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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Druids/Ramparts/Nature
Thread: Druids/Ramparts/Nature
Yarg
Yarg


Hired Hero
posted June 01, 2001 11:33 PM

Druids/Ramparts/Nature

***Pardon me if this has been done already.  I'm new.***

I think that there should be a lot more attention shown to Druids.  A Druid is currently basically a wizard with centaurs.  Until you get the higher level creatures, life is pretty dang tough.  The adventure map is chock full of natural resources that the Druids should be able to draw from.  Maybe they should be able to recruit Dendroids from the sawmill (would produce no wood that week)?  Maybe they would be able to predict a month of plague?  Maybe they should get some serious terrain-crossing advantages.

I'm glad that they are dividing the spells up into schools of magic.  It makes more sense.  But Druids should be strengthened and (as someone pointed out on another thread) given shape-changing abilities during combat.

I'd like to see Dendroids upgardable to a very large, faster and more powerful sort of Dendroid, more like the treants in the Hobbit.  Druids shoud also have the most effective lightning and other weather-based spells.

I hope that the Preserve has a lot more options than the Rampart does.  I like Green and Gold Dragons, but there is just a lot missing I think.  Pegasi just die too dang easy.  Dwarves and Dendroids are too slow.

Also it is silly to call upgraded centaurs "centaur captains."  If they are all captains, why are they not leading a bunch of normal centaurs?  It's a bad name for them.

Ooh, here's a thought (probably not original though):  what if the types of creatures recruitable in a Preserve/Rampart depended on the type of terrain on which it was constructed?  Different terrains, different native flora and fauna...

Again, hope I'm not repeating what someone else has already said or bothering anyone.

BTW, what's the latest release date for IV, someone?

Thanks.
Yarg.

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Zilpheg
Zilpheg


Known Hero
posted June 02, 2001 02:19 PM

I agree with Yarg and Incubus
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted June 03, 2001 12:02 AM

In HMM3 all heroes have "special powers". They are their specialities. You guys want new powers for druids but what about clerics, overlords, or alchemists? If the druids are going to change then everybody else should change also.
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hsanders
hsanders


Known Hero
Tolkiens protecter
posted June 03, 2001 12:39 AM

Yeah, druids should be added and they should could turn into animals...

Yeah, I know about the evil trees from Might and Magic 7...They suck...
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Yarg
Yarg


Hired Hero
posted June 03, 2001 05:17 PM

details

yes, i'm not saying that the other classes should not have detailed special abilities also.  they all should.  i'm just saying that the druid is currently just a weak ranger, and that's frustrating.

for some very interesting ideas about rampart creatures, go to the thread a few lines down called "mind bogglingly bright ideas."  no, i didn't start it.  i try to maintain some sense of humility.  

characters like gelu and tarnum, who can upgrade creatures, seem to have the best special ability to me.  if all classes had at least one character with such an ability, that would be cool.  like a knight could upgrade some level two creatures to swordsmen or crusaders, maybe.

seems like there should be AT LEAST one vampire character who can upgrade creatures to vampires or vampire lords.  i mean, heck, it is a contagion, right?  in every single mythos.  but with necromancy and such a skill, man you could have a big bad army in no time.

i do hope there is a wat to get sharpshooters without having to circuit around the area picking them up each week.

anyway...for some innovative ideas, check out that thread.

yarg
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Yarg
Yarg


Hired Hero
posted June 03, 2001 05:39 PM

that's kinda what i said but...what kind of creature would the druid be?  a guy in a robe who trots around with a sickle, or a shapechanger like you said many times already, or a spellcaster, or all of these?

if a druid PLAYER had a druids as a CREATURE, i think that they should be either very low or very high level, not between.  either an apprentice that just weilded a weapon and had some sort of mild special ability, or a level 7 creature that can change shape once per round into various wilderness creatures or any creature on the combat field, or cast weather spells, or something kick butt.  but they should not be more powerful than the player himself if he should choose to enter combat.

druids could be able to rearrange the battlefield so as to create obstacles, move them, or destroy them.  those would be a good special ability for a creature, b/c it would still enable the player to cast spells.

or maybe he could turn some of his stacks into trees, which would disable them from attacking for the entire battle but give them lots of additional (temporary) hit points.

then a druid with tactics could line them up at the beginning of battle, turn all but his sharpshooters into trees, and just fire away at the opposition from inside the living castle wall.

yarg.
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted June 03, 2001 05:43 PM

Yarg, Gelu and Dracon have the best speciality to me too, but they are avaible only in campaigns. In scenarios nobody would pick anyone else becouse they are to powerful. What`s the point in having 100+ heroes when you can get Gelu or someone like him? As for druid heroes I agree with you, they are weak now.
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Mordred
Mordred


Adventuring Hero
posted June 03, 2001 11:50 PM

Quote:
They look like monks but they have Tiger skin as cloths the head of the tiger above his head (you know)
Or a wolf/Bear polar bear skin.
They Can transform into 3 or 4 different animals.
1 Owl/Raven
2 Bear/Polar Bear
3 Wolf/Worg
4 Panther/Tiger.
They have magic and they sacrifice other beings to their gods.
Druids aren't evil but they aren't good to.


Uhh, first off...  it's not a "dead" religion, it's still practiced and that last comment is a bit inflamatory.  Historically, Celts considered Druids to be very "good", romans considered them "evil".  Sacrafices were EXTREMELY rare...  and when it did occur it was always enemy soldiers being put to death (in contrast to the romans who fed soldiers to lions...  or sold them as slaves (women and children too, druids NEVER did that).  

Also, I have no idea why yor suggesting "tiger skins" or "polar-bear skins"...  driuds wore robes or went "skyclad" (not possible for a game that wants a TEEN rating)...  robes were more colorful than "monk's robes" however.  As far as special powers, I don't think it's needed....  since they will have their own "Magic Style", and all the "effects" have been mentioned can be the result of a spell within their "Magic Style".
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pluvious
pluvious


Promising
Adventuring Hero
posted June 04, 2001 12:21 AM

Yes Mordred is correct about druids.  They were likely seen as evil by the romans because they were an organized group that threatened their potential conquest of gaul and britain and other regions.  And sacrifices were just used as a reason to call them evil or dark.

But the image of druids has expanded and it would be more interesting if they had some more "fantasy" powers like shapeshifting or being able to speak with animals.  There is cause for this sense druids were known to practice rituals of worship that took place in open air at numerous natural spots sacred to the celts.  
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-The Storm Before the Calm-

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Yarg
Yarg


Hired Hero
posted June 04, 2001 02:13 AM

no offense

no offense, incubus, but you are funny.  you should change your name to medusa or scylla because you mention them in every single message on every thread!  if 3do is indeed peeking in, i am sure that they got the point by now.  but then again, who am i to talk, i keep politicking for druids!

i think druids revere nature and animals far too much to wear their skins as trophies like beastmasters do.  but whatever about all that, i would just like to see them (and every class, really) be more defined and distinct.  i mean, if you have a knight with primary skills 8,7,12,15 then don't you really just have a wizard (as long as he has wisdom of course, but what player doesn't)?

a slightly cool advantage for druids would be if they could reach a certain level and gain like a 50% chance to communicate with creatures instead of having to fight them.  the result would be gaining their knowledge of the surroundings--in other words, an opening in the shroud around them.  not as large an area as a tower shows, but some.  that could come in handy.

or not.

yarg.
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Zud
Zud


Promising
Famous Hero
box worshipper
posted June 04, 2001 02:48 PM

This is basically a wargame with fantasy influences

Maybe it's only me thinkin this but I keep hearing all these suggestions and all that runs through my head is "where are these people coming from" not being derogatory to the ideas but realistically and for a balanced game some of this stuff is a bit off the deep end for a balanced game that I think has more of its foundation in wargames than fantasy just fantasy troops.  A lot of these ideas I find very interesting but I wonder how you would balance any of them within the game for good playability
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Zud
Zud


Promising
Famous Hero
box worshipper
posted June 04, 2001 06:52 PM
Edited by alcibiades at 14:51, 27 Dec 2007.

Tazar

Nice pic of Tazar, armour specialist, but if he is a druid now he has left his beloved fortress  


Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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