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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 200 pages long: 1 2 3 4 5 ... 40 80 120 160 ... 196 197 198 199 200 · «PREV / NEXT»
Hourglass
Hourglass


Supreme Hero
posted August 05, 2024 09:49 PM

Some more general change suggestions including some Factory changes:

1) I suggest changing how the TP and Dimension door spells are currently acquired. I don't see an issue, if the changes would be part of the Tournament rules, but for casual games, I don't see why rerolling would somehow be needed. These games are being mostly played against AI, so the balance changes are not really needed here. Tournament rules already change how Dimension door works, so the change would make perfect sense here.

2) Change the Sprite upgrade path. Requiring the Horde building doesn't make any sense in my opinion, now it's currently not possible to obtain Sprites without the additional weekly growth. Whereas the buildings are related, the game has never required the Horde building to be part of build path. Therefore, requiring it here seems inconsistent, and out of place. Whereas Town hall hasn't been used as part of any creature build path before, I don't see the problem there, as the general town building are widely being used anyway. Sprite upgrade path could very well be Mage guild and Town hall, or Mage guild and Marketplace, perhaps.

3) Increase the damage done by Fireball, Frost ring and Inferno spells. Currently they have Magic arrow scaling, with greatly increased mana cost, and therefore feel like they're not even part of the game. Fireball and Frost ring could at least 15 damage per spell power, Inferno 20 damage per spell power.

4) Buff Sorcery to 10/20/30 to increase it's usage and usefulness.

5) Considerably change how Learning works, consider getting rid of it entirely, and changing another skill to it's place.

6) Completely get rid of Eagle eye, and introduce another skill to it's place. There's no need to start playing with the numbers, there are so many flaws in the current design it makes most sense starting from scratch.


The following changes are only Factory related:

8) Make the mech path more appealing for the players. Currently I don't see why the player would choose to go mechs first in more serious games. Big part here I feel is the Dreadnough building costs. Whereas a single coatl can solo much from the starting area, including the low level shooter, the mech costs more to build, and is unable to anything similiar.

9) Gunslingers could use some more synergy with the rest of the mech line up, now they're mostly just a strong shooter. What if they had some sort of detonate ability, being able to shoot your own Automatons in order causing them to explode immediately?

10) Consider changing Melchior's and Eansywthe's secondary skills. Diplomacy is very rarely used as a starting skill already, and therefore I don't think there's any reason why Melchior should be almost exact copy from Rampart's Ryland. Both have Diplo + Leadership.

Similiarly, Eanswythe is exactly like Castle's Cuthbert. Since there are so few Weakness specialists, I don't see a good reason why they would need to be exactly the same.

Perhaps changing the skills (Leadership and Estates) between the two heroes could do the trick?

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted August 09, 2024 01:32 PM

Pathfinding! What do you think about speed? Ok I tell you that basic Pathfinding gives +1 speed to creature, Advanced gives +2, and Expert gives +3 speed. You add on new bonus. Wayfarer's Boots gives only movement fast without speed in the battlefield.. And then you edit HoMM3 terrain.. Lava 125% movement cost, thus hot.. or all terrains go to reshuffle.. Harder! Yes it succeed..
____________
Fight MWMs - stand teach

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FdgK
FdgK


Known Hero
posted August 19, 2024 10:40 PM

Today while playing the Forged in Fire campaign, I was continuously getting confused with which Keymaster Tent I had already visited and which not. So I was thinking that an overview about which one the player has already visited would be a great QoL addition to the game. Either similar to the list of open quests or as an info in brackets when hovering over a Border Guard or Border Gate (something like: ‘Tent visited’).

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 19, 2024 11:28 PM

You can already see if a tent is visited, if you hover over it.

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FdgK
FdgK


Known Hero
posted August 20, 2024 02:50 AM

Yes, I know but sometimes I don't remember where the tent was, especially on big maps. And even if I remembered it would be much easier to get the same information from hovering over a Border Gate/Guard because it's usually when you see one of those that you want to know if you can open it or not. Otherwise you have to click and pan around the map to get the info.
Or like I said: Another way would be a list of all the tent colours that have been visited already. But the hovering over the Gate/Guard would be ideal in my opinion.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 20, 2024 07:54 AM

Sure, some QoL improvements are always welcome.
I usually just write it down on a post-it, because I like being old school.

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FdgK
FdgK


Known Hero
posted August 20, 2024 10:56 AM

You are right, I should do that, too. At least until the next patch.

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purerogue3
purerogue3


Adventuring Hero
posted September 03, 2024 06:33 PM

Magic mirror reflect Faerie dragon spells.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 07, 2024 07:50 PM
Edited by Phoenix4ever at 19:52, 07 Sep 2024.

Give map makers better control of how Spell Research works.
For example only allow certain spell(s) to be changed, Disguise is an obvious candidate for this.
And set a limited number of times you are allowed to reroll a spell, for example 3 and then you will be offered the same 3 spells again.
Or a maximum limit of level spells that can be rerolled, for example maximum level 3 spells.

Better control that's all I'm saying.
Currently I don't wanna use Spell Research at all, but I might, if I was actually able to customize how it works.

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siryus13
siryus13


Adventuring Hero
posted September 17, 2024 09:44 AM

I wish there was a building where we could trade off elements.
For example 2:1 ratio water -> air; or air elements + ore resources to earth elemental...

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siryus13
siryus13


Adventuring Hero
posted September 17, 2024 10:17 AM

Regarding sorcery and excessing artifacts:

allow multiple artifacts to be melted together into a more powerful one.
For example expert sorcery could allow transmutate 2x Orb of Tempestuous Fire (gives 50% fire spell damage) into +75%; the next step would be +87,5% so the diminishing returns apply.
- basic sorcery allows one upgrade; advanced two; expert unlimited.

Merging all four of the same level
(Orb of the Firmament
Orb of Silt
Orb of Tempestuous Fire
Orb of Driving Rain)
could be called "Orb of Power" would take up a single slot while boosting all spell schools by 50% or respectively more based on how many times all have been combined.


Additionally once a lvl 3 Orb of Power has been crafted once per game the first player to offer this to the elder gods (or whatever...) would receive The One Ring (and have the Orb of Power removed from their inventory). The One Ring would at the start of each combat bless  only a single unit (placed at the first slot of the heroes army) with all the buffs and finally apply anti-magic.  



Or - make this transmutation/alchemy into a separate skill instead eagle eye / learning; to be able to mesh multiple artifacts as well with reasonable power creep (as mentioned above, so that the overall max benefits can't go over 200% of the initial bonus). Also some artifacts that are already strong could have inverted scaling - such as Equestrian's Gloves (+200 mvm in Hota), whereas the first merge would only give +25; second +50; and third +100 mvm with no further upgradability.


Also if keeping eagle eye; or separating the above mentioned enhanced sorcery into transmutation skill... we could enable inscription of scrolls to increase the base power of spells.
This would remove the scroll from hero's inventory and boost his spell.
(probably hard to implement tho...).
Example:
a; Magic Arrow: dealing (10 + (power x 10)) damage on basic. With scroll inscribed it would deal 11 damage on basic; 22 on advanced; 33 with expert spell school.
b; Stone Skin: basic gives +3 def; advanced gives +6. With each single scroll upgrade it would give +1 def for the basic value (and scale respectively to advanced). ((expert only makes the spell cast to all creatures instead a single unit)).
If removing Eagle Eye completely then this ability would be more fitting for Scholar.

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Aerlas
Aerlas

Tavern Dweller
posted October 06, 2024 07:56 PM
Edited by Aerlas at 20:04, 06 Oct 2024.

Hello,

Here a suggestion with the intention of avoid the creation of a one man army strategy

1) Create a scale to limit the number of units per stacks (which depends on skill or hero level), i think it s a mandatory cf. Song Of Conquest

2) New builds orders for creatures and buildings castle (tree buildings lock and unlock) because of the strategy in the world map for management of multiples heroes.
4 level of monsters instead of 7 : 2 level 1, 2 level 2, 2 level 3, 1 level 4.

3) Tweaks for balancing heroes battles due to those two first changes.

I would be happy to know your opinions on this suggestion, thanks

PS : create also a threat zone around ennemy heroes in multiplayers, i.e auto attack you if you are too close.

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Aerlas
Aerlas

Tavern Dweller
posted October 06, 2024 07:59 PM
Edited by Aerlas at 20:00, 06 Oct 2024.

Flood

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bloodsucker
bloodsucker


Legendary Hero
posted October 06, 2024 08:25 PM

Aerlas said:
I would be happy to know your opinions on this suggestion, thanks  
Since you asked.
The first one would screw chaining and the trick where you leave the troops on a weaker hero and keep main only with fast troops to have more movement at the start of a new turn.
The second after all the fuss about the new town having TWO level seven units... it will just be dismissed. It sounds terrible in my IMO, anyway.
____________

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Boris
Boris

Tavern Dweller
posted October 11, 2024 07:49 PM
Edited by Boris at 20:02, 11 Oct 2024.

Is there any reason Eagle Eye hasnt been buffed all these years? Some kind of engine limitation?


Some simple suggestions on the top of my head would be allow spells to be cast during the battle as they are learnt or to allow spells to be learnt without wisdom.

It can still be bad, just not borderline unusable in scenario/mp play.

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Hourglass
Hourglass


Supreme Hero
posted October 11, 2024 09:27 PM

Boris said:
Is there any reason Eagle Eye hasnt been buffed all these years? Some kind of engine limitation?

I don't think it's anything about the some sort of restriction. Personally I think it's about completely reworking the whole thing, and I would assume Learning will have the same faith.

Boris said:

Some simple suggestions on the top of my head would be allow spells to be cast during the battle as they are learnt or to allow spells to be learnt without wisdom.

It can still be bad, just not borderline unusable in scenario/mp play.

Well, true it would certainly be better, but that's kinda the thing here; it's not hard to think of how it could be better, but rather how it would be even somewhat usable. Even if they added both ideas today, Eagle Eye would still be at the in the very bottom of the list with Learning. The skill is so fundamentally flawed, that slight buffs won't change it's position.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 11, 2024 10:48 PM

Boris said:
Some simple suggestions on the top of my head would be allow spells to be cast during the battle as they are learnt or to allow spells to be learnt without wisdom.

I would also like to know if this is possible.
Also if it can pick up spells from creatures.

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Boris
Boris

Tavern Dweller
posted October 11, 2024 11:56 PM

Hourglass said:
Boris said:
Is there any reason Eagle Eye hasnt been buffed all these years? Some kind of engine limitation?

I don't think it's anything about the some sort of restriction. Personally I think it's about completely reworking the whole thing, and I would assume Learning will have the same faith.

Boris said:

Some simple suggestions on the top of my head would be allow spells to be cast during the battle as they are learnt or to allow spells to be learnt without wisdom.

It can still be bad, just not borderline unusable in scenario/mp play.

Well, true it would certainly be better, but that's kinda the thing here; it's not hard to think of how it could be better, but rather how it would be even somewhat usable. Even if they added both ideas today, Eagle Eye would still be at the in the very bottom of the list with Learning. The skill is so fundamentally flawed, that slight buffs won't change it's position.



Nah not all skills should be good. Its fine if they arent.

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FdgK
FdgK


Known Hero
posted October 12, 2024 12:46 AM

I agree wholeheartedly with you on that one, Boris. There have to be subpar skills to make things interesting.

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Boris
Boris

Tavern Dweller
posted October 12, 2024 01:03 AM

FdgK said:
I agree wholeheartedly with you on that one, Boris. There have to be subpar skills to make things interesting.


Cheers, but yeah it could be buffed a bit. I hope a dev answers since we all seem in agreement that it could use one of those buffs. But there might be a reason why it hasnt happened yet.

I imagine at least the "doesnt require wisdom" part should be codable as there are items like tomes that enable bypassing that.


.

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