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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 2 3 4 5 ... 40 80 120 160 ... 192 193 194 195 196 · «PREV / NEXT»
Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 25, 2023 07:37 AM
Edited by Phoenix4ever at 07:41, 25 Oct 2023.

Well good for you, that won't work in my map though.
Have you tried attacking a fully build Castle (not the faction) it only takes a few rounds to lose hundreds of nymphs from the arrow towers.
AI often targets your weakest units, so they always takes a beating. They also get blasted with spells and the AI will often hit and run them, if it knows it's gonna lose a battle.
Level 1 specialists are not worth it, except for Galthran and perhaps the units they bring for early game.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 25, 2023 02:09 PM

Phoenix4ever said:
Well good for you, that won't work in my map though.


Why? Of course, depend on map.. Not your only map! Stop plays the only map!
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 26, 2023 03:27 PM

And a few days ago, I noticed small twitch heroes 3 picture showed 1 between 3 or 4 level Cassiopeia with her splitted pack Nymphs or Oceanids against splitted horde Fire Elementals.. Unknown player.. Ok I haven't watched video, but I don't get it how can be realized.. Great skilful player
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Fight MWMs - stand teach

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Rumeur
Rumeur

Tavern Dweller
posted November 14, 2023 07:12 PM

Hello all,

Necropolis has always been overpowered in vanilla because of its faction skill - Necromancy. Inferno, Tower & Fortress are still underpowered nowadays with HotA (even if it is better than vanilla) - and without increasing flat stats, increasing growth or reducing costs of units from these towns there are not so many ways to balance them (unless you plan to add alternative creatures like HoMM4 as soon as possible). I’ld say Conflux is the perfect counter-example of such balancing limits - really strong creatures but nothing really special …

Adding faction skills could be a way to add more diverse playstyles as well as a better way to balance towns without increasing or decreasing flat stats, while still being lore friendly.

Some ideas :
Castle : Retaliation (Increase retaliation damage)
Inferno : Gating (Like HoMM V - Active ability to "duplicate" stacks)
Necropolis : Necromancy (Raise undead killed enemies after a fight)
Rampart : Revenge (Chose specific faction to deal more damage to them through a new town building OR Deal additional damages to units based on their kill counts during the fight)
Dungeon : Shroud of Darkness (Buildings you own are surrounded by fog of war next turn + your creature numbers are stealthed until they attack or get attacked + your path become fog of war after your turn)
Tower : Magic focus ? (Reduce magic resistances ?)
Stronghold : Blood Rage (Like HoMM V)
Fortress : Hive Mind ? (Deal additional damage when your creatures focus a same ennemy ?)
Conflux : ??? - this town feels anyway so random and is already so strong
Cove : Cannon ability ???
Factory : Magic dimming (Increase magic resistances) - I don't know the lore so maybe not fitting

Also, some faction could have a specific war machine like Cove or none (maybe for Conflux), and a dedicated ability if suiting.

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Wolfnacht
Wolfnacht

Tavern Dweller
posted November 19, 2023 12:26 AM

Rumeur said:

*bunch of ideas*


I really like the skill system in H5, but what you're proposing strays too far from the vanilla feeling of the mod. Neither the devs nor the majority of community would want such a drastic change. Some people don't like the idea of two level 7 units already.
Rumeur said:

Also, some faction could have a specific war machine like Cove or none (maybe for Conflux), and a dedicated ability if suiting.


This sounds better to me, personally I'd gladly see conflux with a more thematically fitting ballista alternative, like some sort of magic cannon/magic stone floating in the air, like the fireball cannon from Last Epoch: https://imgur.com/a/fBidxxy

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bloodsucker
bloodsucker


Legendary Hero
posted November 19, 2023 10:29 AM

Phoenix4ever said:
Well good for you, that won't work in my map though.
Have you tried attacking a fully build Castle (not the faction) it only takes a few rounds to lose hundreds of nymphs from the arrow towers.

I didn't said I attacked him inside his castle... The fool took me for granted and attacked me outside. I had Slow and Blind, he didn't had Tactics...
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Dydzio
Dydzio


Adventuring Hero
VCMI contributor
posted November 19, 2023 09:49 PM
Edited by Dydzio at 21:52, 19 Nov 2023.

Rumeur said:
Bunch of ideas


To anybody with similar ideas, including "army wages that take gold daily" and other stuff... there are basically 0% changes for such changes to be in hota, philosophy of hota is no flip switches for controversial changes, classic H3-like gameplay, and on top of that pvp community has pretty high voting power for stuff landing in hota (with compatibility for popular random map templates like jebus, duel, 6lm10a, firewalk, h3dm1 etc. in mind), so you suggest ideas to wrong project to begin with.

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Rumeur
Rumeur

Tavern Dweller
posted November 19, 2023 10:53 PM

Dydzio said:
Rumeur said:
Bunch of ideas


To anybody with similar ideas, including "army wages that take gold daily" and other stuff... there are basically 0% changes for such changes to be in hota, philosophy of hota is no flip switches for controversial changes, classic H3-like gameplay, and on top of that pvp community has pretty high voting power for stuff landing in hota (with compatibility for popular random map templates like jebus, duel, 6lm10a, firewalk, h3dm1 etc. in mind), so you suggest ideas to wrong project to begin with.


You obviously did not get the point.

Kind regards

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Panda_Tar
Panda_Tar


Adventuring Hero
CH mascot and right-wing
posted November 20, 2023 06:21 PM
Edited by Panda_Tar at 18:25, 20 Nov 2023.

Just sprang into my mind, I was thinking on the Navigation skill, which is so dependable on map design and heroes who start with the Navigation skill. I'm not sure how many of these there are in the Cove (just saw here there are only 2 heroes in the whole game?) – still, I was thinking on the fact that the town could provide Navigation skill in one of its building for 500 or 1000 gold, as a bonus perk, considering the role of this town is so tied up with navigation. So, when there are indeed large bodies of water, it would be a provided advantage to highlight such theme.

This might have been probably discussed aplenty already. It was just something that just crossed my mind and I thought it wouldn't hurt to mention.

Anyway, have a nice week! SQUEEE!

P.S.: Oh, I would throw in a similar situation regarding Necropolis's Necromancy. Necromancy skill could be taught in a certain building at the town, with highly nuanced costs depending on which faction the hero belongs to.
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E1ChuRich
E1ChuRich


Adventuring Hero
posted January 05, 2024 05:17 PM

Should Eagle eye and Scouting be merged into one skill? Would it be more usefull or just one dead skill instead of two ( if you dont count scout heroes)

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 05, 2024 06:46 PM

Much better EE with Scholar..
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gatecrasher
gatecrasher


Famous Hero
posted January 05, 2024 08:01 PM

Scouting is fine, EE is broken beyond repair. Should be removed (no matter if there's going to be a replacement skill or not) altogether.
Wouldn't feel sorry for maps which are designed around Eagle Eye.

The too low percentages aside, in order to get a chance to learn really helpful spells you either have to involve in battles youlikely have to surrender/flee from or you'll learn them in a late stage of the game when it's too late anyway. Plus you can only learn combat spells and you can't learn from creatures.
The introduction of Spell Research made it even more useless, lol.

I don't like the lore behind it. So Magic is no mind skill but instead all there is to it is hanky-panky gesturing and whispering exotic phrases which you can just copy and repeat? So what is the Scholar skill for? Why spending time in a Mage Guild? Why not have some Ogres block the line of sight so no Eagle Eyer can copy your hanky-panky?

If something like Eagle Eye is to stay it should at least be renamed to "Imitation", "Interception", "Telepathy" or something.

But I agree, Scouting could be renamed to Eagle Eye, that's something you'd get better at with eagle eyes in a more obvious way.

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted January 05, 2024 09:30 PM

gatecrasher said:
Scouting is fine, EE is broken beyond repair. Should be removed (no matter if there's going to be a replacement skill or not) altogether.
Wouldn't feel sorry for maps which are designed around Eagle Eye.

The too low percentages aside, in order to get a chance to learn really helpful spells you either have to involve in battles youlikely have to surrender/flee from or you'll learn them in a late stage of the game when it's too late anyway. Plus you can only learn combat spells and you can't learn from creatures.
The introduction of Spell Research made it even more useless, lol.

I don't like the lore behind it. So Magic is no mind skill but instead all there is to it is hanky-panky gesturing and whispering exotic phrases which you can just copy and repeat? So what is the Scholar skill for? Why spending time in a Mage Guild? Why not have some Ogres block the line of sight so no Eagle Eyer can copy your hanky-panky?

If something like Eagle Eye is to stay it should at least be renamed to "Imitation", "Interception", "Telepathy" or something.

But I agree, Scouting could be renamed to Eagle Eye, that's something you'd get better at with eagle eyes in a more obvious way.


I've actually been working on a map based around Eagle Eye which was broken by, of all things, the latest update removing the destroyed fountains and camps.

I'd built a whole lore around them and the entire map design went into it.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 05, 2024 10:13 PM

I've been going through the limited feedback on Factory strength. What I gathered so far:

1. Dury is one of the best heroes in the game (or the best). Already banned under some rules.
2. Except Dury and the earlygame powerhouse Henrietta, other Factory heroes (esp. mages) are underwhelming.
3. The town shines early on with overpowered halfing grenadiers, esp. with archery, but those are very fragile units with obvious limitations.
4. While engineer-automaton combo works fine, it requires upgraded buildings, which goes against the meta (that is mostly focused on racing to level 7 creature ASAP).
5. Since it's a new town, based on new type of terrain, it's somewhat impaired in popular (richer) biomes.
6. Having two level 7s is a problem; the external tier7 dwellings will be also split in two -> harder to get a powerstack.
7. The town struggles quite a bit with pretentious crystal/ore costs, and the tier 7 are either slow and easy to play around (mechs) or weak (coualts).

Most players seem to agree that under typical templates, like Jebus, it's a mid tier town at best.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 06, 2024 08:15 AM

LordCameron said:

I've actually been working on a map based around Eagle Eye which was broken by, of all things, the latest update removing the destroyed fountains and camps.

I'd built a whole lore around them and the entire map design went into it.


Well, you could indicate people to play under the previous version
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Never changing = never improving

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bloodsucker
bloodsucker


Legendary Hero
posted January 06, 2024 08:44 AM

Doomforge said:
6. Having two level 7s is a problem; the external tier7 dwellings will be also split in two -> harder to get a powerstack.
I just hope they create a creature bank for at least one of these but if it's not there form start they probably already decided the opposite.
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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted January 06, 2024 01:50 PM

According to df2, there is not much of a sentiment towards adding a new creature bank, from HotA Crew. The same matter has been raised at least twice by regular forum posters on df2, if I am not wrong.
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Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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dydzio
dydzio


Adventuring Hero
VCMI contributor
posted January 06, 2024 02:02 PM

They should change Dury's bio to make her result of gay marriage of Alkin and Tazar xD

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted January 06, 2024 02:08 PM


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Enshackling time itself, heralds of the Ancients among their heat-depleted land.... Who could they be, who could rally the beings of the East and the North and control the mortals' fate?

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MurlocAggroB
MurlocAggroB


Hired Hero
posted January 06, 2024 04:55 PM

LordCameron said:

I've actually been working on a map based around Eagle Eye which was broken by, of all things, the latest update removing the destroyed fountains and camps.

I'd built a whole lore around them and the entire map design went into it.


I don't get why they removed so many decoration objects. The new bridges for example are way more functional and easy to place, but they're also smaller. I had bridges placed next to cracks or breaks in the terrain that looked seamlessly like they were covering a continuous gap before but the illusion is now broken. It would be nice to have both options. I also don't like the new snowy Subterranean Gate. The old one made of ice blended in really nicely with Cracked Ice terrain and the jutting ice doodads. The new one doesn't mesh with those anymore.

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