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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 Popular Thread is 200 pages long: 1 30 ... 57 58 59 60 61 ... 90 120 150 180 200 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 23, 2019 10:24 PM

All this talk just proves how unbalanced TP and DD are. (Fly is okay in my book)
I really wish something could be done about TP!

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Adilmaru
Adilmaru


Adventuring Hero
posted January 24, 2019 04:03 AM

I am not sure have you seen this guys. Have a look!
http://heroes3towns.com/?town=factory&ver=1&page=arts

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planetavril
planetavril


Famous Hero
posted January 24, 2019 08:32 AM
Edited by planetavril at 08:34, 24 Jan 2019.

i see this now good the technomage and mechanized infantry creatures

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avatar


Promising
Supreme Hero
posted January 24, 2019 09:05 AM

Adilmaru said:
I am not sure have you seen this guys. Have a look!
http://heroes3towns.com/?town=factory&ver=1&page=arts

These are few years old concepts. Old and don't match with ongoing project.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 24, 2019 12:58 PM

How do you know that?

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Promising
Supreme Hero
posted January 24, 2019 01:16 PM
Edited by avatar at 13:16, 24 Jan 2019.

Just I google translate regullary russian forums at df2.ru
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bloodsucker
bloodsucker


Legendary Hero
posted January 24, 2019 09:35 PM

phoenix4ever said:
All this talk just proves how unbalanced TP and DD are.

Then you weren't paying attention.
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Lth3
Lth3


Known Hero
posted January 25, 2019 11:41 PM
Edited by Lth3 at 23:47, 25 Jan 2019.

phoenix4ever said:
Can you guys agree about making Town Portal more expensive (24/20 mana) and/or it requirering more/all movement points?


yes, indeed. 20/16 or 24/20. however this is a change againt HotA mentality - to fix only what is broken or imbalanced. spell cost is not really a problem because mana is almost never an issue as long as you can muster out that last TP to town, to regenerate the mana pool

fact that you can spam this spell and it only cost 200 movement points is the real problem

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 26, 2019 12:00 AM

Thank you!
Yes, TP is almost like an infinite mana cheat. (So is Wizard's Well, which is also disabled in my game)
But the fact that you can cast it 15 times a day is also a problem, one would be more than enough.

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SteamHeroes
SteamHeroes

Tavern Dweller
posted January 26, 2019 05:27 AM

Horn of the Abyss - Ideas and Suggestions
Great mod, enjoying it, especially the random map part
Suggestion How about the ability to change some things back?
-- Pit Lords requirement of Mage Guild level 2, (60 pages of how to edit HOTA in another thread and changing that back remains quite elusive).
--Necromancy original values (seems to change in the DLL have to test)

Maybe this can be done in a settings file or dialogue box for these and some other things for some players that want to remain unchanged from the original game.
Thanks

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orrinisthebest
orrinisthebest


Known Hero
Invest in your future.
posted January 26, 2019 05:04 PM

Repost,because why not:
  Sorcery: 5% ,10% ,20% bonus to spells with hit points (hypnotize,land mine,resurrection etc.). Hidden bonus: Archangels and Pit Lords raise more allied units.
Mysticism: Forget mana regeneration,wells and MG are doing just fine. Instead, hero spells cost, at basic level: 1;2;3;4;5 at advanced: 1;2;4;6;8 and at expert: 2;4;5;8;10 mana less according to spell level. Cool bonus at expert level only: Hero gets to cast additional spell once per battle.
First Aid: Tent can't be targeted if hero has the skill and works just like cure spell.
Eagle Eye: I saw from Factory video that you already have something on mind but please,break its relation with spell-learning because it is just lame.

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Hourglass
Hourglass


Supreme Hero
posted January 26, 2019 06:33 PM
Edited by Hourglass at 18:34, 26 Jan 2019.

orrinisthebest said:
Repost,because why not:
Sorcery: 5% ,10% ,20% bonus to spells with hit points (hypnotize,land mine,resurrection etc.). Hidden bonus: Archangels and Pit Lords raise more allied units.


Sounds promising. Sorcery isn't that far off being actually pickable. However, in order to make Sorcery somewhat comperable to Offence or even Archery, I feel that the numbers should overall be at least a bit higher.

orrinisthebest said:

Mysticism: Forget mana regeneration,wells and MG are doing just fine. Instead, hero spells cost, at basic level: 1;2;3;4;5 at advanced: 1;2;4;6;8 and at expert: 2;4;5;8;10 mana less according to spell level. Cool bonus at expert level only: Hero gets to cast additional spell once per battle.


While it could be cool, it would also be really really powerful.
It is even possible that Mysticism would turn from one of the very worst skills into a must have skill. The battles just won't last long enought to balance this out - having an advantage of casting twice once per battle would be the deciding factor in many cases.

orrinisthebest said:

First Aid: Tent can't be targeted if hero has the skill and works just like cure spell.


Sorry, still not worth picking

It would not give much for PvE, and while it could remove slow from a single target, it would not be big enough impact to justify a hero having First aid instead of something traditionally good.

orrinisthebest said:

Eagle Eye: I saw from Factory video that you already have something on mind but please,break its relation with spell-learning because it is just lame.



I'm a bit unsure what picking up that Eagle Eye actually means in the video, if anything.  Hopefully they have something in their minds. I think they would end up having easier time, if they would just scrap Eagle Eye and desing completely new skill with a new icon and name. This would be especially good for the players that have not downloaded Hota by this point, or for people not actively following the project.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 26, 2019 07:05 PM

Much better if first aid cures and healing all troops in expert skill and immune to magic damage. When h4 style. So good mod.
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Fight MWMs - stand teach

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 26, 2019 07:13 PM

But hero must be to control first aid.  
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Fight MWMs - stand teach

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Lth3
Lth3


Known Hero
posted January 26, 2019 10:32 PM
Edited by Lth3 at 22:34, 26 Jan 2019.

orrinisthebest said:
Repost,because why not:
Sorcery: 5% ,10% ,20% bonus to spells with hit points (hypnotize,land mine,resurrection etc.). Hidden bonus: Archangels and Pit Lords raise more allied units.


minus the Pit Lord thing imba. other than that fine

orrinisthebest said:

Mysticism: Forget mana regeneration,wells and MG are doing just fine. Instead, hero spells cost, at basic level: 1;2;3;4;5 at advanced: 1;2;4;6;8 and at expert: 2;4;5;8;10 mana less according to spell level. Cool bonus at expert level only: Hero gets to cast additional spell once per battle.


all sorts of imba. i would just stick to higher mana regen

Hourglass said:
orrinisthebest said:

First Aid: Tent can't be targeted if hero has the skill and works just like cure spell.


Sorry, still not worth picking


worth picking. i'd go with mass Cure and Tent destruction as usual

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Orrinisthebest
Orrinisthebest


Known Hero
Invest in your future.
posted January 27, 2019 08:31 AM

Ok how about only against neutrals? I mean Mysticism bonus.

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Lth3
Lth3


Known Hero
posted January 27, 2019 01:50 PM

it doesn't make much sense in either way. then you have Tower's Magi who reduce the spells even more, making level 1 spells free... ?

i would make a guess HotA is not considering any of these types of things that change skills entirely. they will raise the amount of spell points regened or introduce some kind of % at the most

even the Tent thing with mass Cure would be a wild step if they consider it. and personally, i like it that way. if i wouldn't, i'd be going to WoG pretty soon. but we know that's not gonna happen

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Orrinisthebest
Orrinisthebest


Known Hero
Invest in your future.
posted January 27, 2019 04:27 PM

Well i just want to see all skills equally useful in theory but it seems some will stay incompetent..

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 27, 2019 04:44 PM

How about this:
-First Aid - Power up tent Defense, Hit Points, Heal Power?
At Expert level Tent would instead of just heal - cast Mass Cure(removing enemy curses)
And if stack is alive but hurt it would ressurect it.
Maybe Hero Spell Power would connected to Tent Healing Power?

Eagle Eye and Scholar - make them able to learn level 5 spells so they would work together with Expert Wisdom

Eagle Eye - learning spells from creatures (master genies, fairy dragon, AA ressurection, enchanters, sorcessers)?

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Lth3
Lth3


Known Hero
posted January 27, 2019 07:23 PM
Edited by Lth3 at 19:30, 27 Jan 2019.

zmudziak22 said:
Eagle Eye and Scholar - make them able to learn level 5 spells so they would work together with Expert Wisdom


maybe

zmudziak22 said:
Eagle Eye - learning spells from creatures (master genies, fairy dragon, AA ressurection, enchanters, sorcessers)?


maybe

zmudziak22 said:
How about this:
-First Aid - Power up tent Defense, Hit Points, Heal Power?
At Expert level Tent would instead of just heal - cast Mass Cure(removing enemy curses)
And if stack is alive but hurt it would ressurect it.
Maybe Hero Spell Power would connected to Tent Healing Power?


not consistent with other war machines. only logical ideas are extra healing and removing all ailments for single target like it is now

Resurrection could be logical but the thing is called "First Aid" Tent. doesn't sound like it's meant for serious healing in the first place. renaming it could be an option, but i don't see that happening personally

Orrinisthebest said:
Well i just want to see all skills equally useful in theory but it seems some will stay incompetent..


isn't that against the game in general? some heroes are better than others, some towns are better in certain maps, so are skills situational. you won't feel that extra Offense if it's early in the game, but certainly will feel Solmyr's Chain Lightning. later it changes

First Aid is mostly useful for PvE. if it could get a boost to remove ailments, that could become useful in PvP too, even for a little bit in those clutch moments

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