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Thread: What is left for HoTA to "fix"? | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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Wind_Falcon

 
 
Adventuring Hero
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posted March 09, 2025 11:13 PM |
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At this point what I want is options. Settings that you can individually toggle on and off per preference, the same way you can toggle Tournament Rules, only to be granular and for single player-minded players, and also more ways for map makers to make innovative and interesting scenarios.
The first thing that comes to mind is let people make plugins for HotA. HotA runs and is co-developed with the HD mod, I don't get why this option is not present in the HD mod for HotA and only for the vanilla HD mod.
Some gameplay aspects I would like to see addressed, again with toggleable options so everyone can be happy, from purists to more experimental players - is the issue of playing whack-a-mole with the computer and towns. A lot of maps are designed with excessive amounts of castles on the map (too many to realistically build anything meaningful in them considering the resources on most maps as well), and if you have a large map with many AIs, each being able to field up to 8 heroes, at one point even if its obvious you've won you still have to play hunt the hero and flip towns for hours. It's this aspect which makes you feel like you always need Town Portal or other OP map traversal spells, because without them this exercise is just unfun. This plays into the magic school balance problems which everyone agrees exists.
A way to address this could be an option to limit the number of heroes that can be hired for all players and AI below 8 (I think 4 could work great), or have the option of demolishing towns after you capture them for a price, based on how built it is. I think this can be an interesting element for custom maps as well - creating specific scenarios where this can be a strategic decision that fundamentally changes how the map is played afterwards. Of course something entirely new can be done as well, it's a gameplay problem that can be fixed by many good design solutions.
The other thing I don't like are the different map objects that give you resources each week or external creature dwellings. Many maps, especially more challenging fan maps, expect you to gather all these every week so that you can be able to field specific army strengths by specific days, but in practice this means that there will be at least 1 hero that for the entire game is just cycling going through these map object, and much of the time because of their great quantity on the map (and the more there are of them - the greater the benefit for gathering them, and the greater the "penalty" for not) by the time you collect them all, you have to start doing it again for the new week. In practice this is another unfun activity that you just have to mechanically repeat. No one wants to do this when they sit down to play a game of Heroes, let alone every turn, but you have to because you lose on powerful benefits otherwise. I like what HotA did and now creature dwellings accumulate their creatures, so if you buy once in week 4, you don't miss anything prior, but I still don't get why I have to play the whole damn time, every single turn, running around the map in circles for this. It's not fun, it's not strategic, it's just busywork. Just let me buy/gather them both from the map object and from the town directly, or some other way that cuts away the tedious micromanagement. Again make it an option so everyone is happy and can play the way they like.
I personally am not particularly happy with hero specialties and secondary skills, not just the magic schools (even after 1.7.2). I think they can be differentiated more, but I suspect HotA Crew won't make any fundamental alterations because too many people would be pissed off. Magic schools obviously feel very bad and are very unbalanced compared to each other, and I would like to see some serious experimentation - try many things, keep what works and cut what doesn't. Remove Wisdom, make it so you can cast only Level 1 and 2 spells without a magic school secondary skill. Basic gives you Level 3 spells, Advanced Level 4, and Expert level 5. Or do something else crazy - just do anything.
Obviously mass spells should also be looked at, I like the Heroes II way of handling them, where they are an entirely different spell etc. I don't like Resurrection. This is a spell that make map makers lazy. They know that when they give it to you they can pump the numbers of enemy creatures like crazy, and still expect you to not have any major loses. That's all fine and good, but this makes the fight more sloppy, and adds a lot more tediousness, where you have to play the blind and Resurrect dance. I don't like this, there is no skill in it, both the higher creature numbers and Resurrect just make a fight take longer and to be a chore. I don't like Fly as it trivializes the design of the map. What's the point of having a carefully curated map with specific strategic instances of unpassable terrain etc. when I can just skip it with Fly and Angel Wings. This just removes a whole fun part of the game. It's a necessary evil because of the way the mechanics of the game work now, but it's just a sloppy workaround bandaid fix to a greater issue.
Yes these are things that the map makers can control for, but the fact that they exist in the state they do makes it that they either have to design their maps in a way that feel very restrictive or feeling like non-standard Heroes to many, or lets them be lazy and waste the player's time unnecessarily. It would be nice for these to just be fixed in the gameplay itself.
There's a lot of experimentation that can be done, but I doubt it will because too many people are too set in their ways and HotA Crew doesn't want to give people options so everyone can customize their experience to their presence, they want to keep things locked down and the game to be played how they want. I expect outside of the new town Bulwark we won't be seeing any major new changes in the coming years, and it's going to be mostly content like new towns, map objects, artifacts, campaigns, maps etc. - not mechanical and system changes.
As per other discussed points in the thread - the problem is not being able to remove unwanted skills. The problem still remains there are too many skills that don't bring any excitement, and the process of selecting the skills. IMO what should be changed is the stupid level up option where you can get two unwanted skills, or you feel pressured to take a skill you don't want now since you are afraid it won't get offered again alter so you end up with a bunch of Basic skills which are all good but weak, rather than having a few Expert ones which will be more helpful early.
As for Conflux I think the whole town is unsalvageable. The biggest thing I don't like about HIII is how they butchered the Sorceress town - the thematic fairy tale consistency of Pixie, Elf, Dwarf, Druid, Unicorn, Phoenix is perfect, as well as the atmosphere. They removed Pixie and Phoenix and gave them to a hastily cobbled together town full of ugly uninspired elemental units. And removed the Druid from the Grand Elf town with heroes with greater chance for Archery. Gave it isntead a drab British Isles weather and muted colour palette, with the most uninspired L7 creature in the whole game... What a disappointment.
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LordCameron

 
   
Famous Hero
Veteran of the Succession Wars
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posted March 10, 2025 12:24 AM |
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Wind_Falcon said:
I would like to see some serious experimentation - try many things, keep what works and cut what doesn't. Remove Wisdom, make it so you can cast only Level 1 and 2 spells without a magic school secondary skill. Basic gives you Level 3 spells, Advanced Level 4, and Expert level 5. Or do something else crazy - just do anything.
Bring back single use spells from Homm I! Live a little, see what happens 
Wind_Falcon said:
As per other discussed points in the thread - the problem is not being able to remove unwanted skills. The problem still remains there are too many skills that don't bring any excitement, and the process of selecting the skills. IMO what should be changed is the stupid level up option where you can get two unwanted skills, or you feel pressured to take a skill you don't want now since you are afraid it won't get offered again alter so you end up with a bunch of Basic skills which are all good but weak, rather than having a few Expert ones which will be more helpful early.
I'd argue that this is what makes the Homm series great and different from games like Civilization, Age of Empires, and Age of Wonders with all their build orders and micro; You never know what you are going to get and have to live with the hand you are dealt. It makes the game feel more like a magical adventure.
If there was a standardized build you could make every game, I think the magic would soon fade.
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What are Homm Songs based on?
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Wind_Falcon

 
 
Adventuring Hero
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posted March 10, 2025 12:40 AM |
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I'm not arguing for standardized builds which you can always choose. If I was designing the skills I would make it so a lot more to be impossible to take for different classes for example, make class identity more pronounced etc.
I'm arguing that most skills are not fun, and being forced to take a crap skill isn't good game design. Make it so that you can re-roll but you have to pay for it, increasing cost with each re-roll. Or come up with something else. The current system is just uninteresting and unsatisfying.
The only reason people want to be able to choose skills or remove unwanted ones is because most skills are crap. If a choice was always good if not optimal, and more importantly - if it was always FUN even if unoptimal - I think that then people would be more happy with getting random skills and experimenting with something cool and interesting which you might not have otherwise picked if given a full choice.
This is not how the game is unfortunately. Wrong skill choice makes the game actively worse to play.
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Ghost

 
      
Undefeatable Hero
Therefore I am
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posted March 10, 2025 07:32 AM |
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The only thing I want is a more powerful AI.. Faster to find the Grail, etc.. I use Human AI and Difficulty Mod, but it wasn't enough.. HoMM completely lacked AI, when HoMM AI strategy what? Unexplored area, I move there and AI attacks surprisingly. And AI crashes quickly.. So HoMM needs chess engine evaluation, database, etc.. But eats billions of bytes.. Not really a masterpiece, that's why they can't create a stronger HoMM AI.. Remember what? Think about it, the strongest chess engine has a +3640 rating, if you include the strongest human player +2830, it's in 223rd place..
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Fight MWMs - stand teach
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Ghost

 
      
Undefeatable Hero
Therefore I am
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posted March 10, 2025 07:53 AM |
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It's fun! When you get a checkmate in weird openings, funny clown tricks, etc You learn about AI, and you show your beauty to your friends.. So playing a normal level, I guess that hard level becomes MP level.. If HoMM engine is coming.. And AI grades level.. Strongest chess engine hasn't level, but always be maximum.. And without a chess database.. Thus no difficulty level..
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Fight MWMs - stand teach
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Floribert

 

Hired Hero
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posted March 10, 2025 09:00 AM |
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More variety in creature banks.
new heroes for each faction.
Make some useless things usefull, as there are:
- some town buildings: the useless crap in Rampart (Mystic Pond and upgrade), Fortress (Glyphs of Fear and upgrade), Inferno (Brimstone Stormclouds - I had to google the name), Castle (Brotherhood of the Sword). Dungeon has wonderfull special buildings. It would be lovely if the mentioned garbage would be helpful for something.
- some artefacts: the Eagle Eye-crap and some pendants (of Holiness, of Dispassion, of Free Will, of Life, of Death) are usefull only for sacrificing. There is an inconsistency with some artefacts requiring a secondary skill and some not. Maybe it could be equalized.
-some spells: the Protection of Water, Fire, Air, Earth; Removing Obstacles, Misfortune and Fortune, Mirth are more or less useless. Other spells are (for non-specialists) to weak: Fireball, Death Ripple, Inferno, Destroy Undead. Magic Mirror is to expensive.
A minor thing: Allow evil heroes sacrificing artefacts on the altar of sacrifice. Does anyone sacrifice creatures? It is useless especially for Necropolis.
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MattII 

 
     
Legendary Hero
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posted March 10, 2025 09:50 AM |
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Edited by MattII at 10:02, 10 Mar 2025.
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Wind_Falcon said: The other thing I don't like are the different map objects that give you resources each week or external creature dwellings. Many maps, especially more challenging fan maps, expect you to gather all these every week so that you can be able to field specific army strengths by specific days, but in practice this means that there will be at least 1 hero that for the entire game is just cycling going through these map object, and much of the time because of their great quantity on the map (and the more there are of them - the greater the benefit for gathering them, and the greater the "penalty" for not) by the time you collect them all, you have to start doing it again for the new week. In practice this is another unfun activity that you just have to mechanically repeat. No one wants to do this when they sit down to play a game of Heroes, let alone every turn, but you have to because you lose on powerful benefits otherwise. I like what HotA did and now creature dwellings accumulate their creatures, so if you buy once in week 4, you don't miss anything prior, but I still don't get why I have to play the whole damn time, every single turn, running around the map in circles for this. It's not fun, it's not strategic, it's just busywork. Just let me buy/gather them both from the map object and from the town directly, or some other way that cuts away the tedious micromanagement. Again make it an option so everyone is happy and can play the way they like.
Or maybe make the other resource locations flaggable.
Quote: I personally am not particularly happy with hero specialties and secondary skills, not just the magic schools (even after 1.7.2). I think they can be differentiated more, but I suspect HotA Crew won't make any fundamental alterations because too many people would be pissed off. Magic schools obviously feel very bad and are very unbalanced compared to each other, and I would like to see some serious experimentation - try many things, keep what works and cut what doesn't. Remove Wisdom, make it so you can cast only Level 1 and 2 spells without a magic school secondary skill. Basic gives you Level 3 spells, Advanced Level 4, and Expert level 5. Or do something else crazy - just do anything.
I don't think you have to remove Wisdom, just don't make it the starting skill for every since magic hero. Spell schools do need adjusting though. As well as allowing you to learn level 3/4/5 spells in that school, damage spells need to be adjusted, so that an Expert-level vs an unskilled/Basic-level one isn't a couple of points of Spell Power.
Quote: Obviously mass spells should also be looked at, I like the Heroes II way of handling them, where they are an entirely different spell etc.
That raises the question of whether the spells should be entirely separate, or links, so that is you know the single-creature spell you'll also know the mass spell, if you have the appropriate knowledge in that school.
Quote: I don't like Fly as it trivializes the design of the map. What's the point of having a carefully curated map with specific strategic instances of unpassable terrain etc. when I can just skip it with Fly and Angel Wings. This just removes a whole fun part of the game. It's a necessary evil because of the way the mechanics of the game work now, but it's just a sloppy workaround bandaid fix to a greater issue.
Would you say the same about Water Walk and Dimension Door?
Quote: There's a lot of experimentation that can be done, but I doubt it will because too many people are too set in their ways and HotA Crew doesn't want to give people options so everyone can customize their experience to their presence, they want to keep things locked down and the game to be played how they want. I expect outside of the new town Bulwark we won't be seeing any major new changes in the coming years, and it's going to be mostly content like new towns, map objects, artifacts, campaigns, maps etc. - not mechanical and system changes.
You never know, we got some big changes this last time.
Quote: As per other discussed points in the thread - the problem is not being able to remove unwanted skills. The problem still remains there are too many skills that don't bring any excitement, and the process of selecting the skills. IMO what should be changed is the stupid level up option where you can get two unwanted skills, or you feel pressured to take a skill you don't want now since you are afraid it won't get offered again alter so you end up with a bunch of Basic skills which are all good but weak, rather than having a few Expert ones which will be more helpful early.
The ability to skip the skill selection (rather than having to pick one of two skills you don't want) on level up would be a nice addition.
Quote: As for Conflux I think the whole town is unsalvageable. The biggest thing I don't like about HIII is how they butchered the Sorceress town - the thematic fairy tale consistency of Pixie, Elf, Dwarf, Druid, Unicorn, Phoenix is perfect, as well as the atmosphere. They removed Pixie and Phoenix and gave them to a hastily cobbled together town full of ugly uninspired elemental units. And removed the Druid from the Grand Elf town with heroes with greater chance for Archery. Gave it isntead a drab British Isles weather and muted colour palette, with the most uninspired L7 creature in the whole game... What a disappointment.
I agree that Conflux is essentially unsalvageable, and that Rampart isn't brilliant, but I don't think that Sorceress town is any better. My preferred lineup for Rampart would be Pixie, Wolf (as in Heroes 4), Elf, uncertain (a flyer of some sort), Druid, Unicorn, Treant. However, lineups aren't something on the table to be changed.
LordCameron said: Bring back single use spells from Homm I! Live a little, see what happens 
As an option for the Shrines, I could see that being a thing. If you're a low-level spellcaster, you buy (costs maybe 50 gold) a couple of "talisman of [spell]"s as one-shot spells that cost no magic.
They really need to do something about spell scrolls. If you can't find an Artifact Merchants or Black Market, your only way of getting rid of them is to pass them off to a low-level hero.
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Wind_Falcon

 
 
Adventuring Hero
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posted March 10, 2025 02:39 PM |
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Yes, my attitude towards DD is the same. Water Walk is generally fine imo. Most maps don't have too much water, and WW doesn't let you go over barriers in the water if present, you still have to go from land to visible land etc. so I think its OK. It's a cool spell that feels good to use when possible, but it's not game breaking.
I seriously think Wisdom should just not exist. Since Earth Magic is so powerful, every hero wants Wisdom - the only thing which it does is to be able to use your Earth Magic... Now that they are buffing more skills it also makes sense to open this slot for other ones. It's a prime example of a skill that's not exciting to take, but not taking it makes your playthrough actively worse. Horrendous game design.
Considering how drastically HotA Crew has changed the game already (for me HotA is not Heroes, more like a spiritual successor, kinda like Demon's Souls and Dark Souls), I don't buy that there is any change too great for HotA. Making it so AI can't rehire its strong heroes after defeat is a way bigger change than would be adjusting the roster and visual aesthetic of Rampart for example, but I agree I don't see HotA Crew doing anything like that. Anyway, my ideal lineup would be Pixie instead of Centaur, Druid instead of Treant (creature tiers could be re-adjusted as well), and Phoenix instead of GDragon.
More things I would want to see - split the artifact puppet into a combat and adventure map one. Now we have to exchange artifacts twice a day if we have a competing slot. Might as well just let us have two active sets, and the game will pick the appropriate one for map/combat. This will have zero impact on the gameplay, just cut back on tediousness and reloading if you forget to change them.
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MattII 

 
     
Legendary Hero
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posted March 10, 2025 07:28 PM |
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Edited by MattII at 20:46, 10 Mar 2025.
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Wind_Falcon said: Yes, my attitude towards DD is the same. Water Walk is generally fine imo. Most maps don't have too much water, and WW doesn't let you go over barriers in the water if present, you still have to go from land to visible land etc. so I think its OK. It's a cool spell that feels good to use when possible, but it's not game breaking.
Okay, that makes sense. I suppose if you wanted to, you could tie those spells to specific, Relic-level artifacts, like how, without cheating, Titan's Lightning Bolt requires Titan's Thunder. Doing that would not only removed them from normal play, but you could even limit them to a lower level, so for DD, you could only ever cast it once per day.
Quote: I seriously think Wisdom should just not exist. Since Earth Magic is so powerful, every hero wants Wisdom - the only thing which it does is to be able to use your Earth Magic... Now that they are buffing more skills it also makes sense to open this slot for other ones. It's a prime example of a skill that's not exciting to take, but not taking it makes your playthrough actively worse. Horrendous game design.
Wisdom allows you to cast all of the spells, but only at unskilled/Basic level. Outside of the damage spells that's pretty limiting.
Quote: Considering how drastically HotA Crew has changed the game already (for me HotA is not Heroes, more like a spiritual successor, kinda like Demon's Souls and Dark Souls), I don't buy that there is any change too great for HotA. Making it so AI can't rehire its strong heroes after defeat is a way bigger change than would be adjusting the roster and visual aesthetic of Rampart for example, but I agree I don't see HotA Crew doing anything like that. Anyway, my ideal lineup would be Pixie instead of Centaur, Druid instead of Treant (creature tiers could be re-adjusted as well), and Phoenix instead of GDragon.
Changing lineups (and in the process removing Conflux) would mess with the campaigns. No way they're going to do that IMO. I mean, changing the occasional creature portrait/animation is one thing, but so fat the HotA team has seems to shy away from doing anything more serious than tweaking creature stats.
Quote: More things I would want to see - split the artifact puppet into a combat and adventure map one. Now we have to exchange artifacts twice a day if we have a competing slot. Might as well just let us have two active sets, and the game will pick the appropriate one for map/combat. This will have zero impact on the gameplay, just cut back on tediousness and reloading if you forget to change them.
That would be a fairly big overhaul of the interface.
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Wind_Falcon

 
 
Adventuring Hero
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posted March 10, 2025 11:23 PM |
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The new puppet can be done like the backpack - click a button and it opens a window with the new puppet and allowed artifacts that you can equip, you put them on, close window and continue on.
Also, HotA already broke many legacy maps, so they don't care about that.
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MattII 

 
     
Legendary Hero
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posted March 11, 2025 08:36 AM |
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Normal maps are easy to edit, but maps in campaigns are much harder to fix.
As to Resurrection, maybe tie that one to an artifact too, and replace it with a lesser spell (Restoration?) that brings them back, but only for the current battle, so they still die afterwards.
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Pollo2002

 
   
Famous Hero
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posted March 14, 2025 07:05 PM |
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The magic system in Heroes 3 absolutely sucks, and it's the only thing I’ve been waiting forever for HOTA to fix.
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MattII 

 
     
Legendary Hero
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posted March 15, 2025 11:31 AM |
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Pollo2002 said: The magic system in Heroes 3 absolutely sucks, and it's the only thing I’ve been waiting forever for HOTA to fix.
How would you go about doing it?
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LordCameron

 
   
Famous Hero
Veteran of the Succession Wars
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posted March 15, 2025 04:41 PM |
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MattII said:
Pollo2002 said: The magic system in Heroes 3 absolutely sucks, and it's the only thing I’ve been waiting forever for HOTA to fix.
How would you go about doing it?
I'll play:
Mass spells become their own unique spells at a higher tier, like homm2. Town portal splits into Town Portal and Castle Gate, Resurrect into Resurrect and Resurrect True.
Wisdom takes up 3 skill slots instead of 1, 1 per tier. So if you take Basic, Advanced, and Expert wisdom you only have 5 other secondary skills to choose from.
Schools of magic only reduce the costs of spells, they do not increase their power or turn them into mass spells. If that is too boring they could increase power in the way I stated earlier (Fire grows with Secondary Skill, Air with Spell Power, Water with both, and Earth with neither) but that would lead to non-damaging spells increasing in power somehow again and that would be a whole mess. Maybe the non-damaging spells don't need the help.
I'd also probably add some way to cast more than one spell in a turn. Maybe based on schools of magic or something else. It would have to be carefully done, because the idea would be to allow spells like Counterstrike and Fortune see play rather than use implosion twice. Maybe the schools could buff the power of damage spells, and allow casting non-damage spells of your school 1 additional time per tier.
Spell duration is a mess I don't know how to solve. Reducing the scaling with power, like taking the square of your Spell Power or something could work, but it feels far too "mathy" as the current 1:1 does have a nice elegance to it. Perhaps all spell durations could be based on School of Magic Tier instead; 2,4,6 perhaps.
In conjunction with casting spells multiple times per turn you could have it so Spell Power could be the max amount of stacking turns, and if you cast Slow or what have you twice, for instance, it would last twice as long.
So a spell power 4 Hero with Advanced Earth Magic casts Slow twice one turn, and then a third time next turn, maxing out at 4 turns duration on their foes.
Hypnotize should be reworked. Either scale way faster or even just work, but only last until a single hit, like in Homm2.
Finally are the adventure map spells. Town Portal and Castle Gate would cost 100% of your mana and movement. Maybe even be restricted to once per week or month.
I think Dimension Door would need to be restricted to an artifact like the Titan's Lightning Bolt spell.
A new, weaker spell--Still Tier 5--could replace it in the form of Remove Obstacle, whereby you could delete a piece of terrain if you can already path to both far sides of the terrain (Maybe. Would have to see it in practice)
Fly, I'm not sure. Maybe restrict it to count as bad terrain (you are in the air after all) halving your movement. The spell cost should also be higher. And flying over certain mountains and obstacles (Dragon Cliffs?) should be impossible.
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What are Homm Songs based on?
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Rimgrabber

  
   
Promising
Famous Hero
Voice in Gelu's Head
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posted March 15, 2025 08:20 PM |
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I think the magic schools could be pretty easily fixed by rebalancing some of the spells and maybe shifting around what school some of them belong to. I don't think any massive mechanics changes such as two turn casting or making wisdom take up three spell slots are neccesary. The only potential skill mechanic I could see being healthy is removing wisdom altogether and making the magic schools needed to learn higher tier spells in those schools like in Heroes 5. That would instantly give Fire magic a massive boost, for example, espeically if blind was moved to being a tier 3 spell or something. Then again, Earth might become even more mandatory then.
My first thought is that DD should be moved to fire magic, leaving each school with one control spell: Earth with town portal, Air with fly, Water with water walking, and Fire with DD. I could see that negatively impacting the metagame of single-hero formats which I know are popular though, since it would make Fire a third mandatory school of magic. It also doesn't fix the issue of fly being a strict upgrade over water walking but maybe that's fine.
Water and Fire also need their damaging spells (besides arma) majorly buffed to be more comparable to meteor shower and chain lightning. Fire has a lot of great spells, like blind, armageddon, frenzy, etc but only curse and berserk really need the fire magic skill to be used effectively.
Earth is overpowered simply because almost all of the best spells in the game are part of that school. Air and Water are pretty well balanced in terms of in-combat spells I think. If anything I think Water has a slight edge because it has better utility spells. I'd rather have mass bless, cure, forgetfulness, dispel and prayer, and expert teleport and expert clone than mass haste, mass air shield, and expert chain lightning if I have the Earth spells for direct damage.
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MurlocAggroB

 
  
Known Hero
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posted March 15, 2025 09:36 PM |
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I hope they add an orange Keymaster's Tent. It bugs me so much that there's a team colour with no corresponding tent colour. Tan is close, but there's already a tan player.
I dunno. I have simple needs.
EDIT: Pink as well. Forgot about that one.
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Wind_Falcon

 
 
Adventuring Hero
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posted March 15, 2025 10:41 PM |
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You cannot nerf the map traversal spells without addressing the whack-a-mole AI issue. If you nerf Town Portal, Fly, DD (which they should be nerfed) you will make this issue even worse than it is now.
For me the change to magic is more simple:
1. Remove Wisdom.
2. Magic Schools let you learn and cast higher Tier spells (Basic-3, Advanced-4, Expert-5).
3. Might Heroes can learn only 1 magic school, Magic ones 2. Some Magic heroes with specific class and specialty combination can be made to be able to learn up to 3. This will lead to more class diversity and more interesting choices in Secondary Skills for both Might and Magic heroes.
4. Spells would be shifted around schools and tiers to better balance them (I also like DD being moved under Fire Magic, and Blind to Tier 3), and mass spells will be separated from their non-mass variant a la Heroes II.
5. For spell duration, Spell Power can scale rather than for every point, for every other one instead, so you get one round extra duration per every 2 points in SP. You can also have minimum and maximum turns of duration for spells.
How exactly Town Portal, DD and Fly should be nerfed would depend on how you solve the whack-a-mole AI issue before that though. Maybe each town with a Capitol lets you TP to them once a week per hero? Maybe once per week you can TP stuff to a Hero from the town? Who knows.
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LordCameron

 
   
Famous Hero
Veteran of the Succession Wars
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posted March 16, 2025 12:19 AM |
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If Town Portal and DD are nerfed, then you would have more incentive all game to build up multiple heroes, which I think in turn would make whack a mole less of a problem because you could flank and send multiple people to take down their best.
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What are Homm Songs based on?
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Wind_Falcon

 
 
Adventuring Hero
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posted March 16, 2025 01:38 AM |
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It would be the opposite - now you need TP, DD, Fly because you can't field armies to contend with each AI. In a game with 7 AI opponents, each having at least 1 hero with a strong army, you can't be with your 8 Heroes at all places on the map fielding enough army strength to defeat their mains. That's why you need TP etc. so that your main hero with the consolidated army can take care of them. If you nerf map traversal spells whack-a-mole becomes even worse.
The issue is also the extreme abundance of towns on most maps. Most maps don't even have the resources available to really invest in more than 1 or 2 towns (and the second town is usually an already build starting town you took from an AI), so I don't get what the fetish with putting towns all over for most map makers is. Really beyond starting towns there should very rarely be any other ones put on the map. The primary thing they do to a game is stall it with boring town flipping.
That being said - it would be interesting if new map objects (or town buildings) are created that serve like portals do now, but instead of being free you have to pay to use them, maybe even with a cooldown. This would make map traversal without the OP spells more feasible, especially on large maps, but it won't be like portals now where it almost feels like a cheat when a strong AI appears next to your town from a one way portal and you are on the other side of the map.
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Syth1984

 
 
Adventuring Hero
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posted March 16, 2025 02:06 PM |
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artu said: So First Aid now gives HP even if none is lost? That doesnt make any sense.
They nerfed Slow? Mass slow is a H3 classic.
Cloak of the Undead King disabled? How about in random maps?
Relax. It just adds +1 speed to the the whole formula rather than cutting it in half (-%50) it just adds +1 speed after the computation. Still mass slow is very essential and it is still overpowered in this version. It should even more nerfed in my opinion.Its nearly a no-brainer to start with.
Orb of Inhibition is a classic too but it killed the magic usage. So it is also banned. H3 is a classic but it's far away from being balanced for multiplayer. There are still very good strategies without them.
And estate/eagle eye/ tent/ logistics/mysticism/sorcery changes are very welcome. People do chose them or avoid them on their own strategy not because they are unplayable without or just straight up useless.
I would say HOTA fixes a lot of things for good. Just don't get stuck in nostalgia.
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