +1 population. However, artifacts like the parts of the legion combined with this skill may eventually give some extra population to level 6 creatures.


I belive that kind of skill could exist, but I don't personally like how it would kinda make such hero very passive, most players would probably just simply leave him to the town, and I'm not sure if the AI could even play accordingly with such skill.

What if we tried to make the skill stackable and universal? I mean heroes with such skills would stack, and you wouldn't need to keep him/her in the garrison at the end of the week.

Basic: +4 tier 1 one troops per week on all towns.
Adv. : Same as basic, and +2 tier 2 troops per week on all towns.
Expert: Save as advanced and +1 tier 3 troop per week on all towns.

This would likely be one the worst skills in MP, especially in Jebus, but on singleplay it would probably be a nice support skill on big maps.

excalibur said:

Explorer
Increases the chances of finding more resources in the adventure map, including Banks.

Basic: +20%
Advanced: +35%
Expert: +50%

So basically if you pick up 6 Crystals you will gain extra depending on the level of the skill. At expert level you would get 3 extra crystals for a total of 9.  


I belive such skill would probably only be useful on the first few days in any map, it's 100% scout skill, and therefore such hero would have only few oppoturnities to upgrade their skill, so most of the time they would be stuck with the basic skill. However, I do belive the game could use this kind of "estates, but not for gold"-kind of skill.

How about:
Basic: Receive +1 random resource per day.
Advanced: Receive +2 random resources per day.
Expert: Receive +3 random resources per day.

excalibur said:

Explorer
Increases the chances of creature's ability to trigger.

Basic: +5%
Advanced: +10%
Expert: +15%

Abilities like Basilisk's Stone gaze or Manticore's paralyze will have greater chance to trigger.


I think this isn't very suitable as a standalone skill, but it could be one way of trying to improve the current Luck skill. Still, probably only Fortress and Cove could show some intrest towards this kind of ability.

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weilan
weilan


Known Hero
posted November 14, 2020 04:52 PM

Damn, if this Explorer thing becomes a skill, it will actually be so much amazing.

One problem I notice in HoMM3 that exploring every nook and cranny is fun in your starting zone, but outside of that it becomes tedious and you only end up going for things like Utopias or Pandora's Boxes, because of how precious your move is. At least that's how I see it.

If this skill gets included into the game, it can give more reason to waste your time exploring.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted November 14, 2020 05:05 PM

FirePaladin said:
@Ghost HotA team can't work using any WoG scripts lol, they can't use them for their reverse engineered/cracked H3 code.


Ok Galaad said HotA is ERA. Ok my the fact was an error/bug
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Fight MWMs - stand teach

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shev441
shev441


Adventuring Hero
posted November 15, 2020 11:52 AM

Add new special wining condition - Aquire daily income.
Its different than Accumulate resources cause you need to have certain income every day. It makes it impossible to camp in you biom and wait till you gain eg. 50k of gold. With this new goal - you are forced into expansion of map and to capture mines and towns to aquire this daily income. There should be an option to to pick what you need to aquire eg. 15 ore per day , 8 sulfur per day or 20k per day. It opens game for a lot of custom scenerios where you need to focus on mercurys lab or different objects that gives one type of resources.

Also you could add new losing condition - get below X daily income. Lets say you start a game with few towns and gold mines. You have daily income at 5k and you cannot go under it. You you need to defend your towns/ build structures in them and expand map, but make sure that in any moment of the game you wont lose your money daily overflow. Same could go with mines - you start with 4 sawmills and you cannot go belove 8 per turn of wood. So you need to keep an eye on them or capture more sawmills/ build special buildings in towns.

This would bring some fresh air to the game and could led into new interesting maps.

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excalibur
excalibur


Known Hero
posted November 15, 2020 12:24 PM

Idea for New artifact

Cape of the Gladiator
Cape Slot
Relic artifact
Adds +1 damage to creatures

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phonyamerican
phonyamerican

Tavern Dweller
posted November 16, 2020 05:17 PM

Hourglass said:
excalibur said:


excalibur said:

Explorer
Increases the chances of creature's ability to trigger.

Basic: +5%
Advanced: +10%
Expert: +15%

Abilities like Basilisk's Stone gaze or Manticore's paralyze will have greater chance to trigger.


I think this isn't very suitable as a standalone skill, but it could be one way of trying to improve the current Luck skill. Still, probably only Fortress and Cove could show some intrest towards this kind of ability.


Totally agree, IMO this would be a great added feature to the Luck skill! Luck specialist + lots of Unicorn stacks would be a cool strat.

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excalibur
excalibur


Known Hero
posted November 16, 2020 05:21 PM

By the way, the name of that skill wasn't supposed to be "Explorer".
I just copied my previous text and forgot to change it.

But adding that to the Luck skill seems like a nice idea since many consider morale to be much better.

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