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Syth1984

 
  
Known Hero
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posted February 20, 2026 08:36 AM |
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Gremlinking said: Like many of your suggestions, Syth. A small thing, or two: the dwellings of mages and ogres are damn expensive. In a normal ranked game, it is nearly impossible to go for Arch Mages. And if you try to go for ogres, maybe double built, it's also tough - especially in comparison with other units of the same tier.
Hey thanks!
Never occured to me that mage and ogre buildings are a bit expensive.
Also Mages and Ogre Magis could cast one more spell. What is bloodlust!? blehhh. Maybe haste for ogre Magis and random spell school protection for Mages(you want to shoot with them anyway)
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Gremlinking

 
Tavern Dweller
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posted February 22, 2026 09:09 PM |
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The thing is, I played a bit of time ranked jebus etc. And no one really makes mages. And ogres? I started with Boragus on jebus outcast. Going full ogre with three times ogre mages dwell is an ridicolous wood amount.
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Ghost

 
      
Undefeatable Hero
Therefore I am
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posted February 22, 2026 09:55 PM |
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Edited by Ghost at 22:04, 22 Feb 2026.
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Yes, but you get a Behemoth fast, thus "penalized" Orge and Cyclops.. And but HotA team fixed Cyclopses.. If you ask for Angel is also fast.. Yeah expensive plus gems.. Balanced building time, but many players can't understand.. Other, did you know chess has different building time in chess opening phase.. Tries to attack previous/earlier, helpless player gets losing game.. When chess opening is built, and starts the middle game i.e. war.. So maybe JVC took a chess philosophy.. Ok it looks like failed, esp. RoE campaigns where is Seeds of Discontent.. Thus players are disagreed.. They chose first attack.. It worked better, when another attackers don't build a town.. Noobs and PROs too..
I quoted from wikipedia: "The opening is the initial stage of a chess game. It usually consists of established theory. The other phases are the middlegame and the endgame. Many opening sequences, known as openings, have standard names such as "Sicilian Defense". The Oxford Companion to Chess lists 1,327 named openings and variants, and there are many others with varying degrees of common usage."
https://en.wikipedia.org/wiki/Chess_opening
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Fight MWMs - stand teach
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EliteLeader

 
 
Adventuring Hero
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posted March 04, 2026 08:50 PM |
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Hey guys, is there somewhere where we can see currently 'known bugs' present in HotA?
I've been running into a slightly frustrating issue and I want to make sure it isn't already known and being worked on before I make a post about it. Thanks!
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"One fine day in the middle of the night, Two dead men got up to fight
Back to back they faced each other, Drew their swords and shot each other"
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Brevan

 

Hired Hero
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posted March 05, 2026 03:26 AM |
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Edited by Brevan at 03:28, 05 Mar 2026.
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EliteLeader said: Hey guys, is there somewhere where we can see currently 'known bugs' present in HotA?...
There's the bug-reporting thread just a few links down from the lowest pinned thread. I can't tell if you've already found that and searched it for the bug or if you never got around to looking.
http://heroescommunity.com/viewthread.php3?TID=39912
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EliteLeader

 
 
Adventuring Hero
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posted March 05, 2026 05:41 AM |
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Brevan said:
EliteLeader said: Hey guys, is there somewhere where we can see currently 'known bugs' present in HotA?...
There's the bug-reporting thread just a few links down from the lowest pinned thread. I can't tell if you've already found that and searched it for the bug or if you never got around to looking.
http://heroescommunity.com/viewthread.php3?TID=39912
Thanks, that's what I was looking for.
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"One fine day in the middle of the night, Two dead men got up to fight
Back to back they faced each other, Drew their swords and shot each other"
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Andarch1

 
Tavern Dweller
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posted March 08, 2026 07:04 PM |
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Not sure if this has been mentioned, but the new extended event system's Defeat Monster dropdown list does not include any Random Monster types, only the specific ones. The default quest system allowed you to choose random monsters too. It would be nice to include them in the extended event system.
Also would be nice if the extended event system could detect teams/allies so that could be used in If conditions, etc.
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Syth1984

 
  
Known Hero
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posted March 28, 2026 12:21 PM |
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Edited by Syth1984 at 15:22, 30 Mar 2026.
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Okay Another bundle of low effort of application ideas:
Suppression for Artillery Skill: Artillery should give suppression. This means the hit targets speed is reduced by -1(-2 if flying, burrowing, teleporting units are not affected, constructs and undead are not affected.) for 1 turn and can stack. So effectively shooting a flier consequently 3 times(expert artillery) would put him in constant -6 speed and a standard creature by -3 speed. With more shots you are getting more out of it so the artillery skill gets better. This also affects castle arrows if you have artillery.
Slow should be nerfed a bit more (Speed/2)+2 instead of +1 would be my very fast nerf.
Neutral Creature Strenght Slider: Weak should stay the same, New “Normal” should be equal to “Strong”. And new “Strong” should x1.5 number of creatures and if possible add +1 speed to neutral creatures. But the rewards should stay the same including experience. Treasuries should have x2 times creatures as well.
Artifacts
Something at feet slot that does not permit mass spells(Unique)
a hat that decreases the spell duration of spells to one (but does not cancel the artifacts that give duration).Similar to yeti ability (it could be a cloak called Yeti King Pelt but decreases morale by 1) (Uncommon)
A shield item that bans 1st level spells (Make it common and see the fun )
An stash item that decreases the speed of "all" flying units by -2(unique)
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wojtulace

 

Hired Hero
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posted April 07, 2026 08:31 PM |
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Is the balance patch really coming soon?
I posted some gameplay tweaks a while ago: http://heroescommunity.com/viewthread.php3?TID=43966&PID=1584584#focus A few suggestions there I would take back, but the others I still believe would be beneficial for the game.
I also like these magic changes: http://heroescommunity.com/viewthread.php3?TID=43966&PID=1585346#focus Even if you don't agree with specific values there, I think there are ideas we can all accept:
- damaging spells don't scale enough with the level of magic schools (only their base dmg scales, which becomes negligible later in the game)
- mass-effect spells should cost way more mana
- the durations of spells scale too well with spellpower
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Syth1984

 
  
Known Hero
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posted April 14, 2026 12:16 PM |
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Fire Magic and Land Mines:
When a creature is hit by a land mines it should loose -1 speed at advanced level and -2 speed at the expert level for a turn and next maybe.
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Phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
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posted April 14, 2026 12:23 PM |
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Syth1984 said: Fire Magic and Land Mines:
When a creature is hit by a land mines it should loose -1 speed at advanced level and -2 speed at the expert level for a turn and next maybe.
Or just lose it's turn, like Quicksand.
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Syth1984

 
  
Known Hero
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posted April 14, 2026 01:40 PM |
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Phoenix4ever said:
Syth1984 said: Fire Magic and Land Mines:
When a creature is hit by a land mines it should loose -1 speed at advanced level and -2 speed at the expert level for a turn and next maybe.
Or just lose it's turn, like Quicksand.
Wouldn't make that this spell quick sand V2 harder faster better .
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Phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
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posted April 14, 2026 05:25 PM |
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I guess so, but also Fire Magic, level 3 and higher mana cost.
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ivankid

 
Tavern Dweller
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posted April 20, 2026 08:25 AM |
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Edit random template from HotA
Hello All,
I have been trying to edit the random (default template) From HotA editor to ban some spells, after I saved the template and created the game with the default template the spell is still appearing in the magic house. Is there a guide to do this properly?
Best regards.
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phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
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posted April 24, 2026 07:42 PM |
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The 4 elemental orbs kinda ruins magic schools in combat.
Let's say I pick Earth and Water Magic, but then get the Air Orb. What happens is I will be spamming Chain Lightning 80-90% of the time, thereby not using Earth or Water Magic, but instead Air Magic, which school I don't even have...
Solution:
Either make the orbs require the corresponding magic school or lower the orbs damage to +20-30%.
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Syth1984

 
  
Known Hero
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posted April 25, 2026 10:11 PM |
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phoenix4ever said: The 4 elemental orbs kinda ruins magic schools in combat.
Let's say I pick Earth and Water Magic, but then get the Air Orb. What happens is I will be spamming Chain Lightning 80-90% of the time, thereby not using Earth or Water Magic, but instead Air Magic, which school I don't even have...
Solution:
Either make the orbs require the corresponding magic school or lower the orbs damage to +20-30%.
While I like the idea of reducing potency to levels of +20%-30% I also would propose each orb causes summons of that kind be of upgraded versions. That would be nice. So instead of earth elemental magma elemental. If you can combine all the orbs maybe you could summon magic elemental as well?
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Phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
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posted April 25, 2026 10:24 PM |
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You don't think summoning 100+ Storm or Ice Elementals each turn, would be broken? (I do.)
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MattII

 
     
Legendary Hero
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posted April 26, 2026 10:16 AM |
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Or perhaps rework the orbs so that instead of simply affecting the damage-dealing spells, they raise the hero's effective spell power when casting spells from the relevant school by either percentage, or by, say, one SP for every three hero levels.
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Syth1984

 
  
Known Hero
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posted April 26, 2026 02:39 PM |
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Phoenix4ever said: You don't think summoning 100+ Storm or Ice Elementals each turn, would be broken? (I do.)
Maybe it just raises half stack? like 50 ice elementals?
I feel the elementals staying indefiniately is already a bit broken.
Bloodlust: Should actually give +1 damage and +1 speed to the creauters cast. It will also make the ogremagi more potent actually.
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AlexSpl

   
    
Responsible
Supreme Hero
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posted April 26, 2026 02:46 PM |
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Quote: Maybe it just raises half stack? like 50 ice elementals?
Or we could introduce cooldowns. Say, after we cast Summon Elementals spells, we cannot cast spells the next round. Maybe useful for other strong spells as well.
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