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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 thread is 44 pages long: 1 10 20 ... 30 31 32 33 34 ... 40 44 · «PREV / NEXT»
frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted April 22, 2018 06:04 PM

HotA added new heroes without replacing the old ones. For example, all of the Cove heroes.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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bloodsucker
bloodsucker


Supreme Hero
posted April 23, 2018 11:42 AM

frostymuaddib said:
HotA added new heroes without replacing the old ones. For example, all of the Cove heroes.


Sorry, you are right.

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hotboi
hotboi

Tavern Dweller
posted April 26, 2018 04:56 AM

Galthran

I think that Galthran shouldn't be banned, given how much Necromancy has been nerfed in EVERY aspect (skill, building, artifacts...). Skeletons aren't that strong and it's impossible to do the "mass skeletons" build that was imbalanced in vanilla heroes 3. Necropolis NEEDS a decent hero. All we have is Thant and MAYBE some others.

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hotboi
hotboi

Tavern Dweller
posted April 26, 2018 05:59 AM

Ping Feature

Would it be possible to add a "ping" feature to the minimap, so that allies can show where a hero is or a resource is, etc.?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted April 26, 2018 08:09 AM

hotboi said:
I think that Galthran shouldn't be banned, given how much Necromancy has been nerfed in EVERY aspect (skill, building, artifacts...). Skeletons aren't that strong and it's impossible to do the "mass skeletons" build that was imbalanced in vanilla heroes 3. Necropolis NEEDS a decent hero. All we have is Thant and MAYBE some others.

I disagree with this.
Galthran is the creature specialist, that gets the highest bonus of all creature specialists. If my memory serves me right he gets +9 attack and +9 defense (and +1 speed) at level 30. That is around twice as good a bonus as other Necro creature specialists, so yes he should be banned.
Thant also feels very strong, especially if you boost Mysticism, like me.

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OrrinIsTheBest
OrrinIsTheBest


Adventuring Hero
posted April 26, 2018 09:13 AM

hotboi said:
I think that Galthran shouldn't be banned, given how much Necromancy has been nerfed in EVERY aspect (skill, building, artifacts...). Skeletons aren't that strong and it's impossible to do the "mass skeletons" build that was imbalanced in vanilla heroes 3. Necropolis NEEDS a decent hero. All we have is Thant and MAYBE some others.

You probably don't even know that they put a limit on raised skeletons too, after 1300 skeletons necromancy mysteriously does nothing )))

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted April 26, 2018 09:47 AM

OrrinIsTheBest said:

You probably don't even know that they put a limit on raised skeletons too, after 1300 skeletons necromancy mysteriously does nothing )))

What?, I did'nt know that. Should'nt you report it as a bug here: http://heroescommunity.com/viewthread.php3?TID=39912

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phe
phe


Famous Hero
Life and Freedom
posted April 26, 2018 11:39 AM
Edited by phe at 11:41, 26 Apr 2018.

just nerf Galthran's speciality to balance level....

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Lth3
Lth3


Adventuring Hero
posted April 26, 2018 01:13 PM
Edited by Lth3 at 13:18, 26 Apr 2018.

i can agree with 'hotboi'. Necro is handicapped in many ways. an average town at best. and a weak town compared to Inferno

Inferno has a Demon specialist - Necro doesn't; Inferno can assemble Life artifact to make more Demons - Necro not allowed to assemble their Cloak; Inferno get to have a lot more HP on HotA to make Demons, while Necro get a 50% cut on everything (skill, town, artifacts)

that's why one day i was surprised to hear Cloak assembly is not allowed anymore

i suggest allow Cloak assembly and double town Necromany like it was before - from 5 to 10 %

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OrrinIsTheBest
OrrinIsTheBest


Adventuring Hero
posted April 26, 2018 03:12 PM

phoenix4ever said:
[
What?, I did'nt know that. Should'nt you report it as a bug here: http://heroescommunity.com/viewthread.php3?TID=39912

LOL Why would i report it if it was intentionally built that way?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted April 26, 2018 03:17 PM

Are you sure it is intentional?, I have'nt seen this mentioned in the changelog.

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Sav
Sav


Known Hero
posted April 26, 2018 03:29 PM

Of course there is no such limit. Very strange assumption that it can be done intentionally, and I don't see this limit in tests anyway.

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OrrinIsTheBest
OrrinIsTheBest


Adventuring Hero
posted April 26, 2018 05:33 PM

Sav said:
Of course there is no such limit. Very strange assumption that it can be done intentionally, and I don't see this limit in tests anyway.

Sorry for the confusion,i tested again and seems like it's fixed. Because i remember playing a single-mode game with tournament rules on and after 1300 i couldnt get any more skellies,not even one.

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Erathianer
Erathianer


Adventuring Hero
posted April 27, 2018 10:35 AM

I think the same. Necro is nerfed already. So Galthran can be brought back. It is not possible to built claok of the undead king anymore ? Maybe put a nerf on him but it is a pity not to see him anymore.

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FrothFrenzy
FrothFrenzy

Tavern Dweller
posted May 02, 2018 10:47 AM
Edited by FrothFrenzy at 12:04, 08 May 2018.

Some more minor suggestions:

1. I'd like to see the option to hire a hero from the tavern by clicking the garrisoned hero flag in the city. Sometimes it happens I have 8 heroes, but I don't want to disband any of them and I don't have the opportunity to put any of them in another garrison. This way you could still hire another hero in a city even though you can't have any more active heroes.

2. On rare occasions, it happens that I need to know whether a hex on the battle map is impassable or not, but that hex can't be reached on the current turn by any creature stack - neither my own or the enemy's. Some of the textures are a bit on the weird side and have hexes that look impassable, but you can get through them. An opposite of this is also possible. Having a text that shows this would be helpful.

3. Interestingly, this came up twice during the most recent game - I had a situation where I was besieging a castle and I really benefited from the ability to cast spells while I was choosing what to attack with my catapult (had Ballistics). The battle lasted for a while, and I could still benefit from this, but now my catapult has no more targets and it is automatically skipped. I really could have used that catapult's turn, even if it has nothing to do. Perhaps a skip and or auto-skip button could be included here, but the unit gets a turn anyway? Admittedly this is a very rare thing and probably won't come up again for a while.

4. Not sure if anything can be done here, but when you have a Fire Elemental stack on the turn, the highlighted line around them really seems to blend in with the sprite. On several occasions I had several stacks of them in the army, and I had to look really carefully and/or count their movement hexes to see which stack is on the turn. Making the line white or some other color would probably help here.

5. In the battle screen log, I think each stack should have a number denoting its turn order or its original starting stack position so you can easily determine which went first. It happens sometimes that I get on the phone or something while playing and returning to the game half an hour later I can only assume who goes when. Perhaps also having an indicator if the unit acted, waited or defended when right-clicking or hovering over a stack would also be helpful here.

EDIT: Having an indicator if the unit has any retaliations remaining when hovering over it would be useful, too.

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Gryphon
Gryphon

Tavern Dweller
posted May 05, 2018 01:01 AM

Hi everyone! I had posted some of my ideas on a different thread, but I think it's better if I post them here as well. So here they are:

-Resistance: Reduces effect of hostile spells by 10%/15%/20%.
(This includes Hypnotize, Disrupting Ray, Weakness, Slow, Blind, Forgetfulness, Curse and maybe Berserk. I also think it should become a Magic hero skill, since you'd think that Witches and Wizards that spend all their time with magic would know how to counter it. Maybe swap the Might and Magic heroes chances on the table, although it might have to be tweaked a bit to fit.)

-Sorcery: Increases damage of spells by 15%/20%/25%
("Damage" is a bit misleading, actually I think it should also increase the effects of Cure, Hypnotize, Animate Dead, Resurrection and Sacrifice. It would definitely be a boon for Magic heroes.)

-Mysticism: Regenerate 5%/10%/15% of total mana each turn.
(This would make it actually an interesting option, instead of a wasted skill slot.)

-First Aid: Control Tent. Heals and resurrects 50/75/100 health worth of creatures of one stack.
(What I propose, is to increase the health of the tent and to let it resurrect creatures. Of course this would be abused, so it has to be tweaked a bit. But something has to be done. Note that the resurrection would work even with no skill.)

-Learning: Increase percentage (?)
(Don't really have any other ideas for it.)

-Eagle Eye: (?)
(Same as for Learning, can't think of any change that would make sense.)

Spells:

-Slayer: At expert, gives ONE stack +8 against pretty much all level 7 and above creatures. For 12 mana. Compare that to Bloodlust and Bless, that are mass spells and only cost 4 mana each at expert. And they increase ALL of your creatures damage against ALL enemy creatures. So yeah, it should be changed somehow. Maybe it could give a chance to deal double damage, or retaliate twice when attacked?  Although that doesn't really fit with the name.

-Magic Mirror: A pitiful excuse for a level 5 spell, at expert gives ONE stack a 40% chance to reflect a hostile spell at a random enemy. For 20 mana. If you want to protect a certain stack just cast Anti-Magic, at expert it costs 12 mana and protects against ALL spells, ALL the time.
 To fix this, just make Magic Mirror a mass spell on expert. It IS a level 5 after all, so it should be game-changing.

-Fireball, Inferno: I just noticed that Fireball deals LESS damage at expert than Inferno, despite costing the same and affecting one hex less. It also deals less damage than Meteor Shower which costs the same and has the same effect. Inferno should also be strengthened a bit.

-Sorrow, Mirth, Misfortune, Fortune: This is probably redundant, but these spells are too expensive and ineffective. Change, somehow.

 So thats pretty much it. My aim is to make more heroes, skills and spells viable and to allow for different styles of play. Especially, creating a noticeable difference between Might and Magic and balancing advantages and diadvantages. That's why I think that Resistance should be a Magic skill, since Might heroes already have Offense, Archery, Tactics, Armorer, Logistics, while still being able to get Wisdom and magic schools. This way, it strengthens the Magic heroes while toneing down the Might heroes slightly.
 I would like to finish by saying that I have the utmost respect and gratitude to the HOTA team for creating such quality content for this great game, and that I simply want to share my ideas to give them more options. I'm also grateful to Heroes Community for this opportunity. Also, thanks to anyone who actually read all of this hahaha.







____________

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Lth3
Lth3


Adventuring Hero
posted May 05, 2018 09:19 PM
Edited by Lth3 at 21:24, 05 May 2018.

Gryphon said:
-Resistance: Reduces effect of hostile spells by 10%/15%/20%.

Resistance was already changed in the latest HotA update. now it reduces enemy spell power by 10/20/30 %, including resistance artifacts with their respective %

Gryphon said:
-First Aid: Control Tent. Heals and resurrects 50/75/100 health worth of creatures of one stack.
(What I propose, is to increase the health of the tent and to let it resurrect creatures. Of course this would be abused, so it has to be tweaked a bit. But something has to be done. Note that the resurrection would work even with no skill.)

permanent resurrection too OP. would be abused against neutrals especially

Gryphon said:
-Slayer: At expert, gives ONE stack +8 against pretty much all level 7 and above creatures. For 12 mana. Compare that to Bloodlust and Bless, that are mass spells and only cost 4 mana each at expert. And they increase ALL of your creatures damage against ALL enemy creatures. So yeah, it should be changed somehow. Maybe it could give a chance to deal double damage, or retaliate twice when attacked?  Although that doesn't really fit with the name.

for a single target, double damage against all level 7+ units at expert, sounds about right

Gryphon said:
-Magic Mirror: A pitiful excuse for a level 5 spell, at expert gives ONE stack a 40% chance to reflect a hostile spell at a random enemy. For 20 mana. If you want to protect a certain stack just cast Anti-Magic, at expert it costs 12 mana and protects against ALL spells, ALL the time.
 To fix this, just make Magic Mirror a mass spell on expert. It IS a level 5 after all, so it should be game-changing.

not bad thinking. however 40% for all units a little bit OP in my opinion. maybe 30% for all units would suffice

Gryphon said:
-Sorrow, Mirth, Misfortune, Fortune: This is probably redundant, but these spells are too expensive and ineffective. Change, somehow.

disagree. those are useful spells, since Morale and Luck artifacts play a decent role in HotA. if opponent happen to have a -2 modifier on your morale for example, you can cast Mirth and have it back to neutral at least

boost to +3 or -3 for all four spells wouldn't hurt as well

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Gryphon
Gryphon

Tavern Dweller
posted May 05, 2018 10:38 PM
Edited by Gryphon at 22:44, 05 May 2018.

Lth3,

First, thanks for the feedback. Now:

-Resistance: I know that it was changed, however, lowering enemy spell power doesn't seem right since it also lowers the effect of beneficial spells such as Resurrection, Animate Undead, Summon Elementals, etc. My idea is that it should not only affect damage spells, but also Slow, Berserk, and some others...for example, Expert Resistance would lower the effect of Expert Slow from 50% to 40% and the hex radius of Expert Berserk from 19 to 15.

-First Aid: You're completely right. I was just looking at some of the options in WoG, and one of them was that First Aid would heal and cure a stack. So a revised effect would be:

First Aid: Cures and Heals 50/75/100 of one stack

It would only heal without any skill. Also increase health of tent, maybe to 250 like Ballista.

-Slayer: Double damage against Level 7+ is fine as long as it's only castable on Level 1-6 creatures, otherwise you could Slayer your Archangels and kill all the enemies Level 7 creatures. Good idea...

-Magic Mirror: Yes, the percentage would definitely have to be tested and tweaked. But in my opinion, the important thing would be that it becomes a mass spell.

-Luck/Morale spells: Well, I think there are better spells to cast. But in long battles you're probably right, even though it only is -12.5%/+12.5% it can add up...so -3/+3 would be a good change.

Also, I still can't think of any way to make Eagle Eye useful without changing it beyond recognition. Learning either...
____________

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Lth3
Lth3


Adventuring Hero
posted May 07, 2018 09:06 PM
Edited by Lth3 at 21:07, 07 May 2018.

Gryphon said:
-Resistance: I know that it was changed, however, lowering enemy spell power doesn't seem right since it also lowers the effect of beneficial spells such as Resurrection, Animate Undead, Summon Elementals, etc. My idea is that it should not only affect damage spells, but also Slow, Berserk, and some others...for example, Expert Resistance would lower the effect of Expert Slow from 50% to 40% and the hex radius of Expert Berserk from 19 to 15.

i can't say i have a stance here. as far as i'm concerned HotA is not after radical game mechanic changes - and this seems like one

i can agree the word 'Resistance' loses its meaning with the new mechanic. it is now something like a 'Magic Barrier' or something. that aside, i really like the new mechanic and balancing it gives

Gryphon said:
-First Aid: You're completely right. I was just looking at some of the options in WoG, and one of them was that First Aid would heal and cure a stack. So a revised effect would be:

First Aid: Cures and Heals 50/75/100 of one stack

It would only heal without any skill. Also increase health of tent, maybe to 250 like Ballista.

i say it would still be rather OP if Tent could remove negative spells every round, but with 75 HP it's an easy target. so i don't know really

Gryphon said:
-Slayer: Double damage against Level 7+ is fine as long as it's only castable on Level 1-6 creatures, otherwise you could Slayer your Archangels and kill all the enemies Level 7 creatures. Good idea...

think of it this way. with Earth you have Slow, with Air - Haste, Water - Prayer, and with Fire you would have Slayer. even with double damage, it's still not that useful as Slow, Haste. given that Fire magic could become a more pronounced consideration in the choice of main hero magic schooling

Gryphon said:
Also, I still can't think of any way to make Eagle Eye useful without changing it beyond recognition. Learning either...

check my post on page 25

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FrothFrenzy
FrothFrenzy

Tavern Dweller
posted May 07, 2018 11:32 PM
Edited by FrothFrenzy at 23:51, 07 May 2018.

Three more suggestions:

1. As a follow-up to my 5th suggestion in my previous post, the one about a number denoting the turn order of stacks in combat, I suggest the following (see pictures):

Turn Order Sequence
Demonstration (Edit)

We have this area below the battle screen that can be used to visually represent the turn order of stacks, just like you would have in most of the recently released turn-based RPGs. The order would be dynamically updated as stacks get destroyed, are put on wait or get affected by abilities. The end of turn marker could also be added, also showing the first creature that would act on the next turn. Avatars for stacks can be ripped from the info panel on the bottom right of the adventure map screen, and I believe they should be just about the right size and should fit nicely with the brown background texture. Hovering over a stack in combat should highlight its avatar also, and vice versa. Naturally the option to turn this off with a hotkey and/or in the battle menu should be available.

2. Sometimes I have lots of resources and it's difficult to quickly set an exact number to trade into in a marketplace, or send a specific number of resources to an ally. I think a prompt to enter the number manually would be useful here. Perhaps even add a functionality of rounding when manually entering invalid numbers could be useful. Say I want to trade a resource to get up to 5000 gold. The UI rounds up to 5050 as the closest valid target. Say I want to trade up to 7000 gold for ore. UI rounds down to 6668.

3. I feel this is more of a WoG idea, and I think something similar was in HoMM 5 or 6. In any case, here goes: Was it ever thought about to increase the capacities of the Thieves' Guild in Taverns? The idea is to get more information about an enemy hero before you fight him for the very first time. Some info might be immediately available, some you would have to pay for. In both cases, you get fragments of relevant information. These fragments would contain:

- Skills the chosen hero knows on Advanced or Expert level.
- Artifacts the hero has that are Major or Relic level.
- Exact number of creatures in 1-2 of the hero's most powerful stacks.
- Spells the hero knows, preferably the ones he or she casts very often.

Flavor-wise, if a hero is particularly known to do something well, or is in possession of a powerful artifact or creature, people should be able to know about it. Gameplay-wise, the first major battle is what usually decides a lot of things, so this would give you the opportunity to prepare for the encounter better.

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