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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 53 pages long: 1 2 3 4 5 ... 10 20 30 40 ... 49 50 51 52 53 · «PREV
Begrezen
Begrezen

Tavern Dweller
posted November 29, 2018 04:09 AM

hohohota!
in sod&hota roland speciability doesn't work for swordsman - only work for crusader.
this bug must be repair pls xD

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted November 29, 2018 08:00 AM

^^ I already reported that in this thread http://heroescommunity.com/viewthread.php3?TID=39912&pagenumber=17 though it is easy to correct it yourself.

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Orrinisthebest
Orrinisthebest


Known Hero
posted November 30, 2018 05:46 PM

Estates -  5; 10; 15 % bonus to daily income instead.
Titan's Relic - gives mind spell immunity as well.
With tourney rules on diplo works but free recruiting will be
an exception. Would be a perfectly normal strategy.
Utopias and Black Markets still give out duplicate artifacts, please fix that.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 01, 2018 04:39 PM
Edited by Galaad at 16:39, 01 Dec 2018.

Reverse balance changes to pre-1.5 and add new towns.

Also bump to greenlighting ports, peeps are modding the mod anyway.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted December 01, 2018 05:48 PM
Edited by phoenix4ever at 17:50, 01 Dec 2018.

Just a fun little suggestion:

When you defeat a hero that have war machines that you don't, why not have the winner take the losers war machines? Of course it would only be possible if defeated hero does'nt run away and his war machines are'nt destroyed in the combat.
It would also improve Artillery and First Aid skills, since you now also have the option to grab enemies war machines.

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bloodsucker
bloodsucker


Legendary Hero
posted December 01, 2018 06:11 PM

And if you have Blind and not Artillery you MUST destroy the ballista before the end of the combat...
But I second the idea.
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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted December 01, 2018 06:15 PM
Edited by phoenix4ever at 18:20, 01 Dec 2018.

Or ballista/cannon (and arrow towers) could just stop shooting at blinded targets.

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bloodsucker
bloodsucker


Legendary Hero
posted December 01, 2018 08:01 PM

I think that could screw a lot of challenge maps...
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twidel
twidel


Adventuring Hero
posted December 02, 2018 08:16 AM
Edited by twidel at 08:18, 02 Dec 2018.

aight so its gonna be long but bare with me
disclaimer: i played a lot of h5/.5 too so my ideas might be influenced by it.

my main problem rn with h3 is a lack of diversity in heroes:  its important for this one to be the first thing here because it ties in with some of the other stuff i say here and i would like to to hear what other opinion on the topic is.
in h5 what i really liked is how every skill had it sub skills that could make a skill like i.e-'summoning magic school' branch to either elements, banishing summoned(anti elementals/gating) or even getting a siege spell that breaks walls.

in h3 case it just feels like there is a set of skills which you just pick all the time:
every magic hero will pick wisdom, sorcery, the 4 magic schools(as many as you can get) leaving you with 2 more skills to pick which are usually mystic/logistics/pathfinding.
might heroes will always pick def, atk, resist, logistics |& pathfinding, usually wisdom too...

my idea is a bit extreme - REMOVING WISDOM SKILL.
every hero can learn 1-2 lvl spells
every magic school will allow you to learn higher level spells in that school(i.e earth= basic - lvl3-> adv - lvl4 -> expert - lvl5)
i think it will make it so if you want good spells you will really have to invest in it - that way not every lvl 8 might hero will be able to cast spells like clone,armageddon and town gate.
wisdom can become a new skill.

second idea would be to bring in more useful skills:
i dont understand why trash skills like scholar/EE/mystic when they can be easily replaced by good skills like:
combining EE and scholar like i have seen suggested here.
the enemy morale/luck down skills.
extra atk skill which increase retaliation dmg.
and alot more skills that i saw ppl suggesting here.


well i planned to write more but its hard duo to my bad English and im tired but i really want to know your opinions on the topic

edit: forgot to add- make blind spell a lvl 4 spell cause its to op for everyone to just use

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Sguazz
Sguazz


Known Hero
posted December 02, 2018 09:23 AM

I think I've read that with the next release there will be some changes to spell system.
An idea could be reduce cost of mass spells by 1 and multiply it per enemy creatures.
Another idea is that Town Portal become an "all school" spell like Vision or Magic Arrow.

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Bogdanov89
Bogdanov89

Tavern Dweller
posted December 10, 2018 12:48 AM
Edited by Bogdanov89 at 09:47, 10 Dec 2018.

I just noticed this thread exists so i will copy/paste my suggestions to here:

I would love if there was a way to swap/change your heroes secondary skills, similar as to how it is in homm5.

Frankly it would be great if this was an optional toggle that the players can choose to use or not, similar to how the "invite a hero" was made optional in the HDmod settings.
I would love that feature in various campaigns and scenarios.

As far as the magic rework goes frankly i really don't like how i feel practically forced to go for Earth Magic just for that broken Town Portal (perhaps remove the ability to choose which town to teleport to?).

Dimension door could also use a nerf, reduce number of uses to 1/2/3 perhaps (air school already has Fly so expert air is really insane).

Mysticism, Learning and Eagle Eye need BIG reworks into something very useful (perhaps mysticism can also reduce the spell mana costs by 10/20/30%).
Eagle Eye would need to be a 100% guaranteed chance to learn up to tier 5 spells for it to be worth a skill slot (even then its weak due to the new research spell mechanic, which i love).
Learning should give more EXP as well as some stats (off/def/spellpower/knowledge) so that it is not so awful (perhaps +1/2/3 to all stats).

Frankly Cure and Dispel Magic feel way too powerful, especially at expert.
Even the dumbest barbarian can use these two very cheap spells to constantly remove the very expensive buffs/debuffs placed by high level magic heroes.
As long as Cure and Dispel Magic are so cheap and guaranteed success i think that magic heroes will be inferior.
There needs to be some limit as to what can be removed by Cure/Dispel or at least how often can they remove buffs/debuffs.
Perhaps Dispel Magic should be moved to Air or even to Fire (rename it "purge magic" for better theme i guess).

Fire spell school could use a "map" spell to better compete with Town Portal, Fly, Dimension Door and Water Walking.
Honestly even the Water spell school could use a secondary map spell since Water Walking is useless on maps without water.
I dont get why Air has both Fly and DDoor, and Earth's Town Portal ability to choose a town is completely broken and should be nerfed.

First aid and the artillery (ballista) skill should frankly increase the amount of health those war machines have, since they are easily killed thus wasting an entire skill... First Aid tent feels weak even with maxed skill.

Diplomacy needs a nerf obviously, it is game breaking.
Scholar could be made to also include tier 5 spells when its max rank, and perhaps it can provide extra info on monsters and dwellings (similar to scouting) due to hero being so educated.

Sorcery could use an increase to perhaps 10/20/30% to counter the new Resistance skill.
Offense skill feels a tad too strong, especially when combined with Offense specialized heroes (perhaps reduce offense to 8/16/24).

Honestly remove the Learning skill as a starting skill from all heroes, no one wants to start with that skill as a forced choice.
Perhaps letting magic-focused heroes that have learned 3 or more spell school skills (air/fire/water/earth) at expert level cast 2 spells per turn instead of 1?

I like the idea someone suggested to make Town Portal, Fly, DDoor and Water Walking spells a "separate spell school" that requires expert wisdom to obtain (along with nerfs to DDoor and Town Portal city choosing).
By removing their relation to air/earth/water expert skills everything will be easier to balance and design.

Inferno and Necropolis could use some improvements to their weaker units, especially after Necromancy nerf.
Ghost Dragons and Zombies are notoriously under-performing (perhaps make ghost dragon special attack 100% proc chance and undispellable).

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Lth3
Lth3


Known Hero
posted December 10, 2018 09:30 PM
Edited by Lth3 at 21:30, 10 Dec 2018.

Bogdanov89 said:
Frankly Cure and Dispel Magic feel way too powerful, especially at expert.
Even the dumbest barbarian can use these two very cheap spells to constantly remove the very expensive buffs/debuffs placed by high level magic heroes.


you was outplayed. Barbs can't learn Water Magic, unless acquired from a Witch Hut or by other means

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bloodsucker
bloodsucker


Legendary Hero
posted December 11, 2018 05:59 PM
Edited by bloodsucker at 20:06, 11 Dec 2018.

Secondary Skills Banks

I had an idea that could somehow minimize development problems.
Small banks (only one hex) guarded by one stack of upgraded level 4 creatures, offering to teach or enhance a desirable Secondary Skill and (maybe) giving a few points to the related Primary Skill.
For instance, you find the one with Greather Basilisks: you know it will teach you Armorer and can be from 4 to 8 GBs, if minimal only the SS will be offered, with 6 you also gain a point of Defense and with 8 you gain two points.
My relations so far:
Offense: Crusaders;
Armorer: Greather Basilisks;
Logistics: Silver Pegasi;
Archery: Medusa Queens;
Tactics: Assids;
Intelligence: Archmages.

If spread enough it could help solve the problem of magic heroes not gaining certain Secondary Skills.

P.S. I think at least the minimal should be doable with any level one hero and just his starting army.
It could also, if it doesn't imply too much extra coding, check if the hero can still learn/improve the skill and only give a message saying: you have nothing to learn here" if it doesn't. This is because 2 extra points of a primary skill will represent many thousands of experience on a major hero.
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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted December 11, 2018 08:15 PM
Edited by phoenix4ever at 20:27, 11 Dec 2018.

bloodsucker said:

My relations so far:
Offense: Crusaders;
Armorer: Greather Basilisks;
Logistics: Silver Pegasi;
Archery: Medusa Queens;
Tactics: Assids;
Intelligence: Archmages.

Pretty interesting, though I think Crusaders should give Leadership, Silver Pegasi Luck and Ogre Mages Offense.
Then there are also Horned Demons, Vampire Lords and Energy Elementals…

I don't know about them also giving stat boots though, if it's only for the first hero that visits, it sounds a bit unbalanced to me.
Imagine if Library of Enlightenment could only be visited once...

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bloodsucker
bloodsucker


Legendary Hero
posted December 11, 2018 08:36 PM

phoenix4ever said:
Pretty interesting, though I think Crusaders should give Leadership, Silver Pegasi Luck and Ogre Mages Offense.
Then there is also Horned Demons, Vampire Lords are Energy Elementals...

Ask anyone who knows how to play why is Crusaders giving Offense...
I found the most powerful creature for that role and if my choice of Silver Pegasi seams related to Kyrre the thing is: they are the best scouting unit of level 4, while quite beaten for the level 3 dragonflies, so I choose them for the ones that move more...
Ogres giving Offense means you trick them with fodder, kill them with archers and never even let them touch your main stacks. Not that easy with Cruzaders and I even thought about saying this:
Vampire Lords - Necromancy (just kidding)
but then I reminded myself I was trying to make a serious proposal...
Why should I destroy my hero teaching him Leadership and Luck if that is what I'm trying to avoid?  

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted December 11, 2018 08:45 PM

Well I just said what fits thematically to the factions.
If you want them only to teach you the skills you want most, then why not go ahead and make them teach you Earth and Air Magic too.

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bloodsucker
bloodsucker


Legendary Hero
posted December 11, 2018 08:46 PM

Because those have exceptions to do that.
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