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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»
Syth1984
Syth1984


Hired Hero
posted January 18, 2025 09:58 AM
Edited by Syth1984 at 09:59, 18 Jan 2025.

If first aid tent is not going to heal mechanical units , resurrection including angle resurrection should not resurrect mechanical units (even elementals, golems, titans) as well by this logic.Which could be;I would like animate dead just become animate and move to another school maybe.
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Juas
Juas


Adventuring Hero
Dragón Rojo
posted January 18, 2025 02:15 PM

LordCameron said:
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


Ok, I understand. They haven't said anything about it, but it would be a major change on the World Map to have that. Maybe in the long future.

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Juas
Juas


Adventuring Hero
Dragón Rojo
posted January 18, 2025 02:22 PM
Edited by Juas at 14:24, 18 Jan 2025.

Wytywty1024 said:
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.


Completely agree with that.


Wytywty1024 said:
2. (...) creature banks with good creatures (angels) never reward evil-themed artifacts and vice versa for "evil" creature banks.


Also agree with the idea, there really should be more mechanics differentiating Good & Evil in the game. That's a very interesting theme that, to me, needs to be in the game.

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted January 18, 2025 06:34 PM

Syth1984 said:
If first aid tent is not going to heal mechanical units , resurrection including angle resurrection should not resurrect mechanical units (even elementals, golems, titans) as well by this logic.Which could be;I would like animate dead just become animate and move to another school maybe.


But then you couldn't have angels resurrect each other because they are mechanical


I would actually like to see the Mechanic's power extended to Warmachines, golems, titans and angels, (maybe crystal dragons?) and restricting the tent at the same time could work.
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LordInsane
LordInsane


Known Hero
posted January 18, 2025 07:01 PM

Angels are firmly in the realm of advanced Ancient android tech, easily plausible that it has enough bio-mimicking elements to allow some repair-via-medicine/healing magic and definitely beyond the ability of ordinary Enrothian artificers to repair mechanically.

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MurlocAggroB
MurlocAggroB


Known Hero
posted January 18, 2025 07:31 PM

Crystal Dragons should absolutely be marked as golems in-game. They're literally golems. It says outright in Dragon Slayer that they're golems made from crystal for the purpose of training dragon hunters.

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Xandro
Xandro

Tavern Dweller
posted January 20, 2025 08:39 AM

The Ring of the Magi should enhance spells by increasing their damage output (+% spell damage). This would be a simple and meaningful improvement, making the artifact far more worthwhile. As it stands, the current bonus of "+50 to spell duration" is virtually useless in most scenarios, offering little to no impact on gameplay. Adding a damage boost would give the artifact a clear and valuable role in a mage's arsenal.
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MattII
MattII


Legendary Hero
posted January 20, 2025 09:08 AM

Xandro said:
The Ring of the Magi should enhance spells by increasing their damage output (+% spell damage). This would be a simple and meaningful improvement, making the artifact far more worthwhile. As it stands, the current bonus of "+50 to spell duration" is virtually useless in most scenarios, offering little to no impact on gameplay. Adding a damage boost would give the artifact a clear and valuable role in a mage's arsenal.
Maybe change the bonus from +1 round duration for non-damage spells to +1 spell power? Of course, that would require dropping the effects of the Ring from 50 to something smaller (no more than 10-15).

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simulacrum
simulacrum

Tavern Dweller
posted January 21, 2025 10:54 AM

Xandro said:
The Ring of the Magi should enhance spells by increasing their damage output (+% spell damage). This would be a simple and meaningful improvement, making the artifact far more worthwhile. As it stands, the current bonus of "+50 to spell duration" is virtually useless in most scenarios, offering little to no impact on gameplay. Adding a damage boost would give the artifact a clear and valuable role in a mage's arsenal.

It would be like adding another spell power item. I think something more unique could be given considering the slots it occupies. (it completely disables speed increase items). And we already have power increasing neck and cloak items (necklace of dragontooth and dragon wing tabard).
Instead of collar/ring/cape of conjuring, it could be collar of transmutation, ring of conjuring and cape of abjuration, all doing different things. They could be like collar of transmutation increasing debuff effects or giving debuffed creatures decreased stats alongside the original effect. Ring of conjuring could keep increasing spell duration but could be buffed a bit (increasing it to 4 rounds maybe so that it could be an important item for might heroes that lack power). Cape of abjuration could increase buff effects or giving buffed creatures increased stats alongside the original effect.
Together ring of the magi could either increase all the effects of individual items or it could give something entirely different like casting basic magic mirror to troops at the start.

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Syth1984
Syth1984


Hired Hero
posted January 21, 2025 11:45 AM

LordInsane said:
Angels are firmly in the realm of advanced Ancient android tech, easily plausible that it has enough bio-mimicking elements to allow some repair-via-medicine/healing magic and definitely beyond the ability of ordinary Enrothian artificers to repair mechanically.


I forgot about that lore good one .They are all robots! Would love to see a mummy unit upgrade with an Anibus head and laser staff from MM6 series.Pyramid should return as a treasury map building.


Spell duration increasing artifacts should also duration decrease the enemy spells as well. Although these artifacts have minimal duration decreases so they should be tweaked as well.

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darkdill
darkdill


Hired Hero
posted January 21, 2025 04:27 PM

Had a few ideas I wanted to share for creature abilities for those that don't have them. Did my best to keep them from being too strong.

----

Lizard Warriors: Numbing Arrows - Ranged attack applies a debuff that reduces the target's Speed by 1. Lasts 3 turns. Does not stack. Ineffective against non-living targets. Can be removed by Cure.

Centaur Captains: Swiftness - +1 movement range. Does not affect Speed in terms of turn order.

Bellweather Armadillos: Rolling Attack - When affected by Haste, the Bellweather Armadillo gains bonus Defense for each tile it moves before attacking. Lasts until the Bellweather Armadillo is attacked or moves again.

Skeletons/Skeleton Warriors: Vulnerability to Light - Creatures that are affected by Bless and/or Prayer receive a bonus to their Attack when attacking Skeletons and Skeleton Warriors.

Obsidian Gargoyles: Lightning Resistance - Takes halved damage from Lightning Bolt, Chain Lightning, Titan's Lightning Bolt, and the Factory's Lightning Rod.

Orc Chieftain: No Melee Penalty - Does not have their damage penalized from fighting in melee combat.

Gnoll Marauders: Enrage - This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic). The increase is proportional to the killed stack's relative power in the army.

Horned Demons: Enrage - This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic). The increase is proportional to the killed stack's relative power in the army.

Sea Men: Enrage - This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic). The increase is proportional to the killed stack's relative power in the army.

Hobgoblins: Enrage - This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic). The increase is proportional to the killed stack's relative power in the army.

----

Note that these would primarily be for upgraded creatures, not non-upgraded ones, so you'd need to invest in order to unlock said abilities.

The Enrage one is taken from HOMM5, providing an offensive boost when you're suffering heavy losses. Not sure what exact numbers would be the most appropriate.

As for the Skeleton one, I know it's a nerf, but Skellies are pretty scary in large numbers and this could be a unique way to curb them a bit in PvP fights.

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Syth1984
Syth1984


Hired Hero
posted January 25, 2025 05:02 PM

darkdill said:
Had a few ideas I wanted to share for creature abilities for those that don't have them. Did my best to keep them from being too strong.

----

Lizard Warriors: Numbing Arrows - Ranged attack applies a debuff that reduces the target's Speed by 1. Lasts 3 turns. Does not stack. Ineffective against non-living targets. Can be removed by Cure.

Centaur Captains: Swiftness - +1 movement range. Does not affect Speed in terms of turn order.

Bellweather Armadillos: Rolling Attack - When affected by Haste, the Bellweather Armadillo gains bonus Defense for each tile it moves before attacking. Lasts until the Bellweather Armadillo is attacked or moves again.

Skeletons/Skeleton Warriors: Vulnerability to Light - Creatures that are affected by Bless and/or Prayer receive a bonus to their Attack when attacking Skeletons and Skeleton Warriors.

Obsidian Gargoyles: Lightning Resistance - Takes halved damage from Lightning Bolt, Chain Lightning, Titan's Lightning Bolt, and the Factory's Lightning Rod.

Orc Chieftain: No Melee Penalty - Does not have their damage penalized from fighting in melee combat.

Gnoll Marauders: Enrage - This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic). The increase is proportional to the killed stack's relative power in the army.

Horned Demons: Enrage - This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic). The increase is proportional to the killed stack's relative power in the army.

Sea Men: Enrage - This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic). The increase is proportional to the killed stack's relative power in the army.

Hobgoblins: Enrage - This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic). The increase is proportional to the killed stack's relative power in the army.

----

Note that these would primarily be for upgraded creatures, not non-upgraded ones, so you'd need to invest in order to unlock said abilities.

The Enrage one is taken from HOMM5, providing an offensive boost when you're suffering heavy losses. Not sure what exact numbers would be the most appropriate.

As for the Skeleton one, I know it's a nerf, but Skellies are pretty scary in large numbers and this could be a unique way to curb them a bit in PvP fights.


I can get behind the enrage thing.But centaur captains are already very good. Orcchieftain and obsidian gargoyle changes are also welcome.

Now I will suggest the biggest change in the entirety of heroes!

Zombies should be immune to slow! makes sense.
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Syth1984
Syth1984


Hired Hero
posted January 25, 2025 05:31 PM

Since they are targeting the spell balance next in the game.I guess giving some suggestions in this regard would be proper.

-Blind(Change): Blind is doing too much for a utility spell in 2nd lvl and expert firemagic does not bring much to the table. Make the duration not bound to spell power but skill level => normal(2 turns), basic(3 turns), advanced (4 turns) ,expert (5 turns). Firemagic would be a bit more desirable in this case.

- I think everyone could agree. Water Magic should have a very good last level spell. We already have Armageddon so "blizzard" area effect "tsunami" etc kind of spells don't appeal to me that much. It should be single target spell. I think since it will probably be a new spell I think it could help the balance around factions as well.My suggestion is

Reality Razor: Deals 60 damage per spell power on a single target(Not dethroning implosion which is 75). However if the target is a summoned creature/recenlty raised/recently resurrected creature it should deal 100 damage/spell power. This might not affect repaired creatures and vampires.

It could give counterplay against raise dead/resurrection/angel resurrection/sacrifice/ summoning craziness/pit lord demon farming. You would be always a bit uneasy while using these abilities in a high-stakes combat then.
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Xandro
Xandro

Tavern Dweller
posted January 25, 2025 06:23 PM

Best way to make Water Magic relevant is to move Hypno to Water Magic and make it able to hypno ANY unit ONCE PER BATTLE for 1/2/3 turns

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MurlocAggroB
MurlocAggroB


Known Hero
posted January 25, 2025 07:56 PM

Syth1984 said:
Make the duration not bound to spell power but skill level => normal(2 turns), basic(3 turns), advanced (4 turns) ,expert (5 turns).


Basic magic doesn't improve the effectiveness of spells, it just makes them cheaper to cast.

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Syth1984
Syth1984


Hired Hero
posted January 25, 2025 08:59 PM

MurlocAggroB said:
Syth1984 said:
Make the duration not bound to spell power but skill level => normal(2 turns), basic(3 turns), advanced (4 turns),expert (5 turns).


Basic magic doesn't improve the effectiveness of spells, it just makes them cheaper to cast.


Okay. Normal (2),Basic  2 turns but cheaper, Advanced 3 turns and Expert 4 turns then? Not to break the tradition. 4 Turn limit would be even better.
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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 25, 2025 09:26 PM

MurlocAggroB said:
Basic magic doesn't improve the effectiveness of spells, it just makes them cheaper to cast.

Except for Dimension Door, which can be cast 1/2/3/4 times per day. (1 is already more than enough imo.)

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MurlocAggroB
MurlocAggroB


Known Hero
posted January 26, 2025 01:46 AM

Phoenix4ever said:
Except for Dimension Door, which can be cast 1/2/3/4 times per day. (1 is already more than enough imo.)


Not true, the base effect is 2/2/3/4. It's only ever once per day with tournament rules enabled.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 26, 2025 08:54 AM

Nope, I'm positive it's 1/2/3/4, look here: https://allgamesdata.com/heroes-3/spells/dimension-door

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MurlocAggroB
MurlocAggroB


Known Hero
posted January 26, 2025 05:42 PM

I will take the L, you are 100% right. I just tested it in-game and without Air Magic it is once per day. That is so weird.

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