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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 80 100 120 140 160 180 ... 183 184 185 186 187 ... 196 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 30, 2022 02:17 PM

I think Ironfist of the Ogre is just fine the way it is. (Interesting how Mass Fire Shield is a thing with this artifact, as it's not possible with Expert Fire Magic.)
Helm of Heavenly Enlightenment and Sword of Judgement are however overpowered. I made both of those give +4 to all stats and that feels better balanced imo.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 03, 2022 09:29 PM

It has probably been suggested before, but a bigger artifact bag would be really welcome.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 04, 2022 07:12 AM

Besides giving back Resistance, the most frequently useless Interference could be divided in two skills:

- Dampening: Reduces damage taken by spells.
Basic: -15% spell damage taken
Advanced: -30% spell damage taken
Expert: -50% spell damage taken

- Hexing:
Basic: -1 turn to enemy spell duration
Advanced: -2 turns to enemy spell duration
Expert: -3 turns to enemy spell duration
(Enemy spells include blessings to their creatures and curses to yours, as well as spells cast by their creatures such as Master Genies, and artifacts)
Minimum duration is 1 round.
Better than interference since it's consistent and doesn't require rounding and somewhat ridiculously high Power levels to work. Against an enemy with 6 power this would reduce their duration by half.

____________
Never changing = never improving

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MoonBaboon
MoonBaboon

Tavern Dweller
posted February 21, 2022 08:26 AM
Edited by MoonBaboon at 08:28, 21 Feb 2022.

Suggesting to add how many Dragon Utopias were cleared by Players to Thieves' Guild with at least 3 owned tavernas. Maybe even put it instead of "Obelisks Found".

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revolut1oN
revolut1oN


Famous Hero
posted February 21, 2022 09:36 AM

NimoStar said:
Besides giving back Resistance, the most frequently useless Interference could be divided in two skills:



Dude interference is strong as hell, stop being newbie

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dan1ell1ma
dan1ell1ma

Tavern Dweller
posted February 22, 2022 10:33 PM

Healing Tent

IA
When you enter in a combat, the eventual damage in top stack unit will remains to next fight.

If you have a healing tent, or sleep in castle, the damage will be healed.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 23, 2022 04:06 AM

Quote:
Dude interference is strong as hell, stop being newbie


I have already showed with maths how it is useless compared to resistance and nobody responded to those calculations, so ad hominem does not affect that.
____________
Never changing = never improving

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MattII
MattII


Legendary Hero
posted February 23, 2022 07:14 PM

revolut1oN said:
Dude interference is strong as hell, stop being newbie
The higher level an enemy hero is, the less Interference will make a difference outside of direct damage spells.

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Hourglass
Hourglass


Famous Hero
posted February 23, 2022 09:05 PM

Not sure if you guys are aware, but Interference is part of of every (might) hero build in competitive Homm3, and this is something that isn't my "opinion." Usually players end up building it as their 5th or 6th skill. There's pretty much no reason of not building it, as you're putting yourself against at severe disadvantage in the end fight, especially on mirrored templates.

While it might seem at first it "only" giving 30% reduction, it usually is much higher than that: Both Seal of Sunset and Charm of Eclipse are minor artifacts, so they're not only very doable with side heroes early on, but can also be found from Churchyards and Black Towers, which are priorities anyway. On top of that, we're talking about a ring and misc artifact, which are probably the least contested slots while still letting the player to create the Angelic Alliance. Thus, having something like 50% of Interference at the end fight is not a rare case.

The reduced the duration of spells is not exactly the selling point of Interference, but it comes to play sometimes, forcing the other player to repeat an early cast and not casting something else.

Rather, the damage reduction, lowered ressurrection rate and basically a whole shut down to any attempt of summoning elementals is rather the reason why the skill is widely being played. It should be noted that for Earth elemental spam the original game doesn't exactly even have a direct counter, but Interference allows an actual solution.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted February 23, 2022 09:46 PM

Hourglass is right, Interference is crucial in the competitive scene.

HotA changed Resistance to be disabled by default because it was quite RNG as far as I recall.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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revolut1oN
revolut1oN


Famous Hero
posted February 23, 2022 10:09 PM

MattII said:
revolut1oN said:
Dude interference is strong as hell, stop being newbie
The higher level an enemy hero is, the less Interference will make a difference outside of direct damage spells.


Quite the opposite. When you have stacked a lot of Interference % along with artifacts at high levels (~20), you become unstoppable - enemy power is reduced to like 2 or 3 while you can just demolish him with long lasting debuffs or direct damage.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 23, 2022 11:11 PM
Edited by phoenix4ever at 23:14, 23 Feb 2022.

Interference still does'nt do anything against Berserk, Slow, Blind, Curse etc.

If Interference was supposed to replace Resistance, they should at least have kept the classes chance to learn the skill the same as those of Resistance.

I would have liked if there was a way to allow both Resistance and Interference without messing up the classes skill probabilities though.
For now I play with Resistance, not Interference, but I allow both Resistance and Interference artifacts. Thorgrim yes, Giselle no.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 24, 2022 01:24 AM

Quote:

Quite the opposite. When you have stacked a lot of Interference % along with artifacts at high levels (~20), you become unstoppable - enemy power is reduced to like 2 or 3 while you can just demolish him with long lasting debuffs or direct damage.


Enemy power is reduced to like 2 or 3? In what universe?

Interference at expert caps at 30%, a 20 power enemy hero will have 14 power left - enough to make spells last 14 turns.

And UNLIKE resistance where damage taken is PROPORTIONAL to the resistance % (in chance), "Interference" does not diminish the base damage of the spell, which means the damage reduced is even lower than it seems.

Example, Expert armageddon in HOTA is:
All troops take (120 + (power × 40))
Meaning base is 120, unaffected.

But it gets worse, expert Implosion:
Target, enemy troop receives (300 + (power × 75)) damage.
Base is 300, again, completely unaffected by "Interference". Considering minimum power is 1, at least 375 damage will still be dealt even with 100% (!) interference.

Compared to 0% chance of damage in Magic Resistance.

So, recap:
- Blesses and curses: The first turns are more important, Interference does nothing.
- Damage: Base damage is more important, interference does little.
____________
Never changing = never improving

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gatecrasher
gatecrasher


Famous Hero
posted February 24, 2022 03:15 PM

What's 375 damage? Wasting a round of spellcasting.

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revolut1oN
revolut1oN


Famous Hero
posted February 24, 2022 07:11 PM
Edited by revolut1oN at 19:11, 24 Feb 2022.

NimoStar said:


Enemy power is reduced to like 2 or 3? In what universe?


That is a normal situation on most rich templates. 30% from skill + ~20% from artifacts is 50% already, which is often enough, not to mention that combination artifact is extremely easy to assemble and Giselle who is op as f.  

While Resistance is a random skill that may or may not work, the difference made by Interference will stack up each turn, to the point where it is a must for a high level competitive gameplay in late game. When your Implo does twice less damage than opponent each turn or you ressurect twice less, there is no way to recover when armies are comparable. Thus, picking up Interference is a primary objective for any pro player who prepares his hero for the final fight. It is ignored only on extremely small maps where its effects are negligible or by noobs.

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MattII
MattII


Legendary Hero
posted February 25, 2022 03:27 AM
Edited by MattII at 04:04, 25 Feb 2022.

revolut1oN said:
NimoStar said:


Enemy power is reduced to like 2 or 3? In what universe?


That is a normal situation on most rich templates. 30% from skill + ~20% from artifacts is 50% already, which is often enough, not to mention that combination artifact is extremely easy to assemble and Giselle who is op as f.  
1) There is no combo artefact featuring the Seal of Sunset, Charm of Eclipse, or Plate of Dying Light.
2)Giselle is one hero.


Quote:
While Resistance is a random skill that may or may not work, the difference made by Interference will stack up each turn, to the point where it is a must for a high level competitive gameplay in late game. When your Implo does twice less damage than opponent each turn or you ressurect twice less, there is no way to recover when armies are comparable. Thus, picking up Interference is a primary objective for any pro player who prepares his hero for the final fight. It is ignored only on extremely small maps where its effects are negligible or by noobs.
Even with 50% (and that's assuming both the Seal and Charm are present on the map, and you can get both), a 14 SP hero casting 'Slow', 'Haste' can still expect it to last for 7 rounds.

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revolut1oN
revolut1oN


Famous Hero
posted March 23, 2022 04:03 PM
Edited by revolut1oN at 16:06, 23 Mar 2022.

What I mean by combo artifact is that synergy between parts is awesome while they are extremely easy to get and occupy mostly useless slots. Even without chest, you are basically guaranteed to have at least 50% sp reduction on any late game hero, not to mention if plate is present or Giselle. Considering that end-game battles consist of heroes with 20+ SP and rely on spells like Implosion/Earth Elementals/Res, there is a gigantic difference between 10 sp and 20+ sp. While 7 turns of slow is enough, the strategy in multi game is all about casting slow/haste in a right moment and then, using the extra turn that you get by doing so, nuking the enemy with your high level spells.

Obviously if you play vs computer then interference may seem weak, but in a game vs a proper human player its a must have on your main hero. We can test that, lets play some games and, judging by what you write, I am confident that I will win 100% of them.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted March 23, 2022 05:06 PM

You don't understand magicians.. Think about weak, you call magicians..

Att/Def vs Armageddon and Imposion spam..

Now you can't do anything, thus loved secondary skill..

Imbalance!
____________
Fight MWMs - stand teach

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 23, 2022 07:30 PM

revolut1oN said:
Obviously if you play vs computer then interference may seem weak


It's actually pretty good in final campaign maps of HOTA, because the amount of SP20 heroes that use lightning on you and run away is huge.

If HotA team bans summon elemental from campaigns, Interference will be a must pick to reduce the pain of constantly losing troops to the AI in a situation where you can't rely on an OP summon elemental spell and have to gather units instead. Which you normally never bother with (because summon elemental wins you every game lol).

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MattII
MattII


Legendary Hero
posted March 24, 2022 05:20 AM
Edited by MattII at 05:37, 24 Mar 2022.

revolut1oN said:
What I mean by combo artifact is that synergy between parts is awesome while they are extremely easy to get and occupy mostly useless slots. Even without chest, you are basically guaranteed to have at least 50% sp reduction on any late game hero, not to mention if plate is present or Giselle. Considering that end-game battles consist of heroes with 20+ SP and rely on spells like Implosion/Earth Elementals/Res, there is a gigantic difference between 10 sp and 20+ sp. While 7 turns of slow is enough, the strategy in multi game is all about casting slow/haste in a right moment and then, using the extra turn that you get by doing so, nuking the enemy with your high level spells.
Except you're not guaranteed to have 50%, not in every map. The skill itself is worth 30%, but there's no saying that the Charm of Eclipse and Seal of Sunset will be on the map, and even if one or both are, there's no guarantee you'll have access to either of them. Hells, there's no guarantee you'll even get Interference offered as a skill to begin with. Also, it's not offered to magic heroes to begin with (except Battle Mage and Navigator, for a 1/112 chance), so unless you're cross-skilling a might hero in magic, or you get lucky with a Witch Hut, your ability to exploit it with heavy spell use will be limited.


Quote:
Obviously if you play vs computer then interference may seem weak, but in a game vs a proper human player its a must have on your main hero. We can test that, lets play some games and, judging by what you write, I am confident that I will win 100% of them.
No joss, I haven't played competitively in years, so my skills (such as they ever were, I wasn't that good to begin with) are shot.

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