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Heroes Community > Summoners Academy > Thread: General Ideas and Suggestions
Thread: General Ideas and Suggestions This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Rakshasa92
Rakshasa92


Famous Hero
posted July 05, 2017 01:29 PM

Bragjul said:
Galaad said:
Everybody is ALREADY full of totems in the Gold competition...

Keep replying to Rakshasa92 will turn this thread into what can and what Rakshasa92 can't  do

@Rakshasa92To be honest I don't give a #Cockatrice about your frustrations and limitations in this game and I think I'm saying this in the name of many readers of this forum



And I don't give a Fire Chicken about your opinion about me. Dark Lords? Pfff. whatever.

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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted July 05, 2017 01:36 PM

Galaad said:
Bragjul said:
a lot of the times you level up when you still have some energy available


Uh, no. Got to time it right. When you have too much do the tower.

I know but I'm sure it also happened to you, sometimes you just don't have the time for battle tower and you're out of quick battle coins. And you are 500 exp away until you level up but you still have 100 energy left. Is not happening that often, but when it does is annoying.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 05, 2017 01:46 PM
Edited by Galaad at 13:54, 05 Jul 2017.

Bragjul said:
I know but I'm sure it also happened to you, sometimes you just don't have the time for battle tower and you're out of quick battle coins. And you are 500 exp away until you level up but you still have 100 energy left.


To be perfectly honest this hasn't happened to me in ages. Requesting energy to stack on level-ups was something the devs replied with giving 25 back, allowing a small error margin and outright giving 25 for free when good management. Besides it would be too exploitable. Sometimes the game asks to be patient and the moment you choose to stop playing is also strategic.
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AncientDruids
AncientDruids


Known Hero
BEware THe DRuids
posted July 05, 2017 02:46 PM

It seems strange to me, that energy points you get from Dungeon Challenge battles don't add over the cap, just like redeemed energy packs do.

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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted July 07, 2017 11:23 AM

Another suggestion that just come up into my mind:
new Large & medium ground creatures that can mana drain - it will become mandatory to have such creatures in wave 2,3,4, if one of them manages to use their special - your mana is gone!
This way it will increase the significance of the follow up waves after the first one.

- What do you think about deleting completely the 3 wave defense mode? the main ideea for the 3 waves defense was to help new players filling up faster a complete dungeon and in theory it should be weaker then a 5 waves defense... but that's not the case at all...

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 07, 2017 11:49 AM
Edited by Galaad at 11:50, 07 Jul 2017.

Bragjul said:
the main ideea for the 3 waves defense was to help new players filling up faster a complete dungeon and in theory it should be weaker then a 5 waves defense... but that's not the case at all...


Most people use three waves now because they spent months in optimizing them. Optimizing 5 waves takes way too long due to larger amount of creatures and lack of an Epic in wave 1 makes it too vulnerable against strong attackers anyway. Barely anyone uses 5 waves anymore, I think literally no one in the top rankings.
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markmasters
markmasters


Famous Hero
Dragon of justice
posted July 07, 2017 11:53 AM

Galaad said:
Bragjul said:
the main ideea for the 3 waves defense was to help new players filling up faster a complete dungeon and in theory it should be weaker then a 5 waves defense... but that's not the case at all...


Most people use three waves now because they spent months in optimizing them. Optimizing 5 waves takes way too long due to larger amount of creatures and lack of an Epic in wave 1 makes it too vulnerable against strong attackers anyway. Barely anyone uses 5 waves anymore, I think literally no one in the top rankings.


Depends a bit on the layout. last week a guildmate made a dungeon with a lvl 1 creature on wave 1 (the usual trick) but wave 2 were 2 epics, 3 medium flyers IIRC, and wave 3 2 flying epics and 1 small and 2 medium walkers. He postged his stats and he had quite a high winrate, probably also baited unaware people into it.

But yes, overall the 3-wave dungeon is so much better. a instantly charged epic at the beginning of a fight can be gamebreaking.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 07, 2017 12:31 PM

markmasters said:
Depends a bit on the layout. last week a guildmate made a dungeon with a lvl 1 creature on wave 1 (the usual trick) but wave 2 were 2 epics, 3 medium flyers IIRC, and wave 3 2 flying epics and 1 small and 2 medium walkers. He postged his stats and he had quite a high winrate, probably also baited unaware people into it.


Yes I saw a few doing that, one had two beetles and that was painful.

Quote:
a instantly charged epic at the beginning of a fight can be gamebreaking.


Well it's not the epic alone, there is all the support around him. You get stunned, burnt, poisoned, debuffed, etc

Wave 1 is all that matters now. I would think of:

- Reset mana at wave 2, so it's a real wave 2.
- Boost Boss resistance even further, as once he's stunned is as good as dead.
- Additional templates.

Another thing I could think of is customizable layouts. There could be some sort of formula saying, for instance you can have x smalls and y larges per wave, if you use x smalls then it affects y number of larges, if there is one epic you could choose whether is ground or flyer, etc
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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted July 07, 2017 01:40 PM
Edited by Bragjul at 13:43, 07 Jul 2017.

Galaad said:
markmasters said:


Wave 1 is all that matters now. I would think of:

- Reset mana at wave 2, so it's a real wave 2.



Resetting the mana at level 2 will totally break the game, is too much:
- imagine a 3 wave defense with the current meta wave 1
- let's say you manage somehow to pass the first wave
- then on wave 2 you encounter 2 large ground units and you have no mana vs them, ex: 2 beetles. No way to defeat such a dungeon.

That's why I've made my proposal about mana draining units, thsi way you risk to lose some of the mana but not all of it.

*the main ideea is to lose somehow some of the mana you gathered in wave 1

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 07, 2017 02:05 PM

Bragjul said:
Resetting the mana at level 2 will totally break the game, is too much


Maybe, need to try. I know I can pass my own dungeon without using specials at all in wave 2, at least in first turns. Of course that also goes to many other dungeons.

Quote:
- imagine a 3 wave defense with the current meta wave 1
- let's say you manage somehow to pass the first wave
- then on wave 2 you encounter 2 large ground units and you have no mana vs them, ex: 2 beetles. No way to defeat such a dungeon.


You can if you got creatures with passive healing but there is no 2 large ground units in wave 2 from the 3 waves template.

Quote:
That's why I've made my proposal about mana draining units, thsi way you risk to lose some of the mana but not all of it.

*the main ideea is to lose somehow some of the mana you gathered in wave 1


I sure like mana draining units, I just went a bit more radical with mana draining wave-transition.
Where I think you're right on point is we can afford to save on mana way too easily.
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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted July 07, 2017 02:31 PM

Galaad said:


I sure like mana draining units, I just went a bit more radical with mana draining wave-transition.
Where I think you're right on point is we can afford to save on mana way too easily.


I totally agree.

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Rakshasa92
Rakshasa92


Famous Hero
posted July 07, 2017 02:50 PM

There are serious people around that want defenses to become even harder than they already are?

Go play Dark Souls 3 ya'll! Keep Creature Quest safe from extreme difficulty please!

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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted July 07, 2017 03:25 PM

Bragjul said:
Galaad said:


I sure like mana draining units, I just went a bit more radical with mana draining wave-transition.
Where I think you're right on point is we can afford to save on mana way too easily.


I totally agree.


BUt not agreeing on keeping the 3 waves defenses as they are now AND on top of that modifying the manaGain/wave/transition.

Currently the players that can stand a chance against a 4 dots draconian templar meta defense (w1-templar, w2, w3 - pheonix) are just a few.
This wouldn't be a problem if the people that own a 4 dot draconian would be just a few, but in fact a lot of them are owners of such a deadly creature due to the recent event.

Taking out from the game entirely the 3 waves dungeon template + modifying the manaGain/wave/transition -> I think this may be the right answer for a better balanced overall PVP and diversity in the Defenses.
This way there will be no more dungeons that have a large creature in the first wave and less mana/wave/transition will boost the 5 waves defenses.

But what will happen with all the players that wasted hours to farm the perfect creatures for a 3wave dungeon, probably they won't like this...

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prpi
prpi

Tavern Dweller
posted July 08, 2017 01:37 PM

Hello everybody,

I'm rather new to this game (playing it for two months now), but some ideas for changes came to my mind. For now, people that started the game earlier than others will - same amount of time/money invested provided - always be ahead. This is not very invitating for new players.

Moreover, since all the good players got plenty of boss creatures, large, middle and small sized creatures do not play any role in the game (except for dungeon defenses where they are mandatory). What do you guys think about limiting the maximum amount of bosses in your attack team? This would make the game more tactical as it would have to make the choice of your team more dependent on your oppenent's defense and also gamers that join creature quest now (or will do so in future) could catch up to the top players more quickly.

PP
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Rakshasa92
Rakshasa92


Famous Hero
posted July 09, 2017 03:35 PM

I want the droprate of 3 and 4 dot creatures to increase for good and not just one week. Ignore Mahoney and other such post and give us back the more common 4 dots!!

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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted July 10, 2017 10:30 AM

Battle tower improvement:
- score history, memorizing your best score + the team you used.
- improve guild battle tower rewards: battle tower top scores can be achieved even if you don't own the most powerful creatures in the game, different then the dungeon event where if you don't own meta creatures you won't get too high in the top 100. Carefully strategize with the guildmates about the perfect team to use in each floor, feels like real teamwork and it should feel more rewarding, it would be nice to improve a bit the rewards

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scurvynaive
scurvynaive


Adventuring Hero
posted July 12, 2017 06:33 PM

I would like to be able to sort creature list by totems applied.  For when you are looking to recycle creatures that used to be in your dungeon but no longer cut the mustard and you want your totems back.

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scurvynaive
scurvynaive


Adventuring Hero
posted July 12, 2017 07:16 PM

I doubt this will be listened to but cant hurt to ask.  Cheaper diamonds is my suggestion lol.  

I really wanted to buy some diamonds in the giant summon event cause I loooove giants but then I looked at the amount of free diamonds I spent, then checked the game value of those diamonds, then discovered it would cost around $100 to buy the same amount of gems for which I received one giant and one random legend.

Really?  $100 for 2 legends.  Obviously some people pay that and it supports the game but I just wanna put $5 in every once in a while and have it make a difference.  $5 would have got me 2 single tries, not multisummons, with about 3-4% chance of getting something.  No offense but that's bollocks mate and I am not even British.

What I have seen in other games is a once a month only purchase that is super cheap.  Creature Quest has something like this already but unfortunately it is a one time only purchase called starter pack or something like that only available in the first week of play.  I can tell you now that if it was available I would purchase it every month but otherwise I will never spend a dime more than the starter pack I already bought several months ago.

Another thing I have seen in some games is an option to buy a daily bonus.  Basically you pay $5 at the start of the month and then you get X number of bonus gems each day for the next 30 days which are discounted like 80-90% vs buying it all at once.  That way people can support the game and get a good bonus eventually over time but the people that want to buy a legend RIGHT NOW still would have to pay the expensive pricing.

Anyway I guess it is up to VCM to decide if the extra casual player revenue would offset the loss in hardcore spender revenue.  Just my 2c. (or my $5 a month)

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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted July 19, 2017 08:06 AM

Another thing to add, since nobody is addressing it I will be the one to point out the obvious: POISON needs a rework in this game, it is almost useless as it is now.......

-  scenario example:
if you have a swamp terror and a mosquito in the same wave in your dungeon defense: you'll think
- nice! the mosquito's special will trigger first and poison 4/5 enemies and then the swamp terror will trigger his passive to take less dmg from poisoned enemies.
- sounds good in theory but  the problem is that: the poison is not stacking with itself or with other poisons!, if the mosquito poisons first ( 8 rounds 20% PWR as poison) then the swamp terror's poison(which is much stronger) will be totally ignored.

Another case:
- You have a 4-dots swamp terror in wave 1, that means he can use his special attack once every 3 turns, let's say he manage to link two special attacks in a row: turn1- enemy creatureX attacks, turn2- SwampTerror poisons the whole row, turn3, turn4, turn5, turn 6 Swamp terror poisons the whole row again -> here is the issue: since the poison is not stacking, the special attack will not apply any poison to creatures that didn't took any action since the first poison instance or will just refresh the 3 turns poison for creatures that took any action since the initial poison instance.
It should add poison turns instead, or make it detonate if the same poison debuff is applied or anything, but currently poison not stacking is a huge drawback!


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scurvynaive
scurvynaive


Adventuring Hero
posted July 19, 2017 07:07 PM

Bragjul said:
Another thing to add, since nobody is addressing it I will be the one to point out the obvious: POISON needs a rework in this game, it is almost useless as it is now.......

-  scenario example:
if you have a swamp terror and a mosquito in the same wave in your dungeon defense: you'll think
- nice! the mosquito's special will trigger first and poison 4/5 enemies and then the swamp terror will trigger his passive to take less dmg from poisoned enemies.
- sounds good in theory but  the problem is that: the poison is not stacking with itself or with other poisons!, if the mosquito poisons first ( 8 rounds 20% PWR as poison) then the swamp terror's poison(which is much stronger) will be totally ignored.

Another case:
- You have a 4-dots swamp terror in wave 1, that means he can use his special attack once every 3 turns, let's say he manage to link two special attacks in a row: turn1- enemy creatureX attacks, turn2- SwampTerror poisons the whole row, turn3, turn4, turn5, turn 6 Swamp terror poisons the whole row again -> here is the issue: since the poison is not stacking, the special attack will not apply any poison to creatures that didn't took any action since the first poison instance or will just refresh the 3 turns poison for creatures that took any action since the initial poison instance.
It should add poison turns instead, or make it detonate if the same poison debuff is applied or anything, but currently poison not stacking is a huge drawback!




I second third and fourth this.  It might be ok if poison creatures did more damage but they don't.  In general the % damage for a creature with poison is the same as a creature with a straight up attack.  So would you rather:

a-do all of your damage at once, never be resisted, and never have your damage cleansed away
or would you rather
b-do the same damage but wait three rounds until your damage is fully dealt.  Worry that your damage might be resisted, might be cleansed, might be applied to a creature that already was poisoned.

PS detonate should also not be an ultra rare ability.  Basically 90% of all creatures with burn or poison should have a built in detonate if fully awakened.


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