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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 210 pages long: 1 2 3 4 5 ... 40 80 120 160 200 ... 206 207 208 209 210 · «PREV / NEXT»
joyfun
joyfun


posted February 18, 2025 06:09 PM
Edited by joyfun at 18:28, 18 Feb 2025.

Suggestions:

Enable loading plugins to allow players tweaking the game to their liking, preferably with an online lobby disabled.

Improve the Heroes3 AI instead of only fixing bugs within it. The tech is 25+ years old at this point.

Upscale all sprites in the game to modern resolutions, using AI. Do what Ubisoft failed at with their HD version.
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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted February 18, 2025 07:52 PM

Syth1984 said:
LordCameron said:
darkdill said:
The new change for First Aid, Artillery, and Ballistics that protects your war machines is a neat one, but there isn't such an effect for the Ammo Cart? That's a little odd. I know Ammo Carts are very situational, but sometimes taking them out can swing a long fight.

I think Logistics should provide the protection effect for Ammo Carts, giving it a use in battles. Additionally, maybe having an Ammo Cart and Logistics could provide a small Attack bonus to your ranged attacks (i.e. +1/2/3 based on your Logistics skill) as long as the Ammo Cart is intact. Not much, but it's there.


The ammo cart already completely nullifies an entire aspect of the game. If anything, I'd like to see it nerfed, or relegated back to an artifact.


Agreed. Could have added +3 shots to the creatures shots instead of unlimited. Then we would have some differentiation between shooters. Also as mentioned above lowering the number of shots for some shooters would help.


To be honest, I think the ammo cart is just kind of a poorly designed war machine conceptually. Most shooters will almost never run out of ammo anyway and the ones that have only a few shots are the only ones that benefit from the ammo cart at all 90% of the time.

I think adding +3 shots instead of unlimited shots could be a good change but it would have to do something else too. Adding a small amount of attack to shooters is what H5 did and the ammo cart is definitely worth having in that game, both because of the attack boost and because the shooters rarely have more than like 8 shots.
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bloodsucker
bloodsucker


Legendary Hero
posted February 18, 2025 08:01 PM

Rimgrabber said:
Most shooters will almost never run out of ammo anyway and the ones that have only a few shots are the only ones that benefit from the ammo cart at all 90% of the time.
I guess it depends of the maps you play but the Amno Cart is the war machine I buy more frequently and it's useful quite often.
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FdgK
FdgK


Known Hero
posted February 18, 2025 10:14 PM

And if nothing else, the Ammo Cart can at least soak up one hit from the AI that seems to always be eager to destroy it.

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Syth1984
Syth1984


Adventuring Hero
posted February 19, 2025 12:32 PM

IntelligenceChange) I think with recent changes to Mysticism and abundance of Knowledge increasing artifacts it has less use then ever.

I suggest an adding and additional effect to it. Decreasing enemy spell durations by %20/%30/%40 percent with minimum decrease of being 2/4/6 turns. It should not decrease a spell like blind to 0 turns obviously .So minimum of 1 turn. And it should work like tactics where skills cancel each other out.

It could help balancing out mass spells such as slow and spells such as blind.

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gatecrasher
gatecrasher


Famous Hero
posted February 19, 2025 03:13 PM

So the Interference effect with a limited scope? Dunno..

If at all I'd rather see it in the other direction, complementary to Sorcery.
Buffing spells Sorcery doesn't affect.

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Syth1984
Syth1984


Adventuring Hero
posted February 19, 2025 04:22 PM

gatecrasher said:
So the Interference effect with a limited scope? Dunno..

Maybe. Pathfinding is a different version of logistics as well if you think of it.

A high intelligent commander might be able to shake of the effects of such spells faster maybe.

If at all I'd rather see it in the other direction, complementary to Sorcery.
Buffing spells Sorcery doesn't affect.


My idea was I didn't want to tune down damage or one turn only spells.But on the other hand I don't like spells lasting for eternity and that should be addressed in some way.


Still in this version I avoid intelligence (Beats ballistics though).

Either way some change would be welcome.
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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted February 22, 2025 01:17 AM

Suggestion: Remove the "Do you want to dig" dialogue when you've already moved for the turn and so can't dig anyway. It is pointless.
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TheJoker
TheJoker

Tavern Dweller
posted February 23, 2025 05:18 PM
Edited by TheJoker at 17:43, 23 Feb 2025.

I'm sure this has been talked about before and suggestions were made, but I haven't followed this thread.

For me, I'd like a rework of the Ammo Cart. I like the idea of ranged units with ammo in principle, but the way it was implemented in H3 makes it virtually obsolete, because most shooters have 24 shots.
In 99.99% of cases the Ammo Cart will not come into play. It speaks volumes it's main use is as obstacle for enemy units.

I sincerely hate that the newer H6 and H7 Ubisoft games removed the limited shots from ranged units altogether. I'd instead implement a system closer to H5 which was pretty good, with some added inspiration I've got online and somewhere on this forum.

- First all shooters would get a massive reduction in their available shots. I'm talking 6-8. Some inidividual exceptions could go even lower, and some higher, but like 80% of all shooters should be in the 6-8 shots range. The Ballista would be at 10, which is the highest alongside at most 1-2 other units.

- Then the Ammo Cart, instead of giving infinite ammo, it gives ranged units 2 additional shots.

- Lastly you introduce a new skill, called Supplies. The effect reads as follows:
Ammo Cart's provide the hero's ranged units and Ballista with 1/2/3 additional shots, gives them 1/2/3 higher Attack and it cannot be dealt more than 40% of its Health in damage in a single attack (in line with the other HotA war machine changes).

Alternatively the Ammo Cart by itself could give 3 (rather than 2) shots, to make the Supplies skill a bit less "must have".

I was thinking of giving this final bonus to the Logistics skill as that's thematically appropiate, but Logistics is so strongly associated with hero movement, I'd rather leave it untouched. My proposed changes are already comprehensive enough for a 26 year old game.

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Syth1984
Syth1984


Adventuring Hero
posted February 24, 2025 08:45 AM

TheJoker said:
I'm sure this has been talked about before and suggestions were made, but I haven't followed this thread.

For me, I'd like a rework of the Ammo Cart. I like the idea of ranged units with ammo in principle, but the way it was implemented in H3 makes it virtually obsolete, because most shooters have 24 shots.
In 99.99% of cases the Ammo Cart will not come into play. It speaks volumes it's main use is as obstacle for enemy units.

I sincerely hate that the newer H6 and H7 Ubisoft games removed the limited shots from ranged units altogether. I'd instead implement a system closer to H5 which was pretty good, with some added inspiration I've got online and somewhere on this forum.

- First all shooters would get a massive reduction in their available shots. I'm talking 6-8. Some inidividual exceptions could go even lower, and some higher, but like 80% of all shooters should be in the 6-8 shots range. The Ballista would be at 10, which is the highest alongside at most 1-2 other units.

- Then the Ammo Cart, instead of giving infinite ammo, it gives ranged units 2 additional shots.

- Lastly you introduce a new skill, called Supplies. The effect reads as follows:
Ammo Cart's provide the hero's ranged units and Ballista with 1/2/3 additional shots, gives them 1/2/3 higher Attack and it cannot be dealt more than 40% of its Health in damage in a single attack (in line with the other HotA war machine changes).

Alternatively the Ammo Cart by itself could give 3 (rather than 2) shots, to make the Supplies skill a bit less "must have".

I was thinking of giving this final bonus to the Logistics skill as that's thematically appropriate, but Logistics is so strongly associated with hero movement, I'd rather leave it untouched. My proposed changes are already comprehensive enough for a 26 year old game.


I don't think we will get a new skill as "supplies" just for that. You could implement it in archery or ballistics (preferably this one because it's usually weak, maybe it give just additional shots +10 in the castle sieges attacking or defending)

But I support the reduction of shots for shooters. Also blacksmith should give ammor carts to additional  tent/ballista.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 24, 2025 11:37 AM

H4 is much better..

H3 could 5000gold per Ballista/Cannon, 3000gold per Ammo Cart, etc When you buy two ballistae, it does more damage or Ammo Cart gives more arrows.. Remember HP i.e. 2x100HP.. I varied WoG.. And then all is ok, thus maps from maps4heroes, heroes portal, etc Where is legion..
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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted February 28, 2025 05:26 PM

I'm sure someone must have floated the idea of the Luck skill boosting proc chances for units? It would make Luck a terrifying skill for Fortress and decent for Necropolis.

(For instance Expert Luck might double the chance of an ability happening meaning you only need 5 Mighty Gorgons to guarantee a kill, Wyverns are poisoning left and right, and Death Knights are Death Blowing 20%? of the time.)
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Syth1984
Syth1984


Adventuring Hero
posted March 01, 2025 11:32 AM

Navigation: Rather than having Navigation as a logistics on steroids on water we could do something a bit different I think. Would give some flavour and options. My two step tweak goes like this

A)Downgrade the movement bonus equal to logistics like levels
B) Navigation beside the movement bonus, gives  +1/+2 to damage for all creatures at advanced/expert levels.

This would mean low level high numbers stacks would be a scourge in the sea.Imagine if you have navigation you would be outmanevouring your opponents in sea ,giving you considerable advantage. It also means there is a diference between catching your opponent at sea or on land. Furthermore people wouldn’t be so keen on following yo to the sea if they suspect you have high navigation skills.


Lastly in water maps even in normal level water selected in random map generayor I would like to have very small maps in water bodies where you could stand on and have something to interact with (If the random map generator could give high level treasure to this treasure island even better).Also if I cast water walk I could walk to that location in one turn maybe. This would increase the utility of waterwalk.
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Syth1984
Syth1984


Adventuring Hero
posted March 04, 2025 10:00 AM


CONCERN ABOUT Comp (A.I.) Challenge


It is announced that spell balance would be the next in line for patches. But with spells becoming more viable there would be some problems in my opinion especially in A.I.

-Sieges would be easier for normal players probably. Already sieges were  becoming easier due better skills ( having more mana replenishment, better ballistics skill etc.. etc)  =>Solution: Increase the castle capability for defense with 2ndary buildings that are less used/built ( Blood obelisk, Lookout tower, brimstone storm clouds, cover of darkness ballista yard etc).Expand the ballistics skill so it provides additional defense while defending.

-Neutral creature combats and Creature banks would become easier for normal players. That means a bit easier creeping. Should offer more challenge then less.=>Creature banks should scale with difficulty at least.

-A.I. would diminish in power since it does not actually use spells in clearing neutrals or auto combat. That formula has to change to account for having better spells. Especially if a Comp has the ability to resurrect that should be heavily accounted for in auto combat.
Last time when skills were changed it was a nice welcome since even the worst skills have some use for A.I.This meant it’s challenge rating went up which is a good thing.But if they don’t tweak the spell calculation formula and just make the useless spells better it will put A.I. at disadvantage and take away from the game. I hope it works out well in the end.

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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted March 04, 2025 03:36 PM

Syth1984 said:

CONCERN ABOUT Comp (A.I.) Challenge


It is announced that spell balance would be the next in line for patches. But with spells becoming more viable there would be some problems in my opinion especially in A.I.

-Sieges would be easier for normal players probably. Already sieges were  becoming easier due better skills ( having more mana replenishment, better ballistics skill etc.. etc)  =>Solution: Increase the castle capability for defense with 2ndary buildings that are less used/built ( Blood obelisk, Lookout tower, brimstone storm clouds, cover of darkness ballista yard etc).Expand the ballistics skill so it provides additional defense while defending.

-Neutral creature combats and Creature banks would become easier for normal players. That means a bit easier creeping. Should offer more challenge then less.=>Creature banks should scale with difficulty at least.

-A.I. would diminish in power since it does not actually use spells in clearing neutrals or auto combat. That formula has to change to account for having better spells. Especially if a Comp has the ability to resurrect that should be heavily accounted for in auto combat.
Last time when skills were changed it was a nice welcome since even the worst skills have some use for A.I.This meant it’s challenge rating went up which is a good thing.But if they don’t tweak the spell calculation formula and just make the useless spells better it will put A.I. at disadvantage and take away from the game. I hope it works out well in the end.



Spell balance doesn't mean making spells stronger, it means making them balanced (i.e. they are more equally viable.)

A large part of spell imbalance at the moment is due to the scaling of the schools of magic. Mass spells and Town gate upgrading into town portal specifically are way too strong

The other area of imbalance is certain spells like Blind and Implosion are unbelievably strong no matter which schools you have.

One method of balancing could be to separate mass spells from normal spells, which would make clearing significantly harder rather than easier. If you happen to have a viable hypnosis in exchange for mass slow, I don't think it is going to bring the difficulty all the way back down.
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Syth1984
Syth1984


Adventuring Hero
posted March 05, 2025 10:59 AM

LordCameron said:
Syth1984 said:

CONCERN ABOUT Comp (A.I.) Challenge


It is announced that spell balance would be the next in line for patches. But with spells becoming more viable there would be some problems in my opinion especially in A.I.

-Sieges would be easier for normal players probably. Already sieges were  becoming easier due better skills ( having more mana replenishment, better ballistics skill etc.. etc)  =>Solution: Increase the castle capability for defense with 2ndary buildings that are less used/built ( Blood obelisk, Lookout tower, brimstone storm clouds, cover of darkness ballista yard etc).Expand the ballistics skill so it provides additional defense while defending.

-Neutral creature combats and Creature banks would become easier for normal players. That means a bit easier creeping. Should offer more challenge then less.=>Creature banks should scale with difficulty at least.

-A.I. would diminish in power since it does not actually use spells in clearing neutrals or auto combat. That formula has to change to account for having better spells. Especially if a Comp has the ability to resurrect that should be heavily accounted for in auto combat.
Last time when skills were changed it was a nice welcome since even the worst skills have some use for A.I.This meant it’s challenge rating went up which is a good thing.But if they don’t tweak the spell calculation formula and just make the useless spells better it will put A.I. at disadvantage and take away from the game. I hope it works out well in the end.



Spell balance doesn't mean making spells stronger, it means making them balanced (i.e. they are more equally viable.)

A large part of spell imbalance at the moment is due to the scaling of the schools of magic. Mass spells and Town gate upgrading into town portal specifically are way too strong

The other area of imbalance is certain spells like Blind and Implosion are unbelievably strong no matter which schools you have.

One method of balancing could be to separate mass spells from normal spells, which would make clearing significantly harder rather than easier. If you happen to have a viable hypnosis in exchange for mass slow, I don't think it is going to bring the difficulty all the way back down.


I am sure they will do a terrific job about balancing spells(Which I am totally supporting and looking forward to) but thats not the point. Since the A.I. does not actually "use" the spells but does a rough calculation while doing neutral battles that puts it into a terrible disadvantage. For example "blind" is a very good spell while clearing neutrals but does A.I. take this into calculation while doing the battles or does it treat like having "just another 2nd level spell".Is there a difference in calculation for A.I. about having "distruption ray" and "blind"? I don't think so. Or does A.I. utilize the "resurrection" spell in a manner where it cuts down losses significantly?

Right now many spells are useless(not selected over others). If for example fireball ,icebolt ,slayer etc scaled properly that would mean Players could utilize even more spells to clear creeps while A.I. lags behind hugely.

Also when I heard "spell balance" I thought non-used spells like missfortune etc would get some love. Not just overpowered spells being hit by the balance hammer.

My solution would be for mass spells is to change them to "mass berseker" template rather than auto cast for the whole army.So You could get max 2-3 creatures slow/haste etc.

So I am a bit concerned that A.I. games would drop out from the system(We just love some random A.I. in our plays spices things up )

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted March 10, 2025 06:15 PM

Yeah!

I tell you briefly.. AI spell strategies are Haste, Blind, Counterstrike* and Summon Earth Elemental..

*Expansion version..

When AI gets beauty, AI rejects other, and cast a Counterstrike.. The same H4 was Asylum in legion of Black Dragons, AI doesn't buy a Thief and Sorcerer, but Death Knight..

Another Remove Obstacle, Berserk and Frost Ring in RoE version, AI casts Berserk to Efreets, but no succeeded, thus fire immune, so Frost Ring also threw to empty area on the battlefield.. Remove Obstacle no longer in expansion versions?! I think that RoE was Red Orb, etc and no spell, so cheap solution is Remove Obstacle to AI.. Hit & Run became difficulty, etc

Ok stronger AI values are Haste, Blind, Counterstrike and Summon Earth Elemental that Remove Obstacle.. AI uses it, when gets beauty.. Other spells AI doesn't interested well..

If you want to impossible, you must know beauties and those spells..

Remember Cape of Silence plus Counterstrike..
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joyfun
joyfun


posted March 10, 2025 06:19 PM
Edited by joyfun at 20:06, 10 Mar 2025.

Magic Rebalance


Duration of buffs: 

As soon as you gather some spellpower, buffs/debuffs last for so long that the player no longed needs to think about when a certain effect expires. They also don't scale with spellpower, unlike the damaging spells. Hence, a new spell duration formula is: 1+(SpellPower/4) [rounded down] turns.
With this change, the spell duration artifacts would count more.


Cost of casting mass buffs: 

Mass buffs and debuffs are way too cheap for the impact they have.
Therefore, I propose to triple the cost of each mass spell and make possible to cast a single target version ('advanced' level spell)  for the normal cost (by adding mass and normal versions to the spellbook or by holding a key for example). After this change, the level 1 mass buffs would cost 15 mana. 
Alternatively, they could be an AoE spells with a range equal to the expert level Berserk (Heroes V style). In that case, their cost would double and not triple.

When a buff is applied on a opposite debuff (ex. Bless-Curse), and vice-versa, the effect should be nullified instead of replaced.

All the level 1 buff/debuffs cost 7/5 mana.

 
 

Specific changes 


Protection From Air (and other elements) 
Aside from air damage protection, also reduces the duration of incoming air debuffs by 25%/50%/50%.
All protections are now level 1 spells.



Blind
Blind is now a level 3 spell.
Deactivating attack is retaliated at 100/50/0% of base attack rating.
Duration: 1*SP -> 1+SP/3 [rounded down] turns.
Cost: 10/8 -> 16/12




Berserk
Berserk is now a level 5 spell.
Cost: 20/16 -> 35/30

 

Teleport
A unit can teleport over walls only at the expert level.
Cost: 15/12/6/3 -> 15/12/9/9
 


Hypnotize
Hypnotize is now a level 5 water magic spell. 
Max HP to control: 20/50/100 + 25*SP -> 200/400/600 + 80/100/120*SP
The duration is 2 turns.
Cost: 30/25


 

Disrupting ray 
Reduce defense by 3/4/5 -> 3/5/7

 

Fortune, Misfortune, Sorrow, Mirth
Morale/luck change from 1/2/2 to 2/3/3

 

Prayer
Cost 16/12 -> 16/12/12/30
 


Fire shield
Reflected damage: 20/25/30% -> 30/40/50%

 

Forgetfulness
Now 30/50/50% of ranged creatures forget to shoot and meele creatures to counterattack.
Cost: 12/9/9/18

 

Quicksand
Number of sand pits: 4/6/8 -> 6/9/12
 


Counterstrike
Counterstrike is now a level 3 spell.

 

Force Field
At expert level, the field lasts 3 turns.

 

Precision
Precision is now a level 3 spell.
Removes a distance damage penalty from a ranged unit.
Cost: 15/12/9/18

 

Dimension Door  
Dimension Door is now a fire magic spell.
None: Teleport once per day to a free tile within a radius of 8 tiles around the Hero.
Basic: Same as None, but then 10 tiles radius.
Advanced: Same as None, but then 12 tiles radius.
Expert: Same as None, but then 15 tiles radius.


 

Town Portal 
Town Portal is now a level 5 spell.
None: %100 of your movement(you cannot move that day) and only teleports to the nearest city
Basic: %70 of your movement( you can only portal once)
Advanced: %50 of your movement( you can either portal twice or move and portal)
Expert: %35 of your movement( you can portal two times with some movement left)
Cost: 16/12 -> 25/20


 

 
Regrouped view air/earth spells

View Air:
Shows artifacts in explored area
Shows all artifacts
Shows all Artifacts and Castles

View Earth:
Shows building (as in, Windmills, ...) in explored area
Shows all buildings
Shows all buildings (also reveals the tile they are placed on) and map layout

View Life:
Shows Wandering Monsters in explored areas
Shows Wandering Monsters and Heroes in explored areas
Shows all Wandering Monsters (also reveals the tile they stand on) and Heroes

View Recourses:
Shows resources in explored areas
Shows resources and mines in explored areas
Shows recourses and mines in all areas (also reveals the tile mines are placed)








Damage spells
 

Damage spells, in comparison to the non-damaging ones, barely scale with the level of corresponding magic school. Changes below aim to correct that (don't look too much at specific numbers, but rather how these spells could scale with the magic schools).

 

Implosion
Damage: 100/200/300 + 75*SP -> 100/200/300 + 50/60/70*SP



Chain Lightning
Damage: 25/50/100 + 40*SP -> 40/70/100 + 26/33/40*SP

 

Meteor Shower
Damage: 25/50/100 + 25*SP -> 30/60/90 + 15/20/25*SP
Cost: 16/12 -> 20/16


 

Frost Ring and Fireball
Damage: 15/30/60 + 10*SP -> 20/40/60 + 10/15/20*SP
Cost: 12/9 -> 16/12


 
 
Inferno
Damage: 20/40/80 + 10*SP -> 20/40/60 + 12/16/20*SP
Cost: 16/12 -> 24/20


 

Death Ripple
Damage: 10/20/30 + 5*SP -> 10/20/30 + 4/6/8*SP
Cost: 10/8 -> 12/10


 

Firewall 
Damage: 10/20/50 + 10*SP -> 10/20/30 + 10/10/15*SP

 

Lighting Bolt
Damage: 10/20/50 + 25*SP -> 10/20/30 + 15/25/35*SP
Cost: 10/8 -> 12/10




Ice Bolt 
At expert level, reduces enemy movement by 1 for the next turn.
Damage: 10/20/50 + 20*SP -> 10/20/30 + 15/25/25*SP 
Cost: 8/6 -> 12/10


 

Land Mines
Land Mines is now a level 2 spell
Damage: 25/50/100 + 10*SP -> 25/50/75 + 10/13/16*SP



Magic Arrow 
Damage: 10/20/30 + 10*SP -> 10/20/30 + 9/11/13*SP*<Number of learned schools of magic> 
Cost: 4 -> 3+3*<Number of learned schools of magic> 




Resurrection
Health restored: 40/80/160 * 50*SP -> 50/100/150 * 40/40/50*SP


 
Animate Dead
Now requires at least advanced level for animated undead units to stay after battle.
On Expert level can also bring back living units, but only for the duration of battle.
Health restored: 30/60/160 * 50*SP -> 60/100/140 * 40/40/50*SP

 

Sacrifice
Sacrifice is now a level 4 spell. 
Formula changed to CreatureMaxHP*NumberOfCreatures*(0.6/0.9/1.2+0.2/0.25/0.3*SP)
                   
        
           

   
New and reworked spells
 

Slayer
Increases attack and defense by 4*Glory.
When a unit with Slayer buff kills another unit, his Glory increases by  (KilledCreatureFightValue*KilledCreatureCount) / (SlayerCreatureFightValue*0.7*SlayerCreatureCount). 
Duration: 0.25/0.33/0.5*SP turns [rounded up]
Cost: 30/25

 

Magic Mirror 
When cast on a creature, any targeted spell cast by a friendly hero on that creature is also cast on the closest unit, friendly or enemy (random if there are 2 or more units within the same range).
Cost: 30/25 

 

Air Shield
Air Shield is now a level 4 spell and there is no mass version of it.  
Gives a unit a shield that blocks 50% of the damage received until destroyed.
Shield health: 100/200/300 + 50/65/80*SP
Cost: 30/25


 

Vampirism
This is a level 5 water magic spell. 
Allied unit becomes undead and heals when dealing damage (like vampires).
HP drained: 30/35/40% + (1.4/1.7/2*SP)% of damage dealt
Cost: 30/25




Tsunami
This is a level 5 water magic spell.
A huge tidal wave sweeps through units, damaging them.
The range is equal to Inferno.
Damage:  30/60/90 + 15/20/25*SP
Cost: 30/25




Purity
This is a level 3 water magic spell.
Same as frenzy, but with defense instead of attack.
Cost: 12/9



Castle Gate
This is a level 2 fire magic spell.
Functions like Town Portal, except it can only teleport to cities with Dimension Gate built. Is automatically added to the mage guild after the completion of DG building.
Cost: 16/12

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Syth1984
Syth1984


Adventuring Hero
posted March 11, 2025 08:27 AM
Edited by Syth1984 at 11:08, 11 Mar 2025.

joyfun said:
Magic Rebalance


Duration of buffs: 

As soon as you gather some spellpower, buffs/debuffs last for so long that the player no longed needs to think about when a certain effect expires. They also don't scale with spellpower, unlike the damaging spells. Hence, a new spell duration formula is: 1+(SpellPower/4) [rounded down] turns.
With this change, the spell duration artifacts would count more.


Cost of casting mass buffs: 

Mass buffs and debuffs are way too cheap for the impact they have.
Therefore, I propose to triple the cost of each mass spell and make possible to cast a single target version ('advanced' level spell)  for the normal cost (by adding mass and normal versions to the spellbook or by holding a key for example). After this change, the level 1 mass buffs would cost 15 mana. 
Alternatively, they could be an AoE spells with a range equal to the expert level Berserk (Heroes V style). In that case, their cost would double and not triple.

When a buff is applied on a opposite debuff (ex. Bless-Curse), and vice-versa, the effect should be nullified instead of replaced.

All the level 1 buff/debuffs cost 7/5 mana.

 

Town Portal 
Town Portal is now a level 5 spell.
None: %100 of your movement(you cannot move that day) and only teleports to the nearest city
Basic: %70 of your movement( you can only portal once)
Advanced: %50 of your movement( you can either portal twice or move and portal)
Expert: %35 of your movement( you can portal two times with some movement left)
Cost: 16/12 -> 25/20






I agree there should be changes to spell duration. Low level spells should last shorter while higher level spells should longer. I proposed the (spell power* (1/5))  for 1st level spells while while for a third level spell  it should be (spell power* (3/5)) and  for top levels spells minimum of 1 turn. Specialty heroes could add +2 to duration then as well. First basic skill level could add +1 more turn maybe

Mass debuffs and buffs should change as well I agree: Maybe they should have a hex like berserker rather than effecting the whole army. You have to then clump up your creatures to have maximum effect.


I have to disagree with the change in townportal.I like the movement penalties and agree with them.However if you don't let players choose the town they are portaling even WITHOUT earth magic skill the earth magic will still dominate all the builds. It should function as you said cost %100 of your movement without earthmagic but STILL let you chose which town to portal to. This is the only way to balance in my opinion. Then you can have town portal at level 4 as well.


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MattII
MattII


Legendary Hero
posted March 11, 2025 08:52 AM

Why no change between unskilled and Basic spells? We know it's possible, as a hero without Air Magic can only cast Dimension Door once a day, while a hero with Basic Air Magic can cast it twice.

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