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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 2 3 4 5 ... 40 80 120 160 ... 194 195 196 197 198 · «PREV / NEXT»
MattII
MattII


Legendary Hero
posted May 21, 2024 11:23 PM

phoenix4ever said:
It could always increase duration, even though you often have more than enough of that already.
But HP-based spells like Cure, Hypnotize, Animate Dead, Resurrection and Sacrifice could at the very least also be affected by Sorcery and the elemental orbs.
That's doable, as long as it doesn't unbalance the schools too much.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 21, 2024 11:31 PM

The magic schools are already very unbalanced.
Everyone always picks Air and Earth, but never Fire or Water.
Fire is basically useless, except for Berserk. (Yes I know Blind and Arma are great, but you don't need Fire Magic for them to be great.)

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Brevan
Brevan

Tavern Dweller
posted May 22, 2024 02:41 AM

Just a Fire-magic shout out for Expert Curse -- 80% of minimum damage really is a severe nerf to the enemy, and worth a casting if you've already Expert Slowed them and don't feel like Berserk.  

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MattII
MattII


Legendary Hero
posted May 23, 2024 05:20 AM
Edited by MattII at 05:21, 23 May 2024.

I wonder if it would be possible so basic/advanced/expert magic school secondaries also allow you to learn level 3/4/5 spells in that one school, independent of whether you have Wisdom?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 23, 2024 07:43 AM

Would you still keep Wisdom then or let the magic schools be your access ticket to level 3-5 spells?

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MattII
MattII


Legendary Hero
posted May 23, 2024 11:17 AM

Probably keep it, but make it less common.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 23, 2024 11:36 AM

Then if you have all 4 magic schools at expert, Wisdom would be completely useless, but I guess there is not really "room for" all 4 magic schools and it would take a while to get them all to expert...

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 23, 2024 01:56 PM

Barbarian Stronghold can reject the whole spells, if not the sea.. So taking all military skills, path skills, and then Diplomacy.. You will die with sucked Wisdom and effects i.e. Earth, Air, etc But HotA banned Red Orb, etc

2 round, I play the Alliance (HotA) scenario.. No Fire came*, when I won the battle by Armageddon, but two heroes are very OP now.. What? I've a different strategies.. I never played the same skill, the path and the style again and again.. A very easy as first RoE campaign.. Must be RoE-level, but deeper strategy, thus MP, but computer can't see the map and map's purpose..

Yes very made a map Later on I edit a map, I give to AI bonuses..

*Thus Necropolis.. I know just dozens of strategy, depend on skill, what it gives me.. So I integrate it..
____________
Fight MWMs - stand teach

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 30, 2024 10:58 AM

Fire Immunity should only affect negative fire spells.
Bloodlust, Fire Shield, Frenzy, Slayer and Sacrifice are all blocked, when using Fire Immune creatures, therefore it makes little sense picking Fire Magic as Inferno or Conflux, which is weird.

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Hourglass
Hourglass


Supreme Hero
posted May 30, 2024 07:42 PM

Some artifact ideas:

Ring of Occulism - treasure - ring
+1 spell power and +1 knowledge

Ring slot is desperately lacking ways to give knowledge especially. Due this, the ring would be at least somewhat intresting even in the late game purposes. Just like with the Quiet eye of dragon, two of these rings would stack.

Staff of the Druid Elder - relic - main hand
When equipped, the staff enables hero to cast all 4th level spells.

Spellbinder's hat has always been very juicy artifact, but I feel there could be another, similiar artifact. Obviously, it's a really powerful item, but I think the game would handle it alright. Main hand requirement to make a dedicion between this and SOJ, just like with teapot and Spellbinder's hat.

Sunblade - minor - off-hand
+ 4 attack

I mean, can you say no for dual wielding? But seriously, an artifact that gives attack is usually one of the better early game goals player can have, so how about another one? To some extend, there would be atleast some debate of choosing this over more traditional shield item.


Leprechaun's shoes - minor - feet
+2 Luck


Boots of Steel - major - feet
+20% of (golem style) magic resistance. (reduces incoming damage from enemy spells)

White-feathered cape - treasure - cape
Enemy spells cost 2 more to cast (gives Pegasi Magic Damper, would stack)

These three items would be to make feet and cape slots bit more meaningful. Always felt there were spesific items you really wanted there, and there isn't really much competition.

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted May 30, 2024 08:46 PM

phoenix4ever said:
Fire Immunity should only affect negative fire spells.
Bloodlust, Fire Shield, Frenzy, Slayer and Sacrifice are all blocked, when using Fire Immune creatures, therefore it makes little sense picking Fire Magic as Inferno or Conflux, which is weird.


Seconded. Thank you for pointing it out. This issue bugged me for a long time.
____________
Horses don't die on a dog's wish.

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FdgK
FdgK


Known Hero
posted May 30, 2024 08:50 PM
Edited by FdgK at 20:53, 30 May 2024.

@Hourglass:

I think, all of your ideas are nice and would be worth implementing with the exception of the shield hand blade. I can see where you are coming from but I personally prefer the strict difference between an attack and a defense hand. It just seems ‘cleaner’ to me.

What I especially liked is your proposal of giving creature-specific abilities to certain artifacts. Another one could be the Magi's and Arch Magi's ability to reduce spell point costs for the owner.
Well, now that I think about it, it might actually be a bad idea since if it is stackable with the (Arch) Magi's skill (and the reduction from Basic ... Magic) some spells would end up costing 0 spell points. There would have to be a hard limit at 1 SP.

And thinking in the same direction: Your Boots of Steel would make Gold and Diamond Golems basically immune to any damage spell. Was that your intention or should golems be excluded from the artifact's effect in your opinion?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 30, 2024 09:42 PM

@DD Thanks and

@Hourglass I like most of your artifacts and more artifacts are always welcome.
I would add an artifact that gives all level 3 spells as well. (Mainly because Animate Dead can be extremely hard to learn in HotA, without Spell Research, but also for stuff like Teleport, Earthquake, Air Shield and Forgetfulness.)
If you are going to add a +4 attack for off-hand, you could also add a +4 defense for main hand, to balance it out.

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bloodsucker
bloodsucker


Legendary Hero
posted May 31, 2024 12:01 AM
Edited by bloodsucker at 00:18, 31 May 2024.

Since we are in this dreaming scenario...

Necklace of Ice & Fire - Relic - gives full expertise of Water and Fire magic.
____________

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 31, 2024 10:15 AM

Hourglass said:
Some artifact ideas:

Boots of Steel - major - feet
+20% of (golem style) magic resistance. (reduces incoming damage from enemy spells)


I really fan.. But HotA bans your artifact.. Not Red Orb, Resistance skill nor Recanter's Cloak.. What do you think negative Interference? I think an artifact should exist(ence) in HotA.. Only WoG/ERA blanket artifacts for mapmakers.. I like your idea i.e. Boots of Steel, not some Interference..
____________
Fight MWMs - stand teach

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Hourglass
Hourglass


Supreme Hero
posted May 31, 2024 10:04 PM

FdgK said:

I think, all of your ideas are nice and would be worth implementing with the exception of the shield hand blade. I can see where you are coming from but I personally prefer the strict difference between an attack and a defense hand. It just seems ‘cleaner’ to me.

I understand and agree that it's cleaner, but I personally like there being some execptions. Whereas I don't really use it, I think it's good for the game to have something like Dragon scale armor. (torso,+4att&def) This way you can sacrifice the typical magical boost in order to have gain bit more might. I think it's overall a good dedicion that the stats are not spread all around the items, but some of these kind of artifacts spicy up somewhat straightforward elements.
FdgK said:

Another one could be the Magi's and Arch Magi's ability to reduce spell point costs for the owner.
Well, now that I think about it, it might actually be a bad idea since if it is stackable with the (Arch) Magi's skill (and the reduction from Basic ... Magic) some spells would end up costing 0 spell points. There would have to be a hard limit at 1 SP.

Yes, this has actually crossed my mind too, and kinda discarded the idea because of the issue of having some spells costing 0 mana like you said, and perhaps some other spells haven't been meant to cost very small amount of mana. One way to implement the idea is to set hard limit as you said, and I think it would be something the game could very well handle. Not sure what artifact rarity class would be the most suitable for such item, thou.

FdgK said:

And thinking in the same direction: Your Boots of Steel would make Gold and Diamond Golems basically immune to any damage spell. Was that your intention or should golems be excluded from the artifact's effect in your opinion?

*Ahem* This on the other was not something that I had though of.
But now in the topic of thinking about it, I don't really see how the Gold and Diamond golem would pop off. Magic damage immunity is totally something to watch out for, but on the special golems it's not too relevant. First of all, the golems are pretty hard to find and very tricky to have a even reasonable amount of them. Secondly, if the fully magic damage immunity was that scary, the golems would see active play even now, 95% is practicially already immune.

Even when the attention is changed to Iron golems, (since then they would have 95% resist), I still don't believe in changes of balance. I mean, you could sorta do dragongeddon tactics with them, but the existing strategies are based on fast creatures, not something like slow golems. In the vast majority of cases, relying on your normal army tactics could likely lead into better progress.

Phoenix4ever said:

I would add an artifact that gives all level 3 spells as well. (Mainly because Animate Dead can be extremely hard to learn in HotA, without Spell Research, but also for stuff like Teleport, Earthquake, Air Shield and Forgetfulness.)

Yes, I agree. I think it very well could be major artifact. Perhaps to continue the trend, you equip it to your shield hand?

Phoenix4ever said:

If you are going to add a +4 attack for off-hand, you could also add a +4 defense for main hand, to balance it out.

This I'm not too hot on, but I think it would work finest if there was a combo set that "messes up" stat items, such as having a torso artifact that would give knowledge. I understand the counterpart idea, but why I suggested the item was because of the importance of the Attack skill especially in the early and mid game.

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MattII
MattII


Legendary Hero
posted June 01, 2024 12:02 PM

Hm, in the same way that we have pendants that protect against individual spells, what about artefacts that boost individual spells?

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FdgK
FdgK


Known Hero
posted June 01, 2024 01:30 PM

@Hourglass:

In effect, you are right. The difference between 95% and 100% isn't really that much of a difference and an army with neutral creatures is very rare anyway.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 01, 2024 02:40 PM

FdgK said:
accidental double post

You know you can delete posts, right?

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rigczTheSky
rigczTheSky

Tavern Dweller
posted June 01, 2024 02:43 PM

Creatures under hypnosis spell should block friendly units ranged attack when they standing next to them.
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