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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
Brevan
Brevan

Tavern Dweller
posted January 31, 2025 04:45 PM
Edited by Brevan at 17:12, 31 Jan 2025.

A couple new spell suggestions:

Invigorate - Water level 3 (18 SP)
Battle spell.  Increases HP for each creature in the stack based on creature tier, similar to the recent buff to First Aid Tent, but a flat number instead of a percentage.  The goal is to make large stacks of low tier creatures noticeably more durable without relying on Advanced Earth Resurrection.  Limit it to non-undead if folks think it would overpower skeleton armies, but I'd like if it affected elementals (they can't be resurrected and are pretty fragile).  Let it cure the poisoned debuff from Poisonous creatures, and be dispelled by it.  I'd expect the AI could use this spell effectively with similar logic as Shield.  For a spell icon, re-color the Bloodlust icon with Water-blue theme.
I'd recommend these numbers:
+1HP/tier (EG +1 for Imps or Pikemen and +7 for Angels)
+1HP/tier and Spell Points reduced to 15 with Basic Water
+2HP/tier with Advanced Water (IE +50%HP for Gremlins, +10% for Giants)
+2HP/tier for all your units with Expert Water


Forced March - Fire level 2 or 3 (0 SP)
Adventure spell.  All Spell Points converted to tomorrow's additional movement, a little like the Watering Place map object (but spend spell points instead of movement points). I'd recommend it belong to Fire Magic since that doesn't have many options on the Adventure screen.  The main way I see this being used is by players next to a Well or ending their turns at a Mage Guild (but they'd have no spell points for castle defense).  If the casting hero had a lot of spell points (EG Knowledge of 20 with Intelligence and/or Mana Vortex would be 300-600 SP) and Expert Fire Magic, then this would probably let them double their movement.  If that hero had Expert Mysticism then at the cost of losing SP to defend attacks they could consistently gain several squares of movement each day.  I doubt the AI could use this spell well.  If it's a level 3 spell, then it will require Wisdom (or a scroll) in addition to Fire Magic and some Knowledge-boosting skill to use well.  The main reason for a flat bonus to Movement rather than some percentage (like Logistics) is to improve movement for otherwise slow-creature armies.  An alternative implementation would be letting the spell have a cost (50SP for +100 to +300 flat Movement) and be recast based on magic mastery (like Dimension Door) and adding to the current day's movement.
I'd recommend these numbers:
100% SP added to tomorrow's movement.
150% SP->Movement, no spell cost reduction (costs zero).
200% SP->Movement
300% SP->Movement

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purerogue3
purerogue3


Known Hero
posted January 31, 2025 05:53 PM

"Invigorate"
yeah as a spell is much better than as a first aid tent

"Forced March"
Alexsp had a similar spell trading mana for movepoints.
I think I will replace dimension door with this spell as DD is +fly in effect.

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Syth1984
Syth1984


Hired Hero
posted February 02, 2025 05:03 PM
Edited by Syth1984 at 17:05, 02 Feb 2025.

Probably said a lot of times but at this level what could recuparate the siege engines is "artifact" versions of them.

Can we get artifact versions of balista,healing tent, cannon and even maybe catapult and castle arrows.

I think changes to make these skills "better" does not work and have huge effects.Rather than that if we could collect artifact versions of them a lot of interesting and useful usages of these could be done. A lot of people have commented on those previously but.

- Tents: Plague tent, Resurrection Tent, Tent of Dispel.Religious tent(Prayer on the healed unit)

-Balista/Cannon: Ignores Defense, +damage version, applies weakness on hit, forgetfulness on hit, creates firewall or quicksand nearby,Fireball area effect.

-Ammor Cart: Gives poison arrows,gives defense decreasing arrows(Barbed maybe), exploding arrows (could effect castle arrows as well).Hunter arrows (Decreasese the enemy fliers speed by one on hit).

I mean there are very interesting ideas and science they are artifacts they don't have to be world dominating strategies.But if you have a siege speciality or a skill in first aid / ballistics /artilery then you would have an eye out for these. Obviously you would benefit more from the skill with these under your sleeves.
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purerogue3
purerogue3


Known Hero
posted February 02, 2025 08:42 PM

@Syth

I get what you are saying, the caveat is that the skill would still have to be useful without finding the +artifacts.
I've been thinking about the ignore defense of arrow towers (and also offense creature attacks). Magic ignores defense, why do these particular 'might' attacks ignore defense?

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Syth1984
Syth1984


Hired Hero
posted February 03, 2025 08:47 AM

purerogue3 said:
@Syth

I get what you are saying, the caveat is that the skill would still have to be useful without finding the +artifacts.
I've been thinking about the ignore defense of arrow towers (and also offense creature attacks). Magic ignores defense, why do these particular 'might' attacks ignore defense?


True some skills are very useful obviously from start. Right now these skills are mehh; They are not great but sometimes you like to have them early game. But on the other hand some other skills are also very conditional. If you have high knowledge you don't really need intelligence or pathfinding is a bit sidestepped if you have dimension door. Or a couple of artifacts can get your luck and morale to some levels.

I guess my idea in the core (As you mentioned) is to have these skills but have an open door somewhere to have them as "really good" in late game or " I am very happy that I picked this skill early on" skills. Some mid tier artifacts 5 per mechanic unit would do. And everybody could use it. Even now some artifacts that boost skills(archery, necromancy etc)are very skill dependent. At least these won't be skill dependent to use at the basic level.

We already have those slots on the hero as well.

With the way HOTA team is balancing I don't expect those skills to be changed so changed their end game tactics.

End effects can be discussed. I am not going to die on that hill .Just some variety and "oooh I got the ballista of giant slayer(permanent slayer effect on ballista maybe?)" I got you now!" feeling with these skills.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 03, 2025 01:43 PM

If HotA is serious about doing new spells, what I read in another thread.. Ok I suggest you give the most OP spells to Fire, and least OP to Earth.. Even if Fire isn't sucking, but player can't cast right spells, it's very difficulty same as 3 or 4 Phoenixes.. When Phoenixes have low stats, so a smaller number of Archangels kill Phoenixes.. Thus balance vs knowing vs rule.. You don't want to hear more them, so you know that the most OP spells to Fire.. I know that tier: 1st Earth, 2nd Air, 3rd Water and 4th Fire by advanced players in general.. Bloodlust is OP, but how to use? None! You can't explain that A 99PS vs B 99PS in the final battle, when A casts Bloodlust, and 105PS attack or Inteus gets more PS attack is winner.. Knowing gets it, balance and rule don't get it.. Therefore you give more OP to Fire, etc and they will use it
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