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Heroes Community > Heroes 5 - Temple of Ashan > Thread: What are the worst skills in game and how u would change them?
Thread: What are the worst skills in game and how u would change them? This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 19, 2009 09:35 AM
Edited by Lexxan at 11:47, 19 Feb 2009.

Okay then...

Spoils of War should not give gold anymore. Instead, it generates Ore, Wood, Gems, Crystal, Sulphur or Mercury, one of these after each combat. You get 1 wood/ore for every 250 enemy Hit Points you kill and 1 gem/crystal/mercury/sulphur for every 450 enemy Hit Points you destroy, rounded up. The Type of Rescources depends on the Faction of the Army's STRONGEST Creature.

Haven: Wood or Crystal
Necro: Ore or Mercury
Inferno: Ore or Sulphur
Stronghold: Wood or Mercury
Dungeon: Wood or Sulpur
Fortress: Ore or Crystal
Academy: Ore or Gems
Sylvan: Wood or Gems
Neutral: Determined Randomly.

[I think that seems pretty balanced, battling 6 Magma Dragons, who have 1680 hitpoints all together, will give you either 7 Ore OR 4 Crystal]

Soulfire: Soulfire no longer is able to damage Allied Demonical Units: The Damage Type is changed from Fireball to a Chain Shot, that may harm all kinds of enemies, whether these are Demonical or not. The Damage done to the First attack is [(Gained Mana*2) * (Hero Spellpower)/4] for Unupgraded Stacks, and ['Gained Mana*2) * Hero Spellpower/2] for Upgraded ones. The Spellpower/X is always rounded up. In addition, the Chance of Hellfire Triggering during this Chain is increased by 20%, cumulatively (= 50%)

So if the Hero (with Spellpower 3) consumes a stack of 100 Cerberi, he gains 50 Mana (1500 hit Points => 1 Mana per 30 hp, so: 50 Mana)and Does [(50*2)*(3/2)] = 200 Damage, Whereas a Stack of 100 Hellhound would have done[(50*2)*(3/4)] = 100 Damage.

[Not that powerfull, but atleast it's better than the current one. Besides, Hellfire is allowed to trigger during the Chain]

@ Nebdar: I donno, but Scholar seems overpowered now
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Coincidence? I think not!!!!

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 19, 2009 11:12 AM
Edited by Nebdar at 11:13, 19 Feb 2009.

Quote:
@ Nebdar: I donno, but Scholar seems overpowered now


in Which part Lexxan.
You can only change the spell in the Mage Guild with the one you know
Once per week.

As for Witch Hut - Only once per Witch Hut in the game, and of course you can learn from Witch only one time:

ex. Orignally the Witch learns War machines Skill, one of your secondary hero has learn it, then your Scholar hero comes changes the skill. The one that have learned War Machines from her can not learn new skill, only others. Your scholar hero also can not learn nothing new because he already must be an Expert in that skill to teach Witch.

Yeah i love your Soulfire solution, chainshoot
the Spoils also look
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razor5
razor5


Famous Hero
Freezing...
posted February 19, 2009 02:23 PM

I think Lex refeered at the 3rd part of your changes at the Scholar.I also think changing a 3rd level spell it's overpowered,most important because there are some powerful level 3 spells (like the Fireball,for example) that can be easily changed with your ideas of editing the Scholar.But,the rest,I found it ok

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 19, 2009 03:17 PM

Cool idea Nebdar about Scholar, but I'd like to change it a bit if you don't mind

It still allows you to change spells from the Mage Guild, but only once per game. The number of spells you can change depends on the level of the spell.

You start up with 3 'points' to change. A level 4 and 5 spell uses 3 points, a level 3 spell 2 points, and a level 1 or 2 spell 1 point. So basically you can either change a level 4 or 5 spell, or a level 3 spell AND a level 1 or 2 spell, or three level 1 or 2 spells.

Maybe these 'points' can be extended with other abilities like Magic Insight, I'm not sure.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 19, 2009 04:12 PM

Quote:
I think Lex refeered at the 3rd part of your changes at the Scholar.I also think changing a 3rd level spell it's overpowered,most important because there are some powerful level 3 spells (like the Fireball,for example) that can be easily changed with your ideas of editing the Scholar.But,the rest,I found it ok


Exactly. I allows you to get (example) Light for, let's say, Dungeon or Inferno, who are extremely tough to beat when they have Light. Just to give an example.

It is kinda broken.

There's more to say, but I don't have time now.
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Coincidence? I think not!!!!

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razor5
razor5


Famous Hero
Freezing...
posted February 20, 2009 03:57 PM

Good idea,Ash,it balances the Scholar.But I don't agree the level 4-5 spell changing,simply not,Lex was correct,this also helps (doesn't matter if only one time per game) Dungeon or Necro to get Light Magic level 5 spells (like World of Light or Ressurection.But anyway Necros don't need the ressurection spell)

@Lex:I'll wait for your example.I also try to write one,but now I don't have much time to make long posts

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 20, 2009 03:59 PM
Edited by Asheera at 15:59, 20 Feb 2009.

Quote:
Exactly. I allows you to get (example) Light for, let's say, Dungeon or Inferno, who are extremely tough to beat when they have Light. Just to give an example.
Oh come on, Dungeon is not THAT hard to beat with Light, and it has only a 2% chance.

As for Inferno, for Scholar + Light Magic you need like two 2% skills
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razor5
razor5


Famous Hero
Freezing...
posted February 20, 2009 04:20 PM
Edited by razor5 at 16:21, 20 Feb 2009.

I never use Light Magic when playing with Inferno,only Destructive.Probably 3 Light spells are useful:Haste,Ressurection and Divine Strengh.
So I'm not using the Scholar very much

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 20, 2009 06:02 PM
Edited by Nebdar at 18:02, 20 Feb 2009.

Hmm i don't understand how my propostions with Scholar and changing spells in Mage Guild can be overpowered

You are only able to change one spell per week to a spell that your Hero Scholar KNOWS. So in other words without this abilitiy propose he will just wait for another secondary Hero to meet with him on Adventure Map and exchange the spells. The reason why i had create this is many times you have no time to wait or change your main hero paths just to share spells, so you leave one in an Town. Or we can make that this spell is waiting for one hero and when he vist the Town the spells in Magic Guild are back to previous set.

Hey Asheera i don't mind of course. And your propostion also seem nice and maybe even adapt better to an normal game. How many times someone would want to use that skill anyway. The player would choose one or two spell that crucial and change them in Magic Guild.

I can understand that some spells can be crucial or very very to helful for some factions or heroes but the normal Scholar would shared this spells anyway and it is mainly those spells learnt in Shrines and Spell merchant building or maybe thanks to Arcane Intuition.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 20, 2009 11:16 PM
Edited by Lexxan at 23:34, 20 Feb 2009.

Quote:
You are only able to change one spell per week to a spell that your Hero Scholar KNOWS.
That's indeed tons better lol, but I think scholar would be a bit better if the Scholar is able to "teach" every Spell he knows to a town. Any Hero who visits that town learns all the spells the Scholar knows, when the Scholar Visited the town. It's similar to Nebdar's Solution, but Imo a bit better (tho I have to admit than I have a soft spot for IMBA )

Arcane Intuītion should trigger with Friendly Spellcasters, and should enable to see your opponents Skills (and not only his Inverntory)

Tear of Asha Vision shouldn't trigger on maps that don't have a Tear of Asha. In addition, I think it could be improved by granting a Chance of 2% to dig up a minor artefact evertime the Hero digs - But Simply disable it on Non-ToA maps would be a start.

Banishment damage is changed to 15*(Level+ [Summoning Magic Mastery]) , Thus increasing it's damage by 50%.

Exorcism... the Spellpower of all Hostile Spells cast on Summoned/Gated Creatures (Destructive Magic, Dark Magic, Word of Light, Swarm, Fist, Barrier, Trap and Crystal) IS DOUBLED. It may be a bit imba, but the overall inefficiency of the perk compensates that imo.

First Aid Boosting: The Hero with the First Aid Perk is able to use the Tent up to 5/10/Infinite Times in a battle (I don't know which is better - I'll let you choose ). This shouldn't make First Aid/Plague Tent wasted in the End-game.

Chilling Bones rebukes 10% of the Original Damage, and not just Five. Corrupted Soil's Damage is increased to 3,3 Per level, Fractions Rounded Up for Decimals between 51 and 99 and Rounded Down decimals between 1 and 50.

I don't think any other perk needs a boost...

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Coincidence? I think not!!!!

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Min-Guitsu
Min-Guitsu

Tavern Dweller
posted February 21, 2009 12:06 AM

I think you can safely change the corrupted soil to 4*level hero. 100 damage on level 25 seems decent to me and not overpowered.

About the first aid thingy, if you want to increase its turns (which I think is reasonable) I think you should make it knowledge-dependant, just like the ballista is attack-dependant, and to prevent abuse in early game. Say a first aid tent can heal at least 3 times with one more turn for every 5 knowledge the hero has. It makes sense too: the more knowledge you've got the better you're able to heal.

Master of Life:
Maximum hitpoints reduction of raise dead becomes 10% instead of 20%.
Fist of wrath will deal 50+15*power damage instead of 50+10*power.
(If overpowered the numbers could be reduced a bit, but at least these are more "creative" solutions than the ones Nival's got now)

Master of Earthblood
Firetrap summons 2 more mines. Mines deal 20 damage more each.
Damage of earthquake increased by 100. Tremors stuns the enemy with a 0.2 reduction instead of 0.1.


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 21, 2009 04:40 AM

Quote:
Arcane Intuītion should trigger with Friendly Spellcasters, and should enable to see your opponents Skills (and not only his Inverntory)
Who said you can view only the inventory? Did you try it?

It's exactly like you double-rightclick your hero: you can view everything, including skills, abilities, and equipment.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 21, 2009 05:37 PM

Quote:
Quote:
Arcane Intuītion should trigger with Friendly Spellcasters, and should enable to see your opponents Skills (and not only his Inverntory)
Who said you can view only the inventory? Did you try it?

It's exactly like you double-rightclick your hero: you can view everything, including skills, abilities, and equipment.


The it's only about Learning Spells from Friendly caster

It could also give an additional 5% boost to Experience Gainage(Cumulative with Enlightement) instead - We can do that with Scholar as well.
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Coincidence? I think not!!!!

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razor5
razor5


Famous Hero
Freezing...
posted February 21, 2009 07:55 PM

Learning spells from a friendly caster creature is nice.As I said also in this thread (I think),this can get high level spells from the mid-early game until you get the Advanced&Expert Magic for using the respective spells.
Agree with Lex,we can do that thing with the Scholar plus that 5% exp. boost

I also saw Min's ideas and find them nice:

Quote:
Master of Life:
Maximum hitpoints reduction of raise dead becomes 10% instead of 20%.
Fist of wrath will deal 50+15*power damage instead of 50+10*power.
(If overpowered the numbers could be reduced a bit, but at least these are more "creative" solutions than the ones Nival's got now)


I find ok to reduct the hp of the Raise Dead,but as you though,the Fist of Wrath's damae boost seems overpowered and those numbers should be changed to 25 or 30 I think

Quote:
Master of Earthblood
Firetrap summons 2 more mines. Mines deal 20 damage more each.
Damage of earthquake increased by 100. Tremors stuns the enemy with a 0.2 reduction instead of 0.1.


Good one,I dont think things get overpowered except the Earthquake increased damage,but anyway,I think it should got more damage

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 21, 2009 09:13 PM

Quote:
The it's only about Learning Spells from Friendly caster
Not entirely sure but I think it already does this? I know in HoF it was messed up and removed this feature, but if I remember correctly in TotE it got back again?
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 22, 2009 01:41 AM
Edited by Nebdar at 01:42, 22 Feb 2009.

Quote:
Tear of Asha Vision shouldn't trigger on maps that don't have a Tear of Asha. In addition, I think it could be improved by granting a Chance of 2% to dig up a minor artefact evertime the Hero digs - But Simply disable it on Non-ToA maps would be a start.


Yes all skills shouldn't triggered when the map doesn't support that skill like Navigation blahh.

I would change the minor to major/relic artifact but only when close to Tear of Asha but not to close to dig it. Or maybe the Hero has chance of 40% to Dig tear of Asha with and random major/relic artifact.

Quote:
Agree with Lex,we can do that thing with the Scholar plus that 5% exp. boost


Agree with Lex me too but i would change that 5% into ability:

The hero can learn other how to boost one of it's primary skills( Att, Def, SP, KN) by +2 if the Scholar hero has greater stat the the Secondary one.. For ex. ( Schollar Hero Attack - Secondary Hero Attack) must be >= +5.


@Min-Guitsu & Lexxan i agree with you that the First Aid Tent only 3 uses is very pathetic and it should be changed like that:

Basic Number of Healing times = 3 + 1/2/3(Depending on War Machines Skill Lvl) + Hero_Lvl/8(rounded down)

Basic Healing Points = 10 + 10/40/90(From War Machines Skill) + Hero_Knowledge* 2/3/4 (From War Machines Skill)


Master of Life: boost +4 SP to Wasp Swarm. The Fist of Wrath hits 2x2 tile area .

About Raise Dead Hp reduction penalty it should be tied to Summoning Magic School Mastery 20% / 18% / 15% / 12% (No M. Basic, Advanced, Expert)


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razor5
razor5


Famous Hero
Freezing...
posted February 22, 2009 09:03 AM

Quote:
but if I remember correctly in TotE it got back again?


Yes,it's back (I remeber from the last game).Anyway,it's a bit strange to see a feature coming back in the 2nd expansion from the basic game (without the first expansion)

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Dargor
Dargor


Adventuring Hero
posted February 23, 2009 08:50 AM

In My opinion Corrupted soil should dead damage on every square a creature moves (of less than 3*lvl)
Or at the start and and the end of the movement,
Lord of the undead should give some DE points and more Knoweledge than 1 (2 or 3) because you have to waste a perk for the allmighty schoolar to get it
Eterat Servitude should be boosted up a little, (more hp)
And Navigation should be like in HommIV (boosts up Units stats while fighting at sea)


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Ta_cha_qua
Ta_cha_qua

Tavern Dweller
posted August 02, 2010 08:06 PM
Edited by Ta_cha_qua at 20:13, 02 Aug 2010.

im not saying this is the worst skill but i just dont get the use of it, basic luck. it is useless i have never used it and i dont get why it has to be there a beter skill would be basic morale.

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted August 06, 2010 02:21 AM

Oh ho! Necromancer raising dead appeared!
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