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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Your opinion, buff, nerf in the HoMM3 version
Thread: Your opinion, buff, nerf in the HoMM3 version
Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 01, 2023 01:56 PM
Edited by Ghost at 14:35, 01 Feb 2023.

Your opinion, buff, nerf in the HoMM3 version

http://heroescommunity.com/viewthread.php3?TID=47579

When you read my HoMM8, so I will show to you, what I buff, nerf, etc in the HoMM3.. Then you understand better..

Secondary skills:

AIR - the same
Archery - the same
Armorer - the same
Artillery - WoG
Ballistics - WoG
Diplomacy - the same
Eagle Eye - Ghost's buffing
Earth - the same
Estates - WoG
Fire - the same
First Aid - WoG
Intelligence - the same
Interference - disabled
Leadership - the same
Learning - WoG
Logistics - the same
Luck - the same
Mysticism - HotA
Navigation - WoG
Necromancy - the same
Offense - the same
Pathfinding - the same
Resistance - the same
Scholar - WoG
Scouting - HotA
Sorcery - the same
Tactics - the same
Water - the same
Wisdom - the same

Ok only you don't know yet what my EE version is.. Ok EE can learn 5lvl spells, magic research free.. Why? You don't need Wisdom, if you can learn 5lvl and visit a magic research free, thus EE hero finds Town Portal, and then he/she can change another spell, I call a vandal.. Then EE hero doesn't need a wisdom, but AIR, EARTH, FIRE or WATER for effect So I can't give the same to Scholar than WoG. Ok EE is "poor" SS, thus an old RoE strategy to search a Fear.. It should be 5lvl. What you do Wisdom with? When Witch Hut is WoG version, when Witch HUt has Wisdom, so you can update a wisdom or delete a Wisdom.. So all players do delete a Wisdom naturally, but 5lvl EE reaches first.. and player hopes also delete a EE.. When the same thing, but he/she pays magic research.. due to lacked EE..

Ok later on I add on else.. You can say to us what you think or your HoMM3 version..
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phe
phe


Famous Hero
Life and Freedom
posted February 01, 2023 09:42 PM
Edited by phe at 07:52, 02 Feb 2023.

Air - splitting into single and mass version of the spell, splitted View Air into H2 components of spells but now in different Schools of Magic
Archery - vanilla
Armorer - vanilla
Artillery - WoG merged with Archery bonus and ignore defence but extra ballistas needs to be purchased in Blacksmiths, movement penalty off  roads for shooting War Machines, Artillery skill can halve the penalty at expert for ballistas
Ballistics - WoG but extra catapults needs to be purchased in Blacksmiths, movement penalty off roads for shooting War Machines, Ballistics skill can halve the penalty at expert for catapults
Diplomacy - as hiring mercenaries(10% of value weekly, maybe lower level units cheaper and 1st level units free)
Eagle Eye - no more visible stats of hero face/name on battlefield on map and battle, no more visible creatures stats, no more visible text battle events window, only Eagle Eye and Visons can see them
-detection of underground/underwater resources, chest and artifacts to dig up
Earth - splitting into single and mass version of spells, separate Town Gate and Town Portal(limited range), splitted View Eart into H2 components of spell but now in different Schools of Magic, Ressurection splitted into 2 seperate spells nonperpament/ permanent(True)
- after battle Ressurection/Animate Dead (costing also movement points as long as every round of batlle would cost 1% of total movement points)  
Estates - WoG
Fire - splitting into single and mass version of spells
    - fire adventure map teleport spell between fire related places(DD like)
    - long range fire adventure map teleport spell between visted Pillars of Fire and Obelisks set on fire by visiting hero(maybe also by enemy and yet not visited by our heroes)
    - after battle Sacrifice (costing also movement points as long as every round of battle would cost 1% of total movement points)  
     -Summon Demons spell even without Pit Lords True/permanent on expert; also after battle
First Aid - Endure Pain Tents(stack doesn't get any loses until 10/20/30% of total HP suffered; can be healed by tents), extra tents needs to be purchased in Blacksmiths
Intelligence - the same, gives 1/2/3% greater chance for extra cast along with 1% per each magic hero level
Leadership - can get extra morale but movement on battlefield is limited to double maximal base speed of unit eventually increased by it could be influenced by Haste and Prayer; so speed of unit is 10, it moves 8 hexes and attacks enemy, gets morale - now can move 10 hexes and attack, can get morale second time then and use 2 hexes spared from first round, after that can also get morale third time but just to attack without movement; chance to get every extra morale is always like it is with first morale unless influenced by Sorrow  
Learning - WoG + gives 1/2/3% greater chance for extra cast along with 1% per each magic hero level
Logistics - Logistics skill should provide transport wagoons(instead of old one increasing movement points)...to carry slow troops and make minimal speed no less than 7,9,11 etc...
Luck - working also for spells (double effect for offensive spells and for some other (just for 1 round if too strong); Luck artifacts increase damage effect of Luck by 25% each
Mysticism - Mysticism I WoG(maybe reduced), gives 1/2/3% greater chance for extra cast along with 1% per each magic hero level
Navigation - vanilla/WoG
Necromancy - vanilla numbers but costing movement points after battle per HP raised(e.g. 2HP=1MP for Death Knghts, 3HP=1MP for Necromancers or different ratio for every hero)    
Offense - vanilla
Pathfinding - WoG
Resistance - 10/20/30 golem+dwarf like+mana drain + increase spell cost for enemy
Scholar - vanilla(but for all spells on expert) + Mana Channeling + gives 1/2/3% greater chance for extra cast along with 1% per each magic hero level
Scouting - Scouting II WoG + increased range + detection of resources, chests and artifacts in woods and mountains
Sorcery - 10/20/30 + gives 1/2/3% greater chance for extra cast along with 1% per each magic hero level
Tactics -  merged with defence stance speciality from MoP...
-  possibility to move your troops anytime you want in whatever order when wait possibility used...(maybe for common use even without Tactics)
-  should provide fog of war above your troops when Tactics phase  
Water - splitting into single and mass version of spells
     - water adventure map teleport spell between water related places(DD like)
Wisdom - vanilla
We need also Life, Nature, Order, Chaos, Death and other magic schools but with different from H4 new spells...

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted February 02, 2023 04:37 AM
Edited by artu at 04:41, 02 Feb 2023.

Mysticism: The WOG version that gains spell points by ratio instead of 1/2/3 (or something similar) is what it should be, 2 spell points each day is ridiculous even early game.

Resistance/Sorcery/Estates/Scouting: A little quantitative buff is enough to make these desirable skills. They are not bad, but not good enough to be one of the eight skills. So many skills are way better.

Ballistics/Artillery/First Aid: Again, no war machine is important enough to waste a skill slot when so many skills are unproportionally much better. The Warfare Skill in WOG, which combines all three into one skill is very handy though. Warfare is an ideal skill for might heroes.

Learning: Total waste. The WOG version which lets hero gain idle experience per day is useful for town guards.

Eagle Eye: Scholar is so much better, this is almost pointless. The WOG version which blocks spells during battle is not bad, kind of like a Resistance skill for beneficial spells. It doesnt feel like Eagle Eye though.

By the time this is expert level, your hero will have most spells anyway and the chances of an enemy casting a skill you dont own, and on top of that your chances of learning it are minuscule. What were they thinking?

Navigation: The WOG version that -also- removes losing a turn when entering a ship is a nice touch.

Diplomacy: Ok, this is way overpowered but crazy fun. A little nerf would be acceptable, not an overkill of a nerf though.

The rest are fine. I never really played HotA, great graphics but so many options missed when you are used to Era 3. So, I dont know what they did with the skills. I know Necromancy and Logistics are nerfed and I simply hate the idea. I usually dont like nerfs. Espcecially Logistics was quite allright, nerfing it would put it in the "not important enough to waste a slot on" category. There are extremely good skills in the game, nerfing the good but not great ones is a terrible idea.
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Are you pretty? This is my occasion. - Ghost

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gnollking
gnollking


Supreme Hero
posted February 02, 2023 10:13 AM

Assuming HotA:

Sorcery: Needs to be at least the same as Archery (10%, 25%, 50%).

First Aid: Not sure about basic/advanced, but expert should heal all of your units to full each turn.

Ballistics: Gain control of the catapult in all battles, able to shoot an AoE attack the size of a Meteor Shower. In sieges, can therefore damage the walls plus any enemies right next to the wall at once. (Also buff Artillery to stay stronger with single-target damage.)

Learning: Very hard to think of anything not too complex to buff this. But obviously needs something.

Eagle Eye: Same as above.

(Fire Magic: I would make Fire Shield a mass spell at expert.)

Other than addressing these skills at all, HotA has pretty much nailed all of their changes.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 02, 2023 11:13 AM

Make AI better, thats my only grief. Optimal AI imo --> Imperialism 2 game. At highest difficulty (400%) you might win 2/10 of times, great challenge.

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 02, 2023 11:35 AM

Scrap Eagle Eye altogether.
____________
Horses don't die on a dog's wish.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted February 02, 2023 06:37 PM

It would make a nice and unique artifact. A ring that learns spells during battle. As a skill, it is beyond saving.
____________
Are you pretty? This is my occasion. - Ghost

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 02, 2023 06:55 PM

If you scrap Eagle Eye, what do you suggest for the 8 heroes starting with the skill? Just remove them as well? And the 3 Eagle Eye artifacts?

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted February 02, 2023 09:58 PM

The starting skill can be replaced with almost anything, creature specialty, another skill specialty, as long as you dont replace it with something overpowered, old maps wont be effected. It's not like Eagle Eye gave them significant advantages.

The artifacts can be modified to function the same without the skill. Eagle Eye would be a nice little perk if it didnt require a skill slot.
____________
Are you pretty? This is my occasion. - Ghost

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 03, 2023 02:33 AM
Edited by NimoStar at 02:35, 03 Feb 2023.

I hereby propose another proposal for Eagle Eye:

* 100% chance of learning 1-3/4/5 spells...
- Cast by enemy in combat
- Learn your own spells when cast from scrolls and books
- Learnable spells cast by creatures (enemy and allied)
- Cast by enemy heroes within line of sight in Adventure map.

Eagle eye specialty...
* Allows to learn unlearnable spells of the corresponding levels such as Manticore paralysis, Azure Dragon "Fear", Basilisk petrification, Mighty Gorgon Death Stare, Wyvern venom, and Titan's lighting bolt when you see them.

Eagle eye artifacts...
* Allow to learn 1-3, lvl4, and lvl5 spells as if you has the skill.

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Never changing = never improving

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 05, 2023 05:29 PM

Salamandre said:
Make AI better, thats my only grief. Optimal AI imo --> Imperialism 2 game. At highest difficulty (400%) you might win 2/10 of times, great challenge.


My/our legendary Salamandre or piano in gesture.. Now I'm home.. Later on I show to you-all what I add on.. Ok
____________
Fight MWMs - stand teach

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The_Titan_Come
The_Titan_Come

Tavern Dweller
posted February 08, 2023 01:57 AM

AIR - the same, but gets Town Portal and loses Magic Mirror & Hypnotism
Archery - the same
Armorer - the same
Artillery - merge with Ballistics
Ballistics - merge with Artillery
Diplomacy - the same
Eagle Eye - your spells pierce 5/10/25% of enemy resistances and protection
Earth - the same minus Town Portal and Resurrection
Estates - Wog or double it like HotA
Fire - the same but buff Fireball, Inferno, Slayer and Fire Shield
First Aid - Wog > Medicine (increase living creatures HP +1/2/3)
Intelligence - merged with Wisdom & restricted to magic heroes
Interference - disabled
Leadership - change to +1/3/5
Learning - +25/50/100% more experience & exclusive
Logistics - the same
Luck - change to +1/3/5
Mysticism - change base mp regen to 10% + 5/10/15% from Mysticism
Navigation - WoG
Necromancy - +5/10/25% slightly weaker & bigger bonus from expert
Offense - the same
Pathfinding - reduce all movement penalties by 25/50/100% (including creature speed penalties)
Resistance - 5/10/25% + 5/10/25% (spell damage) protection
Scholar - same but restricted to might heroes & allows learning 3rd/4th level spells with A/E scholar as if B/A wisdom
Scouting - 1/3/5 tiles
Sorcery - +10/20/30% spell damage (& healing)
Tactics - +1 creature speed on expert but not +1/2/3 speed
Water - the same but gets Resurrection, Magic Mirror & Hypnotism
Wisdom - merged with Intelligence & restricted to magic heroes

I think one of the major problems with Wisdom/Scholar in WoG is unlearning, Elemental Books, and Spellbinder's Hat. Merging Wisdom with Intelligence alleviates a part of the problem. Buffing Scholar makes it less bad to pick up. Restricting Scholar and Wisdom from each other would make sense.

Eagle Eye needs to be redesigned.

Learning isn't easy to balance. WoG Learning is the 2nd/best skill in the game. I'd rather have an exclusive skill that is somewhat broken (less than WoG) than a worthless skill no one ever wants.

Pathfinding is better with WoG but still bad. 6/7/8 creature min speed is horrible if nothing has less than 7/8 speed, Artillery, Eagle Eye, Learning, First Aid & Estates in WoG are dramatically improved and make Pathfinding look even worse, not ignoring the fact that Expert Fly still renders Pathfinding useless. Frankly, most maps allow you to match terrain or get Fly/DD.

Tactics should have +1 speed on expert for 2/3 reasons. One, going from advanced to expert does almost nothing. Two, in a world where might heroes can't pickup Intelligence (my suggestion), making Tactics slightly better makes sense. Three, WoG buffs a ton of skills, making Tactics a bigger target for unlearning.

Switching around Hypnotism, Magic Magic Mirror, Resurrection and Town Portal should have been done in SoD. Neither Resurrection nor Town Portal should ever have been Earth spells. Magic Mirror should be (supposed to be?) Water Shield @ 3rd level. Hypnotism should have been a Water Spell @ 5th level without that HP restriction.

What I'd really like to see is all of the "Immune"/"Restrict" effects nerfed. Orb of Inhibition shouldn't exist. It's a mistake and it should have been removed before the game launched. Recanter's Cloak should only work for a few rounds. Necklaces should only block a few casts. Creature Immunity should only block a few casts, etc.

Necromancy Artifacts shouldn't show up as randomly generated. They should have been exclusive to SoD campaign.


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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 18, 2023 12:00 PM

The next towns are the same, but I add on Cove (HotA) and neutral town (WoG), so town needs redesign. And we replace Dracolich, because Rust Dragon goes to neutral town..

Creature abilities

Pikemen and Halberdiers are immune to Death Blow

Centaurs are archery (WoG), when which you are using Skeletons or Warrior Skeletons, I add on Centaurs..

Gogs and Magogs are double attack

Arch Devils get +50hp

Walking Deads are Zombies are non-penalty terrain, what you know surely..

Beholders and Evil Eyes are ranged spell caster in random, those are Curse, Weakness, Disrupting Ray, Dispel, Sorrow and Misfortune

Medusas and Medusa Queens get 40% Stone Gaze and 24 Shots..

Lizardmen and Lizard Warriors are double attack..

Dragon Flies upgrade Berserk Flies (WoG).. Serpent Flies out..

Spells

Fear (hidden spell).. More hard to get a Fear than Titan's Lightning Bolt, because you build a artifact..

Ok later on I add something.. When you may want to add your opinions..
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Fight MWMs - stand teach

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 18, 2023 01:58 PM

artu said:
It would make a nice and unique artifact. A ring that learns spells during battle. As a skill, it is beyond saving.


Agreed.
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Horses don't die on a dog's wish.

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