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Thread: Suggestions for new spells | |
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rpgguy
Adventuring Hero
Scholar
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posted May 28, 2006 10:05 PM |
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Edited by rpgguy at 13:21, 29 May 2006.
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Suggestions for new spells
ok many people say that heroes 5 lacks in spells.
post here your suggestions for spells that are dearly required.
here are mine:
combat spell with mass option:
- raise moral of a creature
- lower moral of a creature
- raise luck of a creature
- lower luck of a creature
- raises speed (not initiative) of a creature (no such spell avaiable! )
- lower speed of a creature
damage spell:
- the old inferno spell (improved fireball)
- bigger ring of frost - the hole is size 2*2 and the ring itself 4*4 so that you can cast the ring on a large creature without it being hit.
summon spells:
summon a lower level creature spell (only 4 and 5 avaiable )
adventure map spell:
- flight spell (like the cloak that let you fly)
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Week Of The Rabbit
Triple Growth For All Creatures
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Lich_King
Honorable
Supreme Hero
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posted May 28, 2006 10:31 PM |
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Morale and Luck spells are not really useful as the special skills of heroes (Benediction or Banshee scream) modifies the factors. Frost ring with a larger is not really needed too, as the smaller version will not be used anymore (in the old series, all 2x creatures (exept Heroes 4) suffered from Frost Ring, because their size) and finaly, no flight spells please... too unbalanced in MP games.
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Vicheron
Known Hero
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posted May 28, 2006 11:53 PM |
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Meteor Shower in Heroes 5 is like Inferno from the previous Heroes games.
There are plenty of spells from the previous Heroes games that should have been included in Heroes 5 like Mirth, Fortune, Sorrow, Misfortune, Cat Reflexes, Vampiric Touch, Mana Leech, Mana Flare, Prayer, Vision, etc.
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rpgguy
Adventuring Hero
Scholar
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posted May 29, 2006 01:02 AM |
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the first four spells are exactly what i offered and the other ones are great too, why did they remove them i dont know...
anyway metoer shower is an earth spell and inferno is a fire spell so it can contribute something i guess...
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Week Of The Rabbit
Triple Growth For All Creatures
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law558
Adventuring Hero
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posted May 29, 2006 11:02 AM |
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I think the summoning spells from H4 should be brought in. Maybe not all of them (Cause there was alot). And it would be nice it summoning magic had more real summoning spell.
You's may disagree, but summoning magic to me has always been more nature based. So spells like phantom forces and raise dead, belong with the mages and undead. H4 magic system made much more sense (e.g you wouldn't have haven and necropolis getting the same spells as each other.)
As for the other three schools of spells. There's nothing I particluary want to see. Just more.10 spells per school is a joke.
You only have to play the game for a day, and you'll know most of the spells.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 29, 2006 12:00 PM |
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Quote: ok many people say that heroes 5 lacks in spells.
post here your suggestions for spells that are dearly required.
here are mine:
combat spell with mass option:
- raise moral of a creature
- lower moral of a creature
- raise luck of a creature
- lower luck of a creature
- raises speed (not initiative) of a creature (no such spell avaiable!)
- lower speed of a creature
damage spell:
- the old inferno spell (improved fireball)
- bigger ring of frost - the hole is size 2*2 and the ring itself 4*4 so that you can cast the ring on a large creature without it being hit.
summon spells:
summon a lower level creature spell (only 4 and 5 avaiable )
adventure map spell:
- flight spell (like the cloak that let you fly)
Great post!!! This one should have a +QP, because this is a very important topic.
There are simply far to few spells in the game. I'm in with you one those you mention, and also miss some of these:
- Cure - increase hit points of creature and remove bad spells. How could this not be in???
- Levitate - give the creature flying ability during combat.
- Town Portal - and not just Town Gate, as in the current version of the game.
- Cat Reflexes - as of Heroes 4 - great spell!
- No retaliation spell / Aura of Fear.
- Forgetfullness - if I remember, this one is not in the game, right? One of the best of Heroes III.
- Waterwalk and Fly - because it's nice to have the opportunity. Make them dissabable if you want.
- Prayer - increase attack, deffense and speed/innitiative.
- Mirror Image - will make a number of phantom duplicates (2, 3, 4, 5 depending on level. When attacked, there is a chance of either hitting duplicate - which dispells it - or hitting real unit, dispelling all duplicates. Chance of hitting real creature is 1/(number of duplicates + 1).
- View Air and View Earth like spells.
- Counterstrike.
- Fireshield.
- Sacrifice.
- Shield.
- Force Field.
- Protection from Elements.
- Scuttle Boat.
- Remove Obstacle (granted, not that usefull, but interesting none-the-less).
- Spell Shackle (deals damage when mana is used).
- Slayer.
- Disintegrate.
- Mire (acts as slow in adventure map - very nasty).
- Magic Leach (increase spell point cost).
- Vampiric Touch (very useful of Heroes IV, perhaps somewhat overpowered).
Granted, not all of these spells should have to be there (and I could come up with more) - but two pr. level. pr. school is just way way to few to give any variation imo.
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rpgguy
Adventuring Hero
Scholar
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posted May 29, 2006 01:17 PM |
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Edited by rpgguy at 13:24, 29 May 2006.
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thanks for the support alcibiades!
it seems there are so many spells i forgot about! , oh this reminds me the Forgetfullness spell does exist i think only in a better version which is called confusion now becuase not only does it prevents enemy shooters from shooting it also prevents enemy creatures from retaliate- which IMHO makes mass confusion (on expert level) one of the most powerfull spells there is (if not broken!)
Quote: Morale and Luck spells are not really useful as the special skills of heroes (Benediction or Banshee scream) modifies the factors. Frost ring with a larger is not really needed too, as the smaller version will not be used anymore (in the old series, all 2x creatures (exept Heroes 4) suffered from Frost Ring, because their size) and finaly, no flight spells please... too unbalanced in MP games.
since there is an instant travel spell and a town portal spell and an item that gives you flight i fail to see why not have a rare adventure map level 5 spell (that cost alot of mana) that will give you flight , besides if a map maker doesnt approve of that spell he can always rule it out in his map edit...
also i dont understand your point about the large ring of frost.
why not have 2 versions one for small creatures and one for large?
if i had those 2 spells i would use them according to the creature i want to protect, right now if your arch devils are surronded with 8 creatures you cant use circle of winter without hurting them... so a bigger ring is needed...
also you say that morale/luck spells are not need becuase there are abilities like benediction and such...
well those are skills that belong to a specific class so if i am playing a warlock with all the magic skills and sorcery for example a spell that raises luck for my troops would be extremly usefull.
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Week Of The Rabbit
Triple Growth For All Creatures
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 29, 2006 02:32 PM |
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I know the Confusion spell is there, but I think both spells could be here, because forgetlfullness was aimed at all shooters, not only one stack, on expert level. Thus, it has a more narrow application, but can be extremely usefull (perhaps even too powerfull) against an enemy of a lot of shooters.
And I completely agree that a larger Frost Ring is needed. It's too stupid that you can't target your large creatures without hurting them. Actually, in Heroes III, if you centered the Frost Ring on either the front or back hextant (I don't remember which one, it's too long since I played) - but if you used the right one, you wouldn't hurt your own unit! I don't know if they did the same in this game - but if they didn't, it would make sense to do it. Actually, what they should do, was to change the way the spell works, so that you target it at a unit - small or large - and it radiates into all surrounding squares. In that way, you can't use it to hurt a group of units around an empty square, thus making it less powerful and more ballanced.
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rpgguy
Adventuring Hero
Scholar
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posted May 29, 2006 06:57 PM |
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well there is a mass confusion spell now so all shooters cant shoot and in addition all enemy creatures cant retaliate this is much better than forgotfullness or almost any other spell IMHO, it totaly cripples the entire enemy army.
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Week Of The Rabbit
Triple Growth For All Creatures
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silentbobus
Adventuring Hero
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posted May 29, 2006 06:58 PM |
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One I would like to see in the Light Spell section. Holy Crusade, target unit does additional damage to Inferno and Undead units. With it's compliment, Unholy crusade which would target Sylvan and Haven.
Also like to see a Stop spell that would stop all movement, attacks, spellcasting and retaliation. Would have to be a level 5 spell for certain. Also could have more spells related to trickery and deception.
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rpgguy
Adventuring Hero
Scholar
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posted May 30, 2006 04:28 AM |
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the blind spell pretty much "stops" all actions of target unit...
is that what you mean?
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Week Of The Rabbit
Triple Growth For All Creatures
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Gnoll_Mage
Responsible
Supreme Hero
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posted May 30, 2006 07:48 PM |
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Maybe spells that affect enemy heroes on the adventure map, like giving 'disease' to their whole army, lowering their stats for while, dependant on spell power...? Perhaps a little similar to some of the 'week of' events.
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Vicheron
Known Hero
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posted June 01, 2006 07:00 AM |
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Spell ideas that I posted on another forum:
Name: Forest Growth
Type: Summoning
Level: 3
Cost: 15
Changes battlefield terrain to grass. Treants gain a +2 bonus to all stats. The initiative and speed of non-Sylvan units without flying/teleporting ability are decreased by 1.
Name: Scorched Earth
Type: Destruction
Level: 3
Cost: 15
Does 5 x spell power of fire damage to all units. Burns away the current terrain. Any creature native to the destroyed terrain has a 5% chance of taking 5 x spell power of fire damage with every square they move.
Name: Hallowed Ground
Type: Light
Level: 4
Cost: 20
The duration and effect of all blessing spells are increased by 25%. The effect of the Resurrection spell/ability is increased by 50%. The duration of cursing spells are decreased by 50%. The effect of Necromancy is decreased by 50%.
Name: Blight
Type: Dark
Level: 4
Cost: 20
The duration and effect of cursing spells are increased by 25%. The duration of blessing spells are decreased by 50%. The effect of the Resurrection spell is decreased by 50%. The effect of Necromancy is increased by 20%.
Name: Mage Rage
Type: Destruction
Level: 3
Cost: 12
Can only be cast on creatures with mana. Gives target stack the no melee penalty ability. Target stack loses half of its spell points, 2/3 of lost spell points converts to attack, 1/3 of lost spell points converts to initiative.
Name: Soul Burn
Type: Dark
Level: 4
Cost: 10
Destroys 80 x spell power hp worth of dead (not undead) creatures in a stack. Does 1 point of damage for every 2 hp worth of dead creatures destroyed. Destroyed creatures cannot be resurrected or raised by Necromancy. Does not affect undead, machines, or elementals.
Name: Guiding Light
Type: Light
Level: 3
Cost: 15
Creates a beacon at the hero's position. All armies within a radius determined by the caster's spell power move faster when they move towards the position of the beacon. The beacon lasts 1 day x spell power.
Name: River of Squirrels
Type: Summoning
Level: 3
Cost: 12
Summons a tsunami of 25,000 + 2,000 x spell power squirrels in the first round. The squirrels form a river of 1,000 x spell power squirrels in the second round. The number of squirrels in the river is reduced by half every round and disappears when there are less than 1,000 squirrels. The squirrels have an attack of 1, they do 2 point of damage per 100 squirrels in the first round and 1 point of damage in the continuing rounds. Creatures trying to cross the river has a percent chance of being stopped equal to the number of squirrels divided by 1,000.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted June 01, 2006 09:18 AM |
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The River of Squirrels is hillarious! This makes me think of one of my favorite scenes of the recent Charlie And The Chocolate Factory movie. Brilliant!
I like a lot of these spells, great ideas of new spells not in the game before. That's deffinitely something they should reconsider, as well as taking in more of the old spells.
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Kabukiman
Tavern Dweller
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posted June 01, 2006 01:32 PM |
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What I am missing in the whole HOMM series is a bunch of overland spells comparable to games like good old Master of Magic or Age of Wonders.
Thinking about it - there are at least 2 buildings having an overland effect (necro with +10% necromancy and dungeon with +10% elemental chain dmg)
IMO overland spells could be included pretty easily when linking them to the mage guild, eg. overland spell casting possible with lvl 5 guild, power increasing with each additional guild. Cast would be payed with resources.
Overland spells shouldn't be too powerful. Some things that just came to my mind:
-Clairvoyance, know what kind of week is next, veeery useful in case of plague
-Increase yield, in case of mines
-Decrease yield, in case of enemy mines
-Increase growth, in case of cities and creature dwellings
-Decrease growth, in case of enemy cities and dwellings
-Block path, either entirely (big rock, wall of trees etc.) or just slowing down (mud)
-Recon, clear a section of the fog of war
-Shroud, all enemy players get a section "fogged"
-Terraforming, make hills to flat ground and vice versa, should be extremely expensive
-Migrate town, make Haven into Dungeon or any other combination you need...
Considering combat spells - IMO i'm not missing too much there. A spell like the old haste/slow affecting speed would be very useful but that's about it.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted June 02, 2006 09:35 AM |
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Interesting ideas, but some of these spells, like Block Path and Migrate Town would simply have too much impact on gameplay, I think. Also, increase growth is very powerfull - but of course something like clairvoyance would be obvious.
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