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Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions | This Popular Thread is pages long: 1 2 3 4 5 ... 40 80 120 160 ... 196 197 198 199 200 · «PREV |
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FdgK
Known Hero
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posted October 12, 2024 08:17 AM |
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Edited by FdgK at 08:24, 12 Oct 2024.
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Yeah, a buff to make it at least useable would be very welcome, of course. And additionally to eliminating the wisdom requirements, another easy buff would be to increase the percentages from 40/50/60 to 50/75/100.
On another topic: I think there won't be any new heroes coming in the foreseeable future but if there were to be some, I think they should continue adding heroes with new spell specialties which didn't exist so far. Maybe also for spells which are very rarely used. Something like a Quicksand specialist who can place some or all tiles manually. Or something like that.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 12, 2024 09:08 AM |
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100% EE wont work, cause what about EE specialists and EE artifacts then? (85% would be maximum imo.)
Also don't introduce more specialties AI can't use.
Quicksand is one of them. (Quicksand is a very good spell btw.)
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gatecrasher
Famous Hero
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posted October 12, 2024 12:24 PM |
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Boris said: Is there any reason Eagle Eye hasnt been buffed all these years?
Because it is broken beyond repair. Only removal can fix it.
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FdgK
Known Hero
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posted October 12, 2024 12:45 PM |
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@Phoenix4ever:
You're right, I didn't think about specialist and artifacts.
What about a chance to learn spells from the opponent's spellbook without them having to cast it in battle?
Regarding Quicksand and other spells the AI doesn't cast: There must be a fix to make those spells useable also for the AI. So I would fix that and then you could have specialties like the one I said in the game without a drawback.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 13, 2024 07:46 AM |
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Well I suppose that's a 4th way to buff EE.
Any buff would be welcome really.
Sure if AI could also use those specials, then cool, but currently Fire Wall, Land Mine and surrender specials are useless to the AI.
It can also be completely unable to move with certain stacks, due to terrain and it's own war machines.
A few days ago AI had a huge stack of Naga Queens, locked in like this. They were a complete joke, because they could'nt move. The only thing AI could have done, was casting Teleport on them or use Remove Obstacle, but it did'nt seem to know Teleport and Remove Obstacle is one of the spells it can't cast...
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 20, 2024 10:21 AM |
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Since Factory was introduced with a lot of activated creature abilities, I had a very interesting idea:
What if Green, Red, Gold, Black and Azure Dragons were able to toggle on/off their resistances?
It could be done when they get their turn and if it could in some way be considered OP, maybe it should require a full turn to switch between these two states. (Their default state, would be having the immunities on.)
It would fix not being able to resurrect Gold and Black Dragons, but at the same time it would open them up to Slow, Blind, Berserk, Chain Lightning, Arma, Meteor Shower etc., so that seems fair to me.
Also you don't have to ruin Resistance skill, resistance artifacts and resistance of other creatures, with Orb of Vulnerability, since there is now another way to resurrect Gold and Black Dragons.
If you think about it, all these dragons have permanent Basic - Expert Anti-Magic on them, but Anti-Magic is not always a good thing, sometimes you want to buff, heal or resurrect your units, this would now be possible, but for a price.
This seems like a very good way to solve that problem imo.
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Jupp92
Tavern Dweller
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posted October 23, 2024 02:11 PM |
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Hello H3-Community.
I am a noob player, that just got back into the game after playing it as a kid about 25 years ago
So I tried out the "new" Conflux and noticed that the Elementals passive abilities are just so very unintuitive...
Why does the AIR-Elemental not fly?!
The Fire-Elemental even has a flying animation for moveing!
Why are the Earth-Eles Weak to Meteorstorm and the Air-Eles weak to Air-Magic
Why are the Water-Eles only weak to some Fire-Magic??
I know I am a noob and maybe some of these things would be game breaking... But man it tickles my OCD hard playing this faction
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Brevan
Tavern Dweller
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posted October 29, 2024 01:01 AM |
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Jupp92 said: ...
Why does the AIR-Elemental not fly?!
The Fire-Elemental even has a flying animation for moveing!
Why are the Earth-Eles Weak to Meteorstorm and the Air-Eles weak to Air-Magic
Why are the Water-Eles only weak to some Fire-Magic??
I know I am a noob and maybe some of these things would be game breaking... But man it tickles my OCD hard playing this faction
My guess for Air elementals no flying is that they were already really strong for a tier 2 creature (fast, 25HP, range attack when upgraded), and to keep tradition with the elementals from Heroes 2. They make for a great summoned creature since you can race them forward, get them surrounded, and then meteor storm them and the enemy.
Fire Elemental (upgraded) flies, but it's pretty squishy.
Water is weak to fire, and fire is weak to water (pretty normal "across the table" style of balancing, rather than "around the table" (rock-paper-scissors) style. Both work fine in games, the designers just made their choice. Air and Earth elementals are kinda similar in design they do double damage to each other in fights, just like fire/water elementals.
I think the magic immunities/weaknesses were well chosen, since the tier 2 Air elemental is weak to a common spell, while the T5 Earth Elemental is weak to the rare Meteor Storm spell. That said, the Fire Elemental being weak to the common Ice Bolt spell really sucks, they're already fragile without that weakness.
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MattII
Legendary Hero
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posted October 29, 2024 09:15 AM |
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IMO, putting the Elementals in the Conflux lineup was a mistake. They should have kept them as neutral, and come up with some vaguely elemental themed creatures instead.
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Phibiac
Tavern Dweller
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posted November 01, 2024 07:18 PM |
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Edited by Phibiac at 20:14, 06 Nov 2024.
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General ideas by Phibiac
Hey!
I have some change suggestions, to make the game strategically deeper, balance important aspects, make things more unique and secure counterplay-ability against crucial effects.
First of all about hero secondary skills:
Eagle Eye is a realy weak skill, this is why it has been reworked to be just an ability with 100% efficiency in H5.
I would like to rework it to something with way more tactical depth:
Basic: You can open the enemy spellbook in the combat, and ban 1 enemy spell for 3 turns in the combat.
Advanced: You can ban 2 enemy spells for 3 turns in the combat. You can ban only 1 spell per turn.
Master: You can ban 3 enemy spells for 3 turns in the combat. You can ban only 1 spell per turn.
Eagle Eye related artifacts:
Bird of Perception: Increase the span of the spell-ban by 1 turn.
Stoic Watchman: Increase the span of the spell-ban by 2 turns.
Emblem of Cognizance: Increase the span of the spell-ban by 3 turns.
First Aid and Healing tent: It just have very limited use. Increase the healing 30 at base, and +30 healing per level.
Resistance and Sorcery: There bonuses should doubled, and effect to and against units with magical range attacks, like Mages, Monks, Sea Witches... It would make sense and also could buff these niche skills in an intresting, not just flat way.
Learning: You gain more experience, but at the same time you also waste them to this skill. Meanwhile this skill could be a great option to reduce randomness in hero developing:
Basic: You can learn for free in universities and gain 1 re-roll of the randomly recieved secondary skills on the level-up window.
Advanced: You can learn the advanced level of the skill in universities and witch huts, and gain 2 re-rolls of the randomly recieved secondary skills on the level-up window.
Master: You can learn the master level of the skill in universities and witch huts, and gain 3 re-rolls of the randomly recieved secondary skills on the level-up window.
Offense: It is an OP, no-brainer skill with literally no counterplay. Skills should give a much claverer bonus to be hard to master.
Limit it's bonus to gain only when attacking an enemy unit who cannot retalliate in the turn anymore.
Armorer: The same as for the offense.
Basic: Units recieve +4 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.
Advanced: Units recieve +8 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.
Master: Units recieve +12 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.
Diplomacy: It's might be overnerfed a little bit in HOTA.
Also decrease the cost of the joining-for-price by the same amount of surrend.
Necromancy: This skill is realy weak without some certain artifacts and OP with those artifacts. And the skill is also too insensitive to the tiers of the units.
Tier 1 creatures should be raised as skeletons, tier 2 units as walking deads, and higher tier units as wights. The necromancer should raise the upgraded version of the units if they have them in the army after the battle.
The concerning artifacts should increase just the maximum rais-able tier of the units by one, but still keep the rule that lower tiers are raised as their same tier of their undead counterpart.
Spells:
Blind: The spell can be spammed by the stupidest heroes, so the best magician heroes will need to react with cure/dispell in all of their turns instead of using their great spells if they don't want to fight with insanely high disadvantage.
Increase the mana cost from 10/8 to 18/15
Elemental summoning: You should lose the battle when no original units remained, only the summoned ones (just as in H5).
Master mass (de)buffs: Spells effecting to all of the units are insanely OP.
They recieved in just a 7 hex area (same as Lich's and Magog's) by the ally/enemy units, not by all of them.
Expert Town portal: Deduce the movement point by 300 just as on the previous levels, do not decrease it too. The option to teleport into any allied towns is more than enaugh bonus for the master level.
Moreever this spell should be used at most once per day. Now it is super OP in the right hands.
Fly: Flying to shorten the ways and save long days, or even get into a separated part of the map is just insanely OP. Nerfs it's movement penalty from 40%/20%/0% to 60%/40%/20%.
Dimension Door: The AI doesn't have the screen locking restriction when using this skill, so it can teleport to any point of the map as I experienced. It should be fixed asap!
This skill neither should reduce the movement point cost on expert level, 4 teleports per day is crazy good anyways.
Berserk: This is just the cheapest why to win any battle. In fact it doesn't need nearly close as much tactics as much you feel yourself cunning when using it. No fire magic is even close to this one. I suggest to nerf it's effecting area to 7 hex too, and also also make the berserked units to hit the closest NOT-LOWER TIER groupe, not just the closest. So it won't be uncounterable using on high tier units who have good initiative (speed) and also usually the most damage too.
Vision, View Air, Disguise: These spells should be default to have in all hero's spellbook and do not take important lvl 1 mage guild spots by these. View Are also should be for free, and effect always on expert level.
Summon/Scuttle Boat: Remove the randomness of the effect. This is a strategy game, and these effects are just too important strategical outcomes to just randomize. For compensation increase their mana cost to 15/10.
Summon boat should also cost 300 movement points, except on master level.
Master level Scuttle could also be able to be used on just occupied boats, which heroes just stepped-in in their last turn, so they will get back to the shore and the ship will sink.
Prayer: This is an identity-less, mixed skill with nothing new tactical effect, just small, flat bonuses. It just needs a new effect: Enemies cannot retalliate to them. Advanced effect: Hitting an enemy make it loses it's retalliation for the turn.
Shiled: Just an other spell with OP bonus, without counterplay. I suggest to keep it's bonus but with conditions: It effects only in melee battle against non-flyers, and if they aren't hit from behind.
Stoneskin: Double it's bonus, but also reduece the speed by 2, and the targets gain Meteor Shower vulnerability (just as earth elementals).
Might heroes:
Decrease their starting power from 1 to 0. They cannot use spells with 0 power. Add them a free spell for 0 mana, which cannot be learned by the magic heroes:
Might: Increase the target's retalliation damage by 100%. (Enemy breath attacker units can be targeted, too.)
Units:
Master genie: Always casts Prayer on advanced level. It will be much more strategical than random spells.
Golems: They cannot gain stone skin spell and cannot be turned to stone by medusas or basilisks.
(For further, more comprehensive changes I will make an other post only about units)
Buildings:
Income: It is the fastest, most economical and also the safest to max out the income producer buildings in our starter town. It is not just OP, and worths to rush in literally every scenarios the most, but it's also too safe and thus it's boring.
I suggest to increase the cost of the income producer buildings in our STARTER towns by 50%.
It will encourage players to play more agressive builds, and also to take high risks to build them up in harder to defend, newly occupied, forward towns, which will be not just an intresting alternative style to play, but also incite to play less centralized gameplay and make the game more risky, because your gold income will be easier to capture and the capitol to ruin. It won't make the capitol rush in the starter town useless, but it will strongen the alternative playstyles to be worth to consider.
Citadel/Castle: These buildings have 3 different main functionality (1; defend with harder walls and more shooting towers, 2; increase the weekly grow, 3; precondition for capitol), and you cannot pick and choose one over the other for customize your own tactic, you can just buy these crutial and different bonuses together in one pack. It's not good, because you cannot pick what you need, and you will need to buy all of them (no matter you need the others or not) if you need one of them. For example if I rush capitol I will have no longer the tactical dilemma, wether I would like to build more dwellings, or more grow for the existing dwellings or better town defense, because I alreday maxed out the latters. It just neutralized a huge tactical space in the game.
As for solution I suggest to make the castle-grow to default, citadal/castle no longer increase grow, and income producer buildings do not have any precondition, but increase their gold cost by 50%.
Special buildings: Buildings like Griff bastion, Order of fire, ect... have a unique bonus to their fraction, which is cool, but they are so marginal, so they have literally no impact in the game. I suggest to multiply their effect by 4 and their cost by 5 to make an impact and fulfil the purpose they have been added to the game.
Skeleton transformer could gain the same buff as necromancy instead of the 4 times effectiveness multiplyer - which cannot be interpreted here -, so the tier 1 creatures turn to skeletons here, the tier 2 to wlaking deads, and all others the wights. Grail could have a new bonus here, to buff this building to transform all living creatures to the same tier undeads, so we could gain higher tier units here too.
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Phibiac
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 09, 2024 07:35 AM |
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If you have a ballista, you should be allowed to "upgrade" it to a cannon, for 1500 gold, at Cove's blacksmith and cannon yards.
Currently you don't really want to buy a ballista, unless you are a ballista specialist, knowing there is a better war machine out there. So instead of first paying 2500 gold and later 4000 gold, you should just be allowed to pay the difference, if you already have a ballista.
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Brevan
Tavern Dweller
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posted November 17, 2024 04:29 AM |
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When creating a Random Map, under the More Options button please include a checkbox for "Disable Grail Buildings" (maybe implemented by editing castle properties or just don't place Obelisks). Currently the only extra option is to include Tournament Rules, but it would be nice to play a random map that doesn't include Grails.
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bloodsucker
Legendary Hero
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posted November 20, 2024 08:54 AM |
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Get Seer Hut's conditions like Less Then and Not, for instance Hero's Level is Less Then 10 or Not Belonging to Red.
That way we could buff AI's heroes dynamically and go around the problem you created with this new rule of not allowing developed heroes to appear in tavern.
It makes no sense to play a Giant map where late AI heroes have something like 5/4/1/1 or similar.
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Syth1984
Tavern Dweller
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posted November 30, 2024 08:04 PM |
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Edited by Syth1984 at 20:06, 30 Nov 2024.
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I know it has been done to death and beyond but since it’s 25th anniversary of HOMMIII and it’s the internet I will post my wish list changes anyway. I tried to not to change too much but in the end it became this. I like playing sieges. I hate useless spells/skills. They should be minor but at least somewhat castable usable. Not a brain rot.
BUILDINGS
-Inferno blacksmith should give balistas.
-Castlegate should greatly increase the durability of the walls and should add +10 to castle damage.Increase 3 low level production.
-Balistas should do %+50 damage to flying creatures. For every level of the hero ballista hitpoints increases by +70points and damage by +1 points for every 4 lvl (Its calculation is 2-3* (attackskill+1). Skill could stay the same
-A lot of side buildings should improve the castle walls and damage significantly. Order of fire, Brotherhood of steel, Dwarven treasury, Lookout tower, BloodObelisk, Balista Yard, Brimstonestormclouds,, Cloud of Darkness => (This could immediately lead to ballistics skill being a bit more useful.)
-Glyphs of fear: Should decrease enemy morale by-2.It is far more thematical and useful.
-Siege skill should increase the damage of castle towers by +10/+20/+30 points of damage while defending.
SPELLS
IF ONLY I HAD ONE CHANCE TO CHANGE A SPELL/SKILL>>-Townportal should be able to teleport to any chosen town at no expertise it should cost 20 mana and %100 of your movement. With basic earth this should decrease to %75/%50%25. Otherwise it forces too much to have earth magic.
-Slayer should give extra bonus damage of %20/%25/%25 to all 5lvl and below creatures against level 7. (At higher levels attack defense is just numbers with artifacts.)
-Blind should should switch with land mine.
-Land mine should be random and invisible=> Remove obstacle should be able to clear land mines immediately.
-Waterwalk could increase the movement speed +%25/+35%/+%40 on water.
-Scuttleboat could force another player to the nearest land mass 😊 that would be fun.
-Precision could bypass castle walls.
-Inferno increase damage and creatures caught cannot retaliate this turn. (powerx20/power x25/ power x30) (No retaliation might be an overkill but it’s still not a easy spell to use)
-Fireshield, counterstrike could give %5/%10%15 damage reduction as well. Fireshield from magic and counterstrike from physical attacks.
-Ice ring ,fireball damage increase. (15+powerx10)/(30+powerx15)/(60+power x20)
-Hypnotize could be like an area effect blindness (area of mass berserk) but does not have the retaliation part.
-Death Ripple: Switch with earthquake Come on increase it’s damage already: power x 10 . Base damage 25,50,100. Shouldn’t effect constructs (With studier castle walls and defenses you need earthquake at lower levels)
-Destroy Undead: Should increase in base damage same as death ripple even more 35,75, 150.
-Magic Mirror: Moved to water school. Should protect the creature same as before but also should bounce the negative spells currently on the creature to other random legite targets.Then it would be a good counter. No mass magic mirror.
-Resurrection and Animate dead decrease spell power effectiveness.
SKILLS
-Learning. %10/%20/%30 Plus: For every 4 level you get an additional primary skill/ for every 3 level you get an additional primary skill/for every 2 level you get an additional primary skill.
-Healing tent.+100 hp per hero level +30 hp healing per level of hero. For the skill +1 resurrection true/+2 resurrection true /+ resurrection true.( At least it should be able to heal 300 damage at expert level no matter what.)
-Eagle Eye: %25 chance to automatically cast a 1st lvl spell used by the enemy/ %30 chance to automatically cast a 1st or 2nd level spell / %35 chance to cast automatically a 1st ,2nd or 3rd level spell enemy hero casts.=>This would also immediately decrease the effectiveness of the 1st level mass spells such as slow/haste/shield etc.
-Scholar: In addition should gain +500 gold for each time he “teaches” somebody spells. Gives incentive to send out scholars to allies.
-Sorcery: %10/%20%/%25
-Wraiths should drain mana 2x heroes knowledge.
-Zombies should not be slowed or hastened 😊.
-Creature banks:Should have at least %30 chance to offer no creature but gold to the raider. Otherwise they are too reliable to collect armies.Or add one additional level where the number of creatures encountered raises significantly but for the rewards you don’t get more creatures you get the maximum creature number+ some gold.This could stop early raids maybe.
Evey artifact that increases spell duration should actually decrease spell durations x2 factor instead.This would be very tactical.
AI:Should give higher priority to mage guild 2 and during combat it should try to inflict more damage.It also should escape by surrendering not by retreat all the time.
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