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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions (started by nik312 in March 2017)
[Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 217 pages long: 1 30 60 90 120 150 180 ... 209 210 211 212 213 ... 217 · «PREV / NEXT»
Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 14, 2025 06:07 AM

Could you guys please change how the stupid fire immunities work.
Fire immune creatures should NOT be immune to positive fire spells!
It's part of the reason fire magic sucks, especially for Conflux and Inferno, which is extremely ironic. (It would also help Inteus and Ash, so they could actually use Bloodlust on their creatures.)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 20, 2025 10:16 AM

New misc. relic:
Allows you to cast positive spells, on your creatures, normally immune to them. (You still can't cast Bless on undead, Mirth on mechanicals, Resurrection on elementals etc.)

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Hourglass
Hourglass


Supreme Hero
posted June 22, 2025 05:26 PM

phoenix4ever said:
New misc. relic:
Allows you to cast positive spells, on your creatures, normally immune to them. (You still can't cast Bless on undead, Mirth on mechanicals, Resurrection on elementals etc.)

Isn't this like pretty weak effect for relic artifact? What kind of effect would that even bypass? I would say such effect is around treasure- minor artifact grounds, perhaps most fitting would be treasure equipped to non-misc slot, such as neck. That would be quite contested slot, but I think it would make the most sense there. Did you plan on resurrecting the dragons, maybe?

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purerogue3
purerogue3


Famous Hero
posted June 22, 2025 05:32 PM

Rather than say what it doesn't do, can we know what it does do?
not the Gold dragons again!

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 22, 2025 07:42 PM
Edited by Phoenix4ever at 09:47, 23 Jun 2025.

Like I said it allows you to cast positive spells on creatures normally immune to them.
You can now resurrect Gold and Black Dragons, Coronius, Melodia, Uland, Alamar, Darkstorn, Jeddite, Ash, Brissa, Inteus and Labetha can use their specials on their native creatures etc.

Orb of Vulnerability is stupid because it ruins your positive resistances, as well as Resistance skill, specialty and artifacts.

Perhaps that's why HotA removed Resistance skill or they are afraid of an unpredictable outcome...

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purerogue3
purerogue3


Famous Hero
posted June 22, 2025 10:28 PM

I don't know, I get confused keeping track of all the resistances and vulnerabilities.
I don't even have an opinion on the Orb of Vuln.
How do you keep track of it all?
I don't think the Orb is for that purpose, but then the purpose of casting luck or bloodlust on Black dragons is kinda pointless, everybody knows they are immune to magic why do you have to make it not so?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 22, 2025 11:35 PM
Edited by Phoenix4ever at 23:47, 22 Jun 2025.

Because Gold and Black Dragons suck, especially Gold Dragons since they can be imploded, but not resurrected! There are stuff like Mighty Gorgons and Sea Dogs that can instakill dragons, possibly get morale and do it again and you can do nothing about it. They can also be shot down by arrow towers, which can be hard to counter unless you have Ballistics or spend precious spell casts and mana casting Earthquake or something like that.
Green and Red Dragons can be resurrected, but when you upgrade them they lose that ability, almost making them feel like a downgrade.
Not to mention if enemy uses Orb of Vulnerability against them, they can Blind, Berserk, Slow etc. against you, but you STILL can't resurrect them!
At least make the damn orb work the same way for both players then.

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purerogue3
purerogue3


Famous Hero
posted June 22, 2025 11:49 PM

That just shows how OP resurrect is. Def lvl 6 or bannable like TP, Fly
I put the orb in the category with Shackles - stuff I haven't found a way that works so just ban it for now until it's all sorted

Back in I or II black dragons were the snow, why is that? Because they were bigger, better, and unzappable, and you didn't have things like deathstare yet.. anyways they should still be iconic

just ban resurr. or make it so weak the blacks are superior to gold, and the rest

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 22, 2025 11:55 PM

I guess you could ban Resurrection, but what about Alamar and Jeddite then? and Thant? Could ban them as well I suppose or change their specialties.
Not really the solution I was looking for though. Every other living creature, even a leper peasant can be resurrected, but for some reason not a mighty Gold or Black Dragon, it sucks.

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purerogue3
purerogue3


Famous Hero
posted June 23, 2025 12:26 AM

Logically, that's true, but there would be no drawbacks to blacks then..
So maybe you were supposed to give the blacks to the barbarian/beastmaster who chose not to invest in wisdom
but every might here has it these days - not how I envisage the game was supposed to be played

Sacrifice is waiting to step up to the plate, just downgrade the whole necro faction a bit, and it's good to go

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Maverick101
Maverick101

Tavern Dweller
posted June 24, 2025 07:43 AM

Hi, was thinking about an option being implemented to remove adventure map 'movement spells'.

Atm I just do not use them until the AI does but once that happens the map becomes far less enjoyable and it is just a quick and easy game over. If i do not use the spells it becomes quite tedious.

An option to 'check a box' where the spells DD,TP,WW and fly are removed for the upcoming map would be great. Perhaps 4 boxes where you can select which of those movement spells if any, are allowed for you and your opponent.

Personally. I would only remove Dimension Door and Town portal for my maps. As I find water walk and fly something worth working towards without breaking the game.

Once DD and TP become available I find the enjoyment is lost and it all becomes quite dull.

That would be amazing!
____________

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darkdill
darkdill


Hired Hero
posted June 27, 2025 04:38 PM

Suggestion for the Cloak of the Undead King during tournament rules: Make it so that it causes you to raise Skeleton Warriors instead of Skeletons, but at a 100% ratio instead of 66.67%. This would be pretty convenient without being broken, as Skeleton Warriors are only a modest improvement over regular Skeletons and it just saves you a trip to a Hill Fort or Necropolis.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 27, 2025 06:07 PM
Edited by phoenix4ever at 18:08, 27 Jun 2025.

darkdill said:
Suggestion for the Cloak of the Undead King during tournament rules: Make it so that it causes you to raise Skeleton Warriors instead of Skeletons, but at a 100% ratio instead of 66.67%. This would be pretty convenient without being broken, as Skeleton Warriors are only a modest improvement over regular Skeletons and it just saves you a trip to a Hill Fort or Necropolis.

I have it make wights at expert level.
It seems pretty balanced to me, since you are giving up 3 very valuable artifact slots, where you could have had Cape of Velocity, Celestial Necklace of Bliss and Sandals of the Saint for example.

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Syth1984
Syth1984


Known Hero
posted July 08, 2025 09:32 AM
Edited by Syth1984 at 15:23, 10 Jul 2025.

Since HOTA team is working on spell balance (Hopefully) at the moment I would like to suggest a change to elemental summoning as well.

Can we get a relic or combination artifact(maybe from those useless duration ones) that immediately gives all elemental summoning spells and make your summons the upgraded creatures instead of the base creatures. I think since the elemental town came in like an afterthought these spells lagged behind the upgraded creatures.

That being said there could be nice spell as well maybe called "banish" (Replace destroy undead maybe?)  that could destroy elementals or kill raised/resurrected creatures. Maybe not immediately but deal maybe 2x-3x implosion damage to those creatures. (Maybe 5th level water spell?)

Maybe the destroy undead can be rebranded as destroy unnatural (including undead,elementals,constructs).This would mean thats a mass spell though not like banish above. These mass damage spells(including death ripple which should not affect undead/elemental/construct) should deal (1 damage per stack creature in stack+ (damage dependent on spell power (maybe on magic arrow per creature stack))


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bloodsucker
bloodsucker


Legendary Hero
posted July 15, 2025 03:56 PM
Edited by bloodsucker at 15:21, 19 Jul 2025.

I don't know how old this is, I found out right now, but thank you for the "Allow coming of levelled heroes to tavern" option. It solves so many problems...

Btw, the Ancient Altar should be totally customizable (like a garrison), it's not the first time I opt for a Pandora Box, an event or a garrison, cause by the time I want a player to have the Horn even 25 Azures would be a meaningless battle.

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darkdill
darkdill


Hired Hero
posted July 27, 2025 10:57 PM

Another idea for HotA heroes: What if more of the level-4 creature specialists started with some of their respective creatures? For instance, Marius starts with some Demons, Theodorus starts with some Mages, etc.

The one I'd mainly be worried about is Vokial, since starting with some early Vampires could be too strong. Even if they're kinda weak un-upgraded, it'd still add to your startup for a Vampire Lord deathball.

I've had a few people on Reddit say it'd be a nerf for Castle, Stronghold and Conflux, though, since Archers, Wolf Riders and Air Elementals are used for early power stacks.

What do you think?

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darkdill
darkdill


Hired Hero
posted July 27, 2025 11:10 PM
Edited by darkdill at 23:11, 27 Jul 2025.

Syth1984 said:
Since HOTA team is working on spell balance (Hopefully) at the moment I would like to suggest a change to elemental summoning as well.

Can we get a relic or combination artifact(maybe from those useless duration ones) that immediately gives all elemental summoning spells and make your summons the upgraded creatures instead of the base creatures. I think since the elemental town came in like an afterthought these spells lagged behind the upgraded creatures.

That being said there could be nice spell as well maybe called "banish" (Replace destroy undead maybe?)  that could destroy elementals or kill raised/resurrected creatures. Maybe not immediately but deal maybe 2x-3x implosion damage to those creatures. (Maybe 5th level water spell?)

Maybe the destroy undead can be rebranded as destroy unnatural (including undead,elementals,constructs).This would mean thats a mass spell though not like banish above. These mass damage spells(including death ripple which should not affect undead/elemental/construct) should deal (1 damage per stack creature in stack+ (damage dependent on spell power (maybe on magic arrow per creature stack))



A single-target anti-undead spell would be pretty nice, but we already have Implosion for that. That's good enough.

That said, I think Water Magic is in need of at least one more level-5 spell. Here's an idea I have for it:

Quote:
Blizzard
Conjures a powerful blizzard that will deal ice-based damage to all creatures on the battlefield. The blizzard will strike again at the start of the next round of combat, dealing the same damage. Higher mastery in Water Magic extends the duration of the blizzard.
Novice/Basic Water Magic: Blizzard lasts 1 round per casting (hits 2 times total).
Advanced Water Magic: Blizzard lasts 2 rounds per casting (hits 3 times total).
Expert Water Magic: Blizzard lasts 3 rounds per casting (hits 4 times total).


This would be weaker than Armageddon, at least per turn, but would give you the luxury of being able to cast it once and then spend your next turn(s) casting other spells.

I originally thought about it not harming your own creatures, but that would probably be too good.

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ZanthorX
ZanthorX

Tavern Dweller
posted July 30, 2025 02:46 PM

Now that it is easier to make Dragons for Dungeon and Rampart, maybe one could consider to make Bone Dragons easier to built too. I don't see or play any games where Bone Dragons are a valuable option to go for.

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darkdill
darkdill


Hired Hero
posted August 02, 2025 09:22 PM
Edited by darkdill at 21:29, 02 Aug 2025.

ZanthorX said:
Now that it is easier to make Dragons for Dungeon and Rampart, maybe one could consider to make Bone Dragons easier to built too. I don't see or play any games where Bone Dragons are a valuable option to go for.


Necropolis is already really strong thanks to Skeletons, Vampire Lords, and Dread Knights. They don't need a buff. And even if they got one, they'd probably get nerfed somewhere else to compensate. That said, if I were to give Bone Dragons any improvement, it'd be giving them a horde building like what Conflux got. Extra numbers of Ghost Dragons could help compensate for their garbage stats, like how they do it in HOMM5.

Speaking of "easier to get", I think that Hell Hounds and Gnolls need higher base weekly growth rates.

5 for Hell Hounds is too few when you compare them to other tier-3's, and even if they're used as an early powerstack, you aren't gonna build Cages and Upgraded Kennels over going for a Fire Lake or Upgraded Hell Hole early on. I don't think raising the Hell Hound's base weekly growth to 6 would suddenly make Inferno overpowered.

Meanwhile, 12 for Gnolls is also kinda bad, even if you get the horde building, because Gnolls are too slow and don't have enough HP. I suppose the only advantage Gnolls have over Pikemen and Centaurs is Drakon can give you an early powerstack of them, but that certainly doesn't last long. I don't think raising their base weekly growth to 14 would suddenly make Fortress broken. Besides, you'd probably be going for a Wyvern Nest instead of Captain's Quarters as early as possible.

Not sure what other creatures I'd give an adjustment to their base growth rates. Maybe Demons could get a base growth of 5 instead of 4 since they're individually weak? Or does Demon Farming cover for that?

EDIT: As another thought related to HOMM5, what if some creatures had the Enrage effect from HOMM5? It works like this:

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 relative power in the army.

This wouldn't give any real bonus if you just lose a 1-creature blocking stack, but if you lost a power stack, the creatures with this effect would get a noticeable bonus to their Attack.

I could see this going on Gnolls, Goblins, Demons, Crew Mates, and maybe Orcs.

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Heron
Heron

Tavern Dweller
posted August 15, 2025 10:33 PM

Bulwark units ideas

Hi, I played with AI to visualize my imagination about snow elf action. I am realist and I know that practically there is no chance for those ideas to be placed in the game but maybe you will use it somehow If you consider it good. Generally I tried to stick to the idea of heavy and defensive town to fit into HOTA Team current conception. However I think that current snow elf conception lacks “elf culture sophistication” and it looks more like dwarfs. I think that Kobold and Agrail have great design so I focused on other units. I know that this Ideas would need a bit of work to unify them into one faction but as I said, this is from playing with AI and changing details is not so easy. This is just my impression, I think it looks nice and have potential that is why I post it. I tried to generate city that would fit more to those units as well but it was not so easy and I did not get satisfying results. I am not posting pictures directly in my post because that would take a lot of space.

https://drive.google.com/file/d/19MbXbhjHKxe1RX_j-06J5jnkQ7EnAr8z/view?usp=sharing


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