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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Rethinking Necromancy
Thread: Rethinking Necromancy This thread is 2 pages long: 1 2 · «PREV
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 27, 2018 10:06 AM

revolut1oN said:
That would make necro 10 times more broken than it is now, and it already is one of the strongest faction on most templates.

That is only because Town Portal is broken, not because the transformer is broken.
I dont understand how Town Portal has been tolerated for so many years, it is one of the most gamebreaking things in the entire game. I see two solutions for Town Portal: 1: Ban it! (The boring option) 2: Make it always take you to nearest town. (The less boring option)

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phe
phe


Famous Hero
Life and Freedom
posted October 27, 2018 10:35 AM
Edited by phe at 10:39, 27 Oct 2018.

3. Limited range and selectable town within it at Expert…
and mana cost dependent on army size...

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 27, 2018 10:43 AM

Yeah range could depend on spell power and level of Earth Magic. But the range should never be able to cover an XL or bigger map, then we are back to same old broken Town Portal.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 27, 2018 12:19 PM
Edited by Maurice at 12:20, 27 Oct 2018.

I agree with Phe: limit the range within which you can teleport to a Town. Increase the range with increasing Magic School level. This way, you might even drop the rule that you can only select the Town in question if you're at Advanced or Expert and simply allow selection all of the time. Range at None, Basic, Advanced and Expert levels are subject to trials and testing. Consume all remaining movement points on use and require a minimum amount of movement points before you can cast it, to begin with.

Something similar might apply to Dimension Door: increase range with increasing School skill, although this would likely also mean you'd need to do something about the screen lock that occurs when you want to select a destination tile. Allow just one jump per day, at any Tier.


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 27, 2018 12:29 PM

Town portal requiring a certain distance? Meh.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Lth3
Lth3


Known Hero
posted October 27, 2018 01:05 PM

yeah, distance sounds a bit icky

i'd go for 2 times per day on Adv Earth, otherwise once per day, same as DD

and more expensive doesn't sound too bad

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phe
phe


Famous Hero
Life and Freedom
posted October 27, 2018 01:06 PM
Edited by phe at 13:41, 27 Oct 2018.

Some alternatives to Dimension Door and Town Portal and they will not be so game breaking:

Fire Transit(Fire)- adventure map teleport between tiles adjacent to previously visited and visible fire related places (fire lakes of terrain, lava, Fiery Fields, Altars of Fire, Pyres, Fire Lakes(dwelling), Pillars of Fire, Inferno and Conflux towns); also surface/underground, 16 tiles range

Speed Run(Fire)- increase movement points amount limit up to 2000(basic)/2250(advanced)/2500(expert) regardless of Logistics and movement artifacts; if it was cast after some movement during the day it should be recalculated by part of move used so far

Water Transit(Water)- adventure map teleport between tiles adjacent to previously visited and visible water related places (brooks, rivers, lakes, seaside, wells, fountains, oasis, Swan Ponds, Watering Hole, Water Mills, Magic Springs, Gem Ponds, Lucid Pools, Altars of Water, Hydra Ponds, all good and neutral towns), 15 tiles range

Obelisk Transit(Ether(new magic school)/all magic schools) - adventure map teleport from one visited obelisk to another, 30 tiles range

Nature Transit(Nature(new magic school)/all magic schools)- adventure map teleport between tiles adjacent to previously visited and visible living trees related places (living trees on map, Rampart, Conflux, Slothlux towns and external dwellings with growing trees), 15 tiles range

Light Transit(Light(new magic school)/all magic schools)- adventure map teleport between visible Seer's Huts, Huts of the Magi, Eyes of the Magi

Chaos Transit(Chaos(new magic school)/all magic schools))- adventure map teleport between visited and visible Witch Huts(landing can vary up to 6 tiles away from destination Witch Hut), range 50 tiles

Death Transit(Death(new magic school)/all magic schools))- adventure map teleport between previously visited and visible death related places (Necropolis towns and their external dwellings, Drakoliches' dwellings, Dead Trees, Crypts, Cursed Grounds etc.), 16 tiles range

Life Transit(Life(new magic school)/all magic schools))- adventure map teleport between previously visited and visible Gardens of Revelation, 30 tiles range

Order Transit(Order(new magic school)/all magic schools))- adventure map teleport between previously visited and visible Star Axes, 30 tiles range

Spirit Transit(Spirit(new magic school)/all magic schools))- adventure map teleport between previously visited and visible Magic Shrines, 15 tiles range

Dark Transit(Dark(new magic school)/all magic schools))- adventure map teleport between previously visited and visible darkness related places (Dungeon towns and their external dwellings, Necropolis town, Medusa Stores, Dragon Utopias, Covers of Darkness, mines), 16 tiles range

Battle Route(Battle Magic(new magic school)/all magic schools)- can be set by hero if he is in one of those and going to one of those visited before: villages/towns, Garrison, Mercenary Camps, Marletto Towers, Coloseums, Hill Forts. Traveling MP cost is reduced by 25%, 37%, 50%. However is calculated to basic movement points of hero (1500MP). Logistics and movement artifacts don't work here. Ending point must be within recalculated range until the end of the day. All route must be visible and nothing in the way. Can't change route until its ending point.

http://lafe.co.nf/spells.html

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 27, 2018 01:51 PM

So many teleporting spells.. I liked it better when H5 made town portal a guaranteed spell that is not tied to any of the magic schools - with a level restriction, only working for closest town and requiring half movement points. Though I would not be against a more powerful version of the spell with a high level requirement. H6 solution was also fine. Town building that allows you to teleport back there once per day. No need for a mage guild 4 nor is the effect overpowered.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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phe
phe


Famous Hero
Life and Freedom
posted October 27, 2018 02:03 PM
Edited by phe at 14:09, 27 Oct 2018.

If there is more teleporting spells there is also higher propability to get one of them than none...also there would be more variety and fun not only TP, DD...

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Lth3
Lth3


Known Hero
posted October 27, 2018 06:23 PM
Edited by Lth3 at 18:24, 27 Oct 2018.

this is all good imagination but overboard and not suitable for Heroes 3. would be impossible to balance and kills predictability element

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