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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 206 pages long: 1 2 3 4 5 ... 40 80 120 160 200 ... 202 203 204 205 206 · «PREV / NEXT»
Floribert
Floribert

Tavern Dweller
posted January 07, 2025 11:33 AM

ceceron said:
After playing the new version a bit, there is some feedback about the changes in the skills:

- the first aid now is a bit too strong (at least in factions, where you can buy the tent). I'm fine with fixing the bone fractures in skeletons, patching zombies, even giving a lifting to a tired wight, but the mechanical units do not make sense! IMHO the mechanical units shouldn't be affected by the tent. The skill would be still powerful, but more "lore-friendly".

- the artillery still sucks — at least there should be a reason to have a ballista instead of a cannon.

- the new pathfinding is great, but now the logistics nerfed in the previous version looks a bit sad. I would bring some power to the logistics.


Agree that tents shouldn't be able to heal mechanical units.

That first aid feels a bit too strong is good imo. It needs to be to make it more desirable instead of the standard skill sets (earth, offense, logistic, armorer, tactics etc.). For example luck, eagle eye and ballistics are still to weak, cause I would never replace one of the big ones for them.

I cleared with Christian and his ballista + one obsidian gargoyle lots of seamen yesterday at the start. I think ballista is really good now.

I would like to have more heroes for each fraction, but maybe it is not possible (one with pathfinding for tower, one with First Aid for necropolis, a medusa-specialist for dungeon, a scolar within the clerics).


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FdgK
FdgK


Known Hero
posted January 07, 2025 10:13 PM

Regarding new neutral creatures: One very famous mythological creature that is still missing from the game is the werewolf. They would have a human and a wolf form. The human (as which they should start every battle) would have stats which are very much below their tier and price whereas as a wolf they would have exceptional stats for their tier but would also be permanently berserked.
The switch could either be an ability that you can activate and that lasts for three rounds (maybe with a cool down before being able to use it again) or something that switches back and forth every x rounds (e.g. two rounds as a human, two as a wolf, two as a human, ...).
Maybe the wolf-state together with the berserk could be cancelled before the natural switch back by casting cure on the werewolves.

I think that could be an interesting and new game mechanic.

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ceceron
ceceron


Hired Hero
posted January 08, 2025 12:19 AM

FdgK said:
Regarding new neutral creatures: One very famous mythological creature that is still missing from the game is the werewolf. They would have a human and a wolf form. The human (as which they should start every battle) would have stats which are very much below their tier and price whereas as a wolf they would have exceptional stats for their tier but would also be permanently berserked.
The switch could either be an ability that you can activate and that lasts for three rounds (maybe with a cool down before being able to use it again) or something that switches back and forth every x rounds (e.g. two rounds as a human, two as a wolf, two as a human, ...).
Maybe the wolf-state together with the berserk could be cancelled before the natural switch back by casting cure on the werewolves.

I think that could be an interesting and new game mechanic.


Werewolf would also be lore-friendly (MM6 Blackshire)

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Eamar
Eamar

Tavern Dweller
posted January 08, 2025 04:17 PM

An idea I had while playing a really bad Jebus-Map: How about allowing Removing (natural) Obstacles on the Adventurer-Map with Removing Obstacles?
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Floribert
Floribert

Tavern Dweller
posted January 09, 2025 08:38 AM

Something I would like to suggest is more variety of creature banks, maybe with the option to vary guards and rewards in the editor.
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Syth1984
Syth1984


Hired Hero
posted January 09, 2025 12:17 PM

Floribert said:
Something I would like to suggest is more variety of creature banks, maybe with the option to vary guards and rewards in the editor.


I support that. Creature banks are a bit too dominant in the multiplayer strategies. Tuning them down a bit or cutting the snowballing a bit would be nice.

Maybe variety in probability as well. Rather than giving flat out angles maybe the creature bank should give %50 knights or %50 angles. Same for wyern/hydras, cyclopses/behemeoths etc. This would kill the doomstacks a bit. Giants should get special treatment with  Giants or Jaggernauts (Thematically that would be nice )

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Syth1984
Syth1984


Hired Hero
posted January 09, 2025 12:21 PM
Edited by Syth1984 at 12:27, 09 Jan 2025.

Can't we get get balistics increase damage of castle arrows while defending. At the moment this skill is still bad.

They could double and triple damage of castle arrows at expert level and increase castle wall hitpoints.

At least that way this could be nasty against some siege attackers.

Since cannons are on the table and we have different options for sieging there could be some buff to sieges defenses as well.

While we are at it can't we get a artifact(Special) version of balistics and tents .That would be fun. dealing more damage or resurrection creatures if you have that specific "special" war machine.

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Juas
Juas


Adventuring Hero
Dragón Rojo
posted January 09, 2025 04:01 PM

Floribert said:
Something I would like to suggest is more variety of creature banks, maybe with the option to vary guards and rewards in the editor.


I agree, having both options would be very welcomed.

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gatecrasher
gatecrasher


Famous Hero
posted January 09, 2025 05:17 PM
Edited by gatecrasher at 17:24, 09 Jan 2025.

Syth1984 said:
They could double and triple damage of castle arrows at expert level and increase castle wall hitpoints.

At least that way this could be nasty against some siege attackers.



So nasty that you'd be able to destroy the catapult by means of the turrets alone before the attacker could do anything. Even if the attacker is expertly proficient in Ballistics. This would make mockery of the just-introduced Ballistics buff which they did for reasons (one of which might be so the no Implo etc. on Catapult PvP rule can potentially be dropped).

We're getting into a buffing race here.

I've recently heard some people somewhat validly argue the (early) game got easier due to the fact the newly introduced balance changes are all buffs.

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Syth1984
Syth1984


Hired Hero
posted January 09, 2025 08:37 PM

gatecrasher said:
Syth1984 said:
They could double and triple damage of castle arrows at expert level and increase castle wall hitpoints.

At least that way this could be nasty against some siege attackers.



So nasty that you'd be able to destroy the catapult by means of the turrets alone before the attacker could do anything. Even if the attacker is expertly proficient in Ballistics. This would make mockery of the just-introduced Ballistics buff which they did for reasons (one of which might be so the no Implo etc. on Catapult PvP rule can potentially be dropped).

We're getting into a buffing race here.

I've recently heard some people somewhat validly argue the (early) game got easier due to the fact the newly introduced balance changes are all buffs.


Sure there is a logical percentage of damage.Even if you double or triple the caste damage it would take a lot of time to kill the siege engine I think.If I have expert ballistics and you have expert ballistics though I would kill the towers before doing that nasty damage.

Besides you have fliers, shooters, teleporters, teleport, castle damaging spells,cycplos etc.

Agreed on the early game though. Maybe neutral numbers could be buffed a bit as well.
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Juas
Juas


Adventuring Hero
Dragón Rojo
posted January 09, 2025 10:38 PM

Some day, the Map Editor should have the option to flip world map objects on the X.

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted January 10, 2025 04:36 AM

Juas said:
Some day, the Map Editor should have the option to flip world map objects on the X.


The difficulty here is that shadows are all baked into the sprites
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reimagine
reimagine


posted January 13, 2025 04:49 AM

ceceron said:


PS Another type of question: under what kind of terrain the grail is hidden


Ah nice one. the more questions they could ask, the more fun there is.
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reimagine
reimagine


posted January 13, 2025 04:57 AM

ceceron said:
After playing the new version a bit, there is some feedback about the changes in the skills:

- the first aid now is a bit too strong (at least in factions, where you can buy the tent). I'm fine with fixing the bone fractures in skeletons, patching zombies, even giving a lifting to a tired wight, but the mechanical units do not make sense! IMHO the mechanical units shouldn't be affected by the tent. The skill would be still powerful, but more "lore-friendly".

- the artillery still sucks — at least there should be a reason to have a ballista instead of a cannon.

- the new pathfinding is great, but now the logistics nerfed in the previous version looks a bit sad. I would bring some power to the logistics.


Agreed. The first acid and pathfinding in the new version are probably the two things I dislike the most. One problem with the new first acid is that not all fractions sell tent, so the fractions with it are buffed out of no reason.
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reimagine
reimagine


posted January 13, 2025 05:01 AM

Floribert said:
Something I would like to suggest is more variety of creature banks, maybe with the option to vary guards and rewards in the editor.


We don't have banks that give you wood and ore. That might be an option to add.
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Wytywty1024
Wytywty1024

Tavern Dweller
posted January 14, 2025 04:45 AM

Hello crews.
1. I would like to suggest a total rework for lineups and building trees for conflux.
In SOD, elementals are distributed from t2 to t5. But in the whole franchise, they are usually considered the same powerful, which means that putting them into different tiers make no sense. IMO conflux is a rushed faction when they were created in 1990s so some designs of it might be not that good.
Why not make them all tier 3/4(being t3 before upg and t4 after upg), and rework the building tree for conflux? Such that all of the dwellings require magic guild only. Also, heroes from conflux can start with their corresponding elementals if the adjust above is taken.
2. Adding more top-tier creature banks (Archangels/ghost dragon) with rewards similar to dragon utopia would make the game more interesting. The difference could be that the creature banks with good creatures (angels) never reward evil-themed artifacts and vice versa for "evil" creature banks.
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MattII
MattII


Legendary Hero
posted January 14, 2025 11:52 AM

Indeed, the inclusion of the Elementals in Conflux has never sat well with me either.

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Floribert
Floribert

Tavern Dweller
posted January 15, 2025 08:39 AM

I know, many suggestions are "out of the blue" and maybe hard to implement. A thing I would like is if Champions/Cavalliers could be turned into Black Knights in the Sceleton Transformater.

By the way, has someone tried to turn Couattls into Bone dragons? Is this possible?
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 15, 2025 10:28 AM

Yes.. It demanded ERA 3, Bersy made Chaos Hydras into Mummies, but HotA got codes something, and it works well.. So yes succeeds in principle.. HotA is ERA..
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beefymiracle
beefymiracle

Tavern Dweller
posted January 15, 2025 06:53 PM
Edited by beefymiracle at 18:58, 15 Jan 2025.

Idea for a more substantial buff for Inferno: currently the (Arch)Devil's "teleportation" feat is a purely decorational one.
So what about making (Arch)Devils the fastest creatures in the game? Infinitive speed or such a high speed they can reach each hex even when slowed (effective Slow immunity).

Or no changes to the speed but immunity to Slow (and Dendroid Binding as well as Quicksand) nonetheless. Makes sense with teleportation.


Idea for a Quicksand buff: creatures stuck in a puddle can't retaliate.

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