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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 209 pages long: 1 2 3 4 5 ... 40 80 120 160 200 ... 205 206 207 208 209 · «PREV / NEXT»
joyfun
joyfun


posted March 11, 2025 11:52 AM

The difference between none and basic is the mana cost, that's why every spell has at least two cost values. That is the design I have kept from vanilla, but of course we could also make the spell effects scale from 'none'.
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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted March 12, 2025 05:04 AM

When I rebalance spells in my own modded version I like to change how the schools scale.

So water stays about the same

Fire scales with school, so expert is way higher than basic in terms of damage

Air scales with power so school is less important but high power will give you crazy strong lightning bolts

Earth starts strong, but scales slower with both schools and power.



I also think twice a day is too strong for Town Portal. Once a week maybe at expert. Lower levels you can't choose destination.

Or bring back town gate so expert isn't such a huge jump in power.
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MattII
MattII


Legendary Hero
posted March 12, 2025 06:28 AM

You could limit Town Portal by limiting the distance that could be travelled, say, 30 spaces at Basic level, 60 at Advanced, and 90 at Expert.

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Syth1984
Syth1984


Adventuring Hero
posted March 14, 2025 08:12 AM

MattII said:
You could limit Town Portal by limiting the distance that could be travelled, say, 30 spaces at Basic level, 60 at Advanced, and 90 at Expert.


Suggestions are a bit low in range but it could be a good start. I like the idea. Or it could be no skill nearest 3 town, basic nearest 4 town, advanced nearest 6 town and expert limitless.

However there should be always ,always come with a cost of your movement in percentage.
As previously suggested  
no skill %90 movement spent
basic %50 movement spent (which means two jumps)
advanced %30 movement spent (3 jumps and some movement)
expert   %25 movement spent (4 jumps)


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Hourglass
Hourglass


Supreme Hero
posted March 16, 2025 01:50 PM

I would suggest changing and widening the starting bonus options. Instead of being random, a map/template maker could affect the bonuses as he sees best.

Instead of being random artifact, the map/template maker could choose a list of which artifacts could be given in the start. Even just starting with one specific artifact could be set.

Instead of the gold/resource bonuses being purely random, the map/template maker could set which amounts would be suitable for the specific map/template.

For multiplayer purposes especially, one of the options could be additional turn timer (e.g few minutes), given at the start of the game only. Again, the  template maker could decide which amount of time would be best suited for each case.

I would also suggest each town getting choice between the rare resources OR wood and ore. So, for example Stronghold could set their starting bonus to be either crystals or wood and ore.

Also, extra experience given for the first hero could also be one option. I'm thinking 500 xp, as therefore mini box could always score a level, and max box could even give two levels.

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gatecrasher
gatecrasher


Famous Hero
posted March 18, 2025 08:02 PM

Syth1984 said:
MattII said:
You could limit Town Portal by limiting the distance that could be travelled, say, 30 spaces at Basic level, 60 at Advanced, and 90 at Expert.


Suggestions are a bit low in range but it could be a good start. I like the idea. Or it could be no skill nearest 3 town, basic nearest 4 town, advanced nearest 6 town and expert limitless.



Yeah, Town Portal must remain limitless at Expert. Otherwise I'd never touch the game again. Many maps/templates/game types would become unbearable.
There are people who play this game to enjoy it not out of a challenge to waste as much time as possible.

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FrogsUnion
FrogsUnion

Tavern Dweller
posted March 25, 2025 02:44 AM
Edited by FrogsUnion at 02:46, 25 Mar 2025.

I'm quite pleased with new changes recently, especially those made to secondary skills. Now could you make it so when we press shift (alt? the button that shows moving range of a creature) in a battle on dark terrains (lava), the graphics are shown in white. I can't make out where's where with the current config.

Oh, and I suggest when a hero is on an airship and cast Fly, his movement cost will be lowered. Fly, as an air magic, will create favorable winds for the airship.

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JohnG
JohnG

Tavern Dweller
posted April 03, 2025 09:59 PM

I dont know if it has been mentioned before.
I would like to see some increase in creatures ability chance. Like dread knight double damage, ghost dragons ageing, basilisk or medusas stone turning, all there are.
Maybe luck could trigger it more often or luck based artifacts.

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Syth1984
Syth1984


Adventuring Hero
posted April 05, 2025 08:13 AM
Edited by Syth1984 at 08:41, 05 Apr 2025.

DECOUPLE SPELL POWER with SPELL DURATION.

I guess since we are on the topic of balancing spells my big suggestion is decoupling spell power and spell duration. Spell power should no longer increase spells duration.
. Duration doesn't become a factor after 10th spell power which is achievable easily even for might heroes.

Instead I suggest this formula


Total Duration = 1 Round + (Skill Mastery:Basic(+1),Advanced(+2)+Expert(+3) )+ Mage Guild Spell Level

The obvious questions for common spells would be “Slow” would start with a  1+(Spell level 1)=2 rounds. At max you would have with Earth Expert mass slow at 1+(expert=+3)+(Spell Level:+1)= 5 rounds which is quite reasonable for a level 1 spell.

On the other hand “Blind” would last 3 rounds at bare minimum and there is a better excuse at getting Fire magic.

"Prayer" is another end of spectrum it would last a minimum of 5 rounds.At the expert level it would last 8 rounds.

Spell Duration increasing artifacts would become increasingly efficient as well.Might heroes without proper magic skills would treasure them a lot.

Spell power already modifies the damage output or resurrection abilities effectiveness. With some minor changes to other spells effectiveness scaling with spell power(not all of them) I think it would be in tip-top shape. ( Suggestion Example:Air shield getting %1 more protection for every 5 spell power, bloodlust getting +1 more attack for every 5 spellpower)

To meet at a half way.Every 10th spell power could add +1 duration to the spells maybe.That would be still meaningfull.

Whatever change comes I hope A.I. also benefits from these changes while battling human players or clearing creep. I don't want the game becoming easier while playing against A.I. , on the contrary it should get better at doing things.
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MattII
MattII


Legendary Hero
posted April 05, 2025 10:30 AM

Syth1984 said:
DECOUPLE SPELL POWER with SPELL DURATION.

I guess since we are on the topic of balancing spells my big suggestion is decoupling spell power and spell duration. Spell power should no longer increase spells duration.
. Duration doesn't become a factor after 10th spell power which is achievable easily even for might heroes.

Instead I suggest this formula


Total Duration = 1 Round + (Skill Mastery:Basic(+1),Advanced(+2)+Expert(+3) )+ Mage Guild Spell Level

The obvious questions for common spells would be “Slow” would start with a  1+(Spell level 1)=2 rounds. At max you would have with Earth Expert mass slow at 1+(expert=+3)+(Spell Level:+1)= 5 rounds which is quite reasonable for a level 1 spell.

On the other hand “Blind” would last 3 rounds at bare minimum and there is a better excuse at getting Fire magic.

"Prayer" is another end of spectrum it would last a minimum of 5 rounds.At the expert level it would last 8 rounds.

Spell Duration increasing artifacts would become increasingly efficient as well.Might heroes without proper magic skills would treasure them a lot.

Spell power already modifies the damage output or resurrection abilities effectiveness. With some minor changes to other spells effectiveness scaling with spell power(not all of them) I think it would be in tip-top shape. ( Suggestion Example:Air shield getting %1 more protection for every 5 spell power, bloodlust getting +1 more attack for every 5 spellpower)

To meet at a half way.Every 10th spell power could add +1 duration to the spells maybe.That would be still meaningfull.

Whatever change comes I hope A.I. also benefits from these changes while battling human players or clearing creep. I don't want the game becoming easier while playing against A.I. , on the contrary it should get better at doing things.
You say spell power is still good, but in reality, if drops massively in importance. And you replace it with skill level effecting both the effect and endurance of the spell.

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Syth1984
Syth1984


Adventuring Hero
posted April 05, 2025 03:43 PM
Edited by Syth1984 at 15:45, 05 Apr 2025.

MattII said:
Syth1984 said:
DECOUPLE SPELL POWER with SPELL DURATION.

I guess since we are on the topic of balancing spells my big suggestion is decoupling spell power and spell duration. Spell power should no longer increase spells duration.
. Duration doesn't become a factor after 10th spell power which is achievable easily even for might heroes.

Instead I suggest this formula


Total Duration = 1 Round + (Skill Mastery:Basic(+1),Advanced(+2)+Expert(+3) )+ Mage Guild Spell Level

The obvious questions for common spells would be “Slow” would start with a  1+(Spell level 1)=2 rounds. At max you would have with Earth Expert mass slow at 1+(expert=+3)+(Spell Level:+1)= 5 rounds which is quite reasonable for a level 1 spell.

On the other hand “Blind” would last 3 rounds at bare minimum and there is a better excuse at getting Fire magic.

"Prayer" is another end of spectrum it would last a minimum of 5 rounds.At the expert level it would last 8 rounds.

Spell Duration increasing artifacts would become increasingly efficient as well.Might heroes without proper magic skills would treasure them a lot.

Spell power already modifies the damage output or resurrection abilities effectiveness. With some minor changes to other spells effectiveness scaling with spell power(not all of them) I think it would be in tip-top shape. ( Suggestion Example:Air shield getting %1 more protection for every 5 spell power, bloodlust getting +1 more attack for every 5 spellpower)

To meet at a half way.Every 10th spell power could add +1 duration to the spells maybe.That would be still meaningfull.

Whatever change comes I hope A.I. also benefits from these changes while battling human players or clearing creep. I don't want the game becoming easier while playing against A.I. , on the contrary it should get better at doing things.
You say spell power is still good, but in reality, if drops massively in importance. And you replace it with skill level effecting both the effect and endurance of the spell.


I don't think so. I would always build up spell power due to chainlighting,implosion,resurrection lightingbolt even magic arrow.

Even at a low level I would chose blind which has barely 3 rounds of staying according to the new formula very choosable.

Maybe too strong dependence of duration on magic skills is a valid criticism though. But low level spells lasting for eternity is also not fun or strategic.

My previous iteration proposal was to multiply spell power by spells level inversly. Rounded up with a base of 1.

İmagine having 11 spell powers

Level 1 spells: 1+ (11* 1/5)= 3 rounds.
Level 2 spells: 1+ (11* 1/4) = 3rounds
Level 3 spells: 1+ (11* 1/3) = 4 rounds
level 4 spells: 1+ (11* 1/2) = 6 rounds
Level 5 spells: 1+ (11* 1/1) =12 rounds

That might work though.

Also give us some examples where would it bother you? Maybe we can talk over an example.

Some action must be taken.








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MattII
MattII


Legendary Hero
posted April 06, 2025 11:40 AM

Okay, while I can agree that 'spell power = number of rounds a spell lasts' isn't necessarily the best idea, reworking it so that spell power has little to no effect on most non-damaging spells is not an improvement. Further, the idea that a low level spell should last much less time than a high-level spell is not one that's likely to find traction much traction with others. Honestly I think something like:
Duration = X + Skill Level + (Spell Power / Y)
Where X and Y will vary depending on the spell in question.

Yes, Skill still plays a part, but depending on the 'Y' value, that is substantially less critical than in your original formula.

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Syth1984
Syth1984


Adventuring Hero
posted April 06, 2025 05:14 PM

MattII said:
Okay, while I can agree that 'spell power = number of rounds a spell lasts' isn't necessarily the best idea, reworking it so that spell power has little to no effect on most non-damaging spells is not an improvement. Further, the idea that a low level spell should last much less time than a high-level spell is not one that's likely to find traction much traction with others. Honestly I think something like:
Duration = X + Skill Level + (Spell Power / Y)
Where X and Y will vary depending on the spell in question.

Yes, Skill still plays a part, but depending on the 'Y' value, that is substantially less critical than in your original formula.


We are not trying to improve though we are trying to balance it out. It doesn't necessarily become better.

I wondered and it has been a while since I played heroes 5.In H5 version I checked spells such as blind have such duration

%15* spell power Basic
%20* spell power Advanced
%25* spell power Master

Event at Master 10 spellpower grants you 4 turns of blind not 10.I was even being generous according to H5.

A bit reduction in those turn numbers would be most welcome.
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MattII
MattII


Legendary Hero
posted April 07, 2025 06:19 AM

Okay. As long as all spells last more-or-less the same amount of time, that's fine.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 11, 2025 07:33 PM
Edited by phoenix4ever at 19:34, 11 Apr 2025.

Combine Resistance and Interference into one skill and call it whatever you like. It should be 20% Resistance and 20% Interference at Expert.

This means that even if the Resistance part is removed with Orb of Vulnerability, the Interference part will still remain.
Also instead of getting 100% Interference with Giselle, it will be much harder to reach 100%, when Expert is 20% instead of 30%. (Giselle is busted, in case no one has noticed. )

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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted April 11, 2025 10:42 PM

What if instead of complicated formulas and extra skills, duration was just changed so that Mass Spells lasted 1/7th as long. The spell power is getting spread around after all.
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MattII
MattII


Legendary Hero
posted April 12, 2025 12:29 PM

LordCameron said:
What if instead of complicated formulas and extra skills, duration was just changed so that Mass Spells lasted 1/7th as long. The spell power is getting spread around after all.
That might be workable, if mass spells weren't just Expert level regular spells.

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darkdill
darkdill


Hired Hero
posted April 13, 2025 02:15 AM

Idea for a level 5 Water Magic spell:

Quote:
Blizzard

When cast, prepares a blizzard that will sweep across the battlefield at the start of the next three rounds of combat, dealing Ice-based spell damage to all enemies. Higher skill in Water Magic enhances the damage.


This would not do nearly the same damage that Armageddon does, but I have no doubt players would find a use for this. For starters, it doesn't cause friendly fire like Armageddon would.

Just cast it and then you can spend your next three spells doing other stuff like Slow, Implosion, etc.

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Grell
Grell

Tavern Dweller
posted April 13, 2025 06:04 PM

LordCameron said:
What if instead of complicated formulas and extra skills, duration was just changed so that Mass Spells lasted 1/7th as long. The spell power is getting spread around after all.


Or instead, the mass spells could work with a radius area. Similar as Berserk or Inferno works.

Basic: target 1 unit.
Advanced: All creatures in a 3 hex radius affected.
Expert: All creatures in a 4 hex radius affected.

With this, even tactis would have a different aproach in the strategy of the battles.

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Syth1984
Syth1984


Adventuring Hero
posted April 14, 2025 10:49 AM

Grell said:
LordCameron said:
What if instead of complicated formulas and extra skills, duration was just changed so that Mass Spells lasted 1/7th as long. The spell power is getting spread around after all.


Or instead, the mass spells could work with a radius area. Similar as Berserk or Inferno works.

Basic: target 1 unit.
Advanced: All creatures in a 3 hex radius affected.
Expert: All creatures in a 4 hex radius affected.

With this, even tactis would have a different aproach in the strategy of the battles.


This would work as well I guess. Still the duration of those spells have to be addressed separately.

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