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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 79 pages long: 1 10 20 30 40 50 ... 52 53 54 55 56 ... 60 70 79 · «PREV / NEXT»
Maurice
Maurice

Hero of Order
Part of the furniture
posted December 12, 2018 06:28 PM
Edited by Maurice at 18:29, 12 Dec 2018.

Given that Skills can be given a chance to appear for a given Hero type during skill-up, the existing set of 28 could be expanded upon - and then diversified between Might Heroes and Magic Heroes, so that both classes still have 28 Skills in their random set, though some exclusive to Might Heroes and some exclusive to Magic Heroes.

Witch Huts and Universities can then be used to get Skills of one Hero type to another.

To me, the biggest flaw seems to exist in the fact that Might Heroes provide a passive bonus to their creatures. If this bonus is instead applied through selected Skills, this would remedy it to some degree. In the ideal situation, a Might Hero would get access to a set of Battle Tactics Skills, each Skill of which would provide some other benefit to its commanded creatures.

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Lth3
Lth3


Known Hero
posted December 13, 2018 01:41 AM

bloodsucker said:
Lth3 said:
... nobody is putting any of that imbalance stuff in...  must have things that fix multiplayer. so chill

Well, I came up with this imbalanced stuff after watching some videos from Gomunguls and Toganash trying to develop magic heroes, namely Solmyr, and witness how this problem is recurrent.
This is due to the fact that magic heroes have no exceptions for the important might skills, while might heroes have them for magic and sometimes even better then magic heroes cause one of the less desired is removed. So, these banks would provide for one.
It's not like you will find all skill banks in the right order just in front of your starting town (for that I use custom Witch Huts in my maps ) but you will probably find one or two in time to avoid those Learning or Mysticism choices.
Of course, might heroes can also find a way to improve themselves but it doesn't have the same value, as to be offered a magic school doesn't have for the magic ones...

you have to have a reason to main a magic hero. some of the reasons can be:

1) small map
2) poor map with strong guards
3) fast Earth
4) there is not a decent might hero in tavern

still, every time you make this decision you risk being fa**oted

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bloodsucker
bloodsucker


Legendary Hero
posted December 13, 2018 02:01 AM

If they gave any reasons for that it was in some slavish language I don't understand but I saw them doing it and I don't need any translation to find the short-comings.
It wasn't cause the maps were small though.
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Lth3
Lth3


Known Hero
posted December 13, 2018 09:36 AM

must have been a good reason. otherwise when there is a man of the house, you don't send a wife to the warzone

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bloodsucker
bloodsucker


Legendary Hero
posted December 13, 2018 07:49 PM
Edited by bloodsucker at 19:53, 13 Dec 2018.

Not that I am an SJW but the might heroes used to be females.
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Lth3
Lth3


Known Hero
posted December 13, 2018 08:21 PM
Edited by Lth3 at 02:47, 16 Dec 2018.

just as a woman can lead an army into battle, so can a man babysit children or cook a lovely dinner. but when speaking about magic heroes, they are better left off in the library doing their own stuff, masturbating, or whatever, devising new ways to prank the enemy. they may be wise from reading all that literature, but when it comes to leading huge armies into battle, none would object that that is simply a might hero's role

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 14, 2018 10:19 AM

Guys, provocations, insults and the like are against the CoC. It can be found at the top of the page, or otherwise here.

I suggest to read up on the rules you signed your name to, if you have forgotten them.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 14, 2018 11:05 AM

Was that an insult?, was'nt he just playing around?

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 14, 2018 11:47 AM
Edited by P4R4D0X0N at 11:50, 14 Dec 2018.

we're kinda offtopic here anyway... so what do you think about removing the restrictions from certain classes? ledership for castle might heroes, tactics from overlords, scholar from genies and efreets? My point here is: RPG elements like these are fine in RPG games like world of xeen but when it comes to HoMM and for balance issues I'd really like a rebalance of skills. Same goes for doubled Specialities

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Orrinisthebest
Orrinisthebest


Known Hero
posted December 14, 2018 05:44 PM

P4R4D0X0N said:
... so what do you think about removing the restrictions from certain classes? ledership for castle might heroes, tactics from overlords, scholar from genies and efreets? My point here is: RPG elements like these are fine in RPG games like world of xeen but when it comes to HoMM and for balance issues I'd really like a rebalance of skills. Same goes for doubled Specialities

I don't think changing starting skills would be a right thing, would rather make skills like ballistics,estates,pathfinding etc. more useful. And assuming ideas/suggestions were introduced in previous posts regarding this issue,it shouldn't be a hard thing to actually implement them.

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Bogdanov89
Bogdanov89


Hired Hero
posted December 14, 2018 09:27 PM

Personally i really dont like the ultra high randomness of mage guilds at level 1 and 2 and even 3.

I am not sure is this possible but there should be a "cap" on how many bad spells can appear at once in a mage guild level.

It really sucks to buy a mage guild level and get garbage like disguise, summon boat, destroy obstacle and visions (random examples).

What i mean is that when you upgrade a mage guild there should be at least 1 or two good spells (haste, slow and similar useful spells).

Research helps a lot once you have a lot of $$ but early in the game if you get junk spells in your Magic guild your magic-oriented hero is just useless and you wasted money and you have to pray you find good spells outdoor.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 16, 2018 12:44 AM

Orrinisthebest said:
P4R4D0X0N said:
... so what do you think about removing the restrictions from certain classes? ledership for castle might heroes, tactics from overlords, scholar from genies and efreets? My point here is: RPG elements like these are fine in RPG games like world of xeen but when it comes to HoMM and for balance issues I'd really like a rebalance of skills. Same goes for doubled Specialities

I don't think changing starting skills would be a right thing, would rather make skills like ballistics,estates,pathfinding etc. more useful. And assuming ideas/suggestions were introduced in previous posts regarding this issue,it shouldn't be a hard thing to actually implement them.



Why? I mean it's even inconsistant... while all rampart drawfs has their resistance grindan from conflux doesn't have it... All efreets and djins got scholar but not Aenain. As for Mephala it works... one of few chars with consistence.

Same goes for doubled characters but I would differ here some more...
I personally think that in doubled ability the only exception should be "Necromancy" on two heroes, since it's unique to Necropolis with it's own playstyle, Vidomina and Isra are also splitted to might/magic so it would be okay for me. Though choice for Strongholds Crag Hack/Gundula dualism, but I would also make the same exception here, since the towns layout is focussed on offense and it's slipped on one might and one magic hero. For some balance issues the same should be considered for Fortress since they only have one defense specialty hero

I don't see the nescessarty for Nagash an Clavius to have a shared specialty I would seperate Clavius here and maybe give him Offense specialty, could be powerful with tons of skelettons but necropolis is limited due to speed, moral and other features.

Iona - Thane duality same, I would add another skill for Thane, in his case and according to his background story, I would add "Scholar" Specialty teaching +1 more Level (up to lvl 5 on expert) this would give him an unique specialty for a town that could use this feature  anyway since they have two lvl 5 spells per mageguild. Alamar and Jeddite would be another spell mastery for Alamar, I would choose "Fire Shield" or even "Armageddon"

Conflux is a disaster anyway in hero specialty, I understand the fact we're limited to 4 elements but still... doubling the might hero specialty is super boring and undesigned. Funfact, Air elements aren't included since they are considered too strong for lvl 2 units.

Heroes i like most are "outsiders" like olema with specialty on water magic skill makes her unique to inferno (I would also give her the magic school for water aswell). Same goes for Manfred and the fireball specialty.

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phe
phe


Famous Hero
Life and Freedom
posted December 16, 2018 12:59 AM
Edited by phe at 01:02, 16 Dec 2018.

Quote:

I don't see the nescessarty for Nagash an Clavius to have a shared specialty I would seperate Clavius here and maybe give him Offense specialty, could be powerful with tons of skelettons but necropolis is limited due to speed, moral and other features.


the best difference is that one in primary skills...other one one between offence and intelligence...more differences you can find in LAFE Mods

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10
10

Tavern Dweller
posted December 18, 2018 07:53 AM
Edited by 10 at 07:57, 18 Dec 2018.

P4R4D0X0N said:
Why? I mean it's even inconsistant... while all rampart drawfs has their resistance grindan from conflux doesn't have it... All efreets and djins got scholar but not Aenain. As for Mephala it works... one of few chars with consistence.


Malcom? Uland? "Racial skill" rule does not apply to magic heroes, including Aenain.

Yes, there are exceptions like Aine or Xyron, but still.

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bloodsucker
bloodsucker


Legendary Hero
posted December 22, 2018 06:12 PM

While I'm not a strong apologetic of balancing secondary skills, I have a suggestion for Learning.
How about making it give just a chance to learn a primary skill, being the chances 25%, 50% and 75%.
I think 50% for Expert is ok for WoG but there you can learn basically all SS. In HotA it has to be more then 50% and yet maybe 100% is too good, so 75% seams more to the point.
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MrPawelke
MrPawelke

Tavern Dweller
posted December 23, 2018 02:22 PM

rmg template editor - new idea

hi, hota crew add editor of heroes in map editor and this could be usefull in rmg template editor - changing starting army, secondary skills.

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krs
krs


Famous Hero
posted December 25, 2018 10:04 AM
Edited by krs at 10:19, 25 Dec 2018.

I have not followed this thread so maybe something similar was already proposed. And I am supposing that the whole magic system is in rework.

1) Decouple unit speed from initiative.

And not by some crazy hard to predict numbers, but with simple integer numbers (iirc H6 had it this way). And not by massively changing the current order of creature initiatives. I would keep the speeds 90% unchanged, and 80% of initiatives unchanged. Alter only for a couple of creatures.

It would be an elegant way to make mass slow/haste less powerful, except from decoupling unit speed from initiative.

It would open up the door to a new class of spells that affect initiative.

New artifacts that increase initiative by 1 or 2, maybe forming combined artifacts with the existing speed ones.

Some interesting creatures could be created with slow speed high initiative or the opposite.

One or two heroes could have specialty related to initiative...




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avatar
avatar


Promising
Supreme Hero
posted December 28, 2018 06:53 PM

Silly idea
Option in online lobby to play map with banned hero meeting screen. No exchange of creatures and artfacts between heroes, only Scholar skill works. So, no more hero chains
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verriker
verriker


Honorable
Legendary Hero
The 'tightest 'ship of 'eroes
posted December 29, 2018 05:48 PM

bloodsucker said:
Not that I am an SJW but the might heroes used to be females.


come off it there everyone knows you are a massive SJW who kisses or has sex with girls cheers lol
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Millenium
Millenium

Tavern Dweller
posted January 02, 2019 05:34 AM

Hello, I'm new here.

What do you guys would think about Inscet Themed Town? I think it could be pretty accurate for Heroes 3 style. Just imagine giant, hairy spiders as top tier unit
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