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sq79
Famous Hero
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posted April 03, 2008 07:58 PM |
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Quote: Wrong, two level 7 dwellings on Dragon Pass ... No one is on start position 4. One is in low-left corner of map, second in up-right corner of map ... Study better maps then you want to accuse someone...
P.S. It's possible to move this discussion in topic like "Dragon Pass balanced or not ? "
Please bring ur discussion elsewhere
This thread is more on the coming mod discussion if there's any
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FoolishMan
Known Hero
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posted April 03, 2008 08:19 PM |
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Quote: Wrong, two level 7 dwellings on Dragon Pass ... No one is on start position 4. One is in low-left corner of map, second in up-right corner of map ... Study better maps then you want to accuse someone...
P.S. It's possible to move this discussion in topic like "Dragon Pass balanced or not ? "
last post about this offtopic from me
2 lvl 7 dwellings 1 is always sylvan (low left)and 1 is always dungeon(not sure) ,you play always with sylvan from position 4 left-low ,if the person you're playing doesn't know the map i think it's pretty cheap advantage
if it's ok with you than fine
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infinitus
Supreme Hero
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posted April 03, 2008 08:35 PM |
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Sylvan level 7 dwelling is placed on equal distance from start position 3 and 4 ... If i take position 4, you can take position 3 and try to stop my from getting this dwelling ... If you not satisfied with my answers write a letter to UBI mapmakers ... Not i made this map, this is official UBI map ...
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Nothing's impossible
http://www.youtube.com/watch?
v=loCSLJ6IodY
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gmmari
Adventuring Hero
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posted April 03, 2008 10:25 PM |
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So, what do we do with the 5th TOH MOD component - arcane archers? Now, they are better than Master hunters in respect to damage (no range penalty, -50% defence) and initiative. Perhaps reducing initiative to 9 OR reducing attack dmg to 6-7 would do?
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I think we should let arcane init and attack in this way and also the
range penalty is ok but we could cancel the "Force arrow" ability because is this that cause a damage not realist against some creature that have great defence and hp.
When arcane attack it's like they shoot with flaming arrow and this is
without sense.
They will shoot first of any other range unit and without penalty this
should be enough for a level 3 unit
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Jinxer
Legendary Hero
*****
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posted April 03, 2008 11:02 PM |
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Edited by Jinxer at 23:05, 03 Apr 2008.
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Since the skill and ability structure in HOF was GREAT... why cant we just use that skill tree as a template and make ALL of the changes back to HOF skill structure etc. That way we get a good balanced skill structure and get the new creatures of TOTE....
then we can work on tweaking the some of the units.
Seems would be less confusing to do it this way. Just a thought.
Bottom line, the ONLY good change that came outta TOTE was the alternative creatures. All the perk changes and extra abilites that the towns gained just made each town farther from being balanced... so switch all the TOTE changes OFF and back to HOF... and then all that remains is the new creatures.. then we can discuss how to better balance them etc. SKill MOD and Creature mod. = TOH mod
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Strider_HL
Famous Hero
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posted April 03, 2008 11:36 PM |
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Quote: Since the skill and ability structure in HOF was GREAT... why cant we just use that skill tree as a template and make ALL of the changes back to HOF skill structure etc. That way we get a good balanced skill structure and get the new creatures of TOTE....
You won't believe me how much I agree with you hehe Yet, I suspect we are few here
Gmmari's suggestion looks interesting though I like the way this ability makes you choose the right target when sometimes you are so tempted to shoot some other... But perhaps this is the best way to cope with "flaming arrows effect" that gets morale, luck, initiative and favourite
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The_Mysterious
Adventuring Hero
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posted April 04, 2008 01:35 PM |
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All i ask is to NOT change Invisibility of Stalkers!
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valkyrica
Supreme Hero
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posted April 04, 2008 02:03 PM |
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Quote: So, what do we do with the 5th TOH MOD component - arcane archers? Now, they are better than Master hunters in respect to damage (no range penalty, -50% defence) and initiative. Perhaps reducing initiative to 9 OR reducing attack dmg to 6-7 would do?
______________________________________________________________________
I think we should let arcane init and attack in this way and also the
range penalty is ok but we could cancel the "Force arrow" ability because is this that cause a damage not realist against some creature that have great defence and hp.
When arcane attack it's like they shoot with flaming arrow and this is
without sense.
They will shoot first of any other range unit and without penalty this
should be enough for a level 3 unit
If you reduce their initiative you will have to give them more hp or more armor, or, reduce initiative to 8 but give them ghost ability(spelling ?!), otherwise they'll die before shooting, and no one wants to play with 6 packs instead of 7.
Lowering the damage and/or attack value is the best choice I see.
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I'm Guybrush Threepwood, mighty pirate
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infinitus
Supreme Hero
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posted April 05, 2008 07:10 AM |
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Reducing the initiative of arcane archers are in contradiction with Sylvan faction game concept, Sylvan faction are hi initiative faction ... Arcane archers must have hi initiative ...
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Nothing's impossible
http://www.youtube.com/watch?
v=loCSLJ6IodY
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diegis
Supreme Hero
power of Zamolxis
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posted April 05, 2008 08:51 AM |
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hi
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dacian falx behind you
-knowledge itself is power-
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Azagal
Honorable
Undefeatable Hero
Smooth Snake
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posted April 05, 2008 11:18 AM |
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Edited by Azagal at 11:20, 05 Apr 2008.
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Thanks to FinalBoss (or Final_Boss I don't remember) for this. Sorry to disturb your discussion but I found this so fitting.
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"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord
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The_Mysterious
Adventuring Hero
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posted April 05, 2008 11:40 AM |
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Quote: Thanks to FinalBoss (or Final_Boss I don't remember) for this. Sorry to disturb your discussion but I found this so fitting.
Bah! That's not always the result. get your range-reducing stuff (evasion, deflect missile, etc.) it's not that imba. I like Master Hunters more anyway.
Back to the topic; even if they ARE imbalanced, a good player can always turn the table, for his or her own advantage.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted April 05, 2008 11:54 AM |
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*Elvin's mind implodes*
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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insatiable
Supreme Hero
Ultimate N00bidity
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posted April 05, 2008 12:18 PM |
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samiekl
Supreme Hero
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posted April 05, 2008 04:26 PM |
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http://www.speedyshare.com/439212552.html
Those mofo's get out of the firewall??? This should be addressed in the mod.
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Strider_HL
Famous Hero
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posted April 05, 2008 10:08 PM |
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Judging from those little opinions that we have, removing force arrow ability from Arcane archers would be the best solution...
So, we have somewhat agreed on 5 corrections in the TOH MOD. Any more last wishes?
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gmmari
Adventuring Hero
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posted April 06, 2008 12:27 AM |
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Dwarf remain to be adjust but there i don't know where to begin..
everything we do on that race will be good,in some map they win only waiting the time and learning his runes..
Fortunally they are so boring that few people use them..
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted April 06, 2008 12:59 AM |
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I might have reduced the power of resurrection rune. Seems insane for a unit with 1hp to earn back almost half the stack.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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gmmari
Adventuring Hero
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posted April 06, 2008 01:27 AM |
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agree
but not enough..
dwarf are a defensive faction that is equalized with the other with the large number but this should be all..
i was thinking to reduce drastically the attack of all army or let the runes be used only 1 time in each combat(for example rune of charge used only by dwarf and rune of resurrection used only by whitebear..)or cancel higher magic from the hero book..
why orcs should use warcries for spell while dwarf have to used light magic/desctruction magic+ignite/immunty to magic+runes?
stalker are nothing compared to this..
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the_teacher
Supreme Hero
Talk to the hand!
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posted April 06, 2008 05:53 AM |
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dwarves were very well thought out when they were implemented. there are only few things that might appears as too powerful: rune of charge in the first place , i suggest to add max 3 speed and rune of spell immunity, but only in few cases. about rune of ressurection, maybe a minor tweak would be nice,like, upon using it, 25% of dead army from the stack to be ressurected.
dwarves are a defensive race, their attack is pretty low and at the beginning of the game they can have a hard time creeping. cannot lower their offensive even more
whats happens in the long runs its dependent on too many factors and cannot represent subject of an analisys. long runs could be 6 weeks or 3 months then we cannot have a mod for each type of map length.
some races just gain more with time passing by, some less. the same with dwarves it happens with academy, haven, orcs and maybe sylvan, to a certain extent.
i was wondering why no one has mentioned here the "great" creeping power of inferno, who, except grok (teleport) and alastor maybe, they cannot do practically anything in the early game if they have to fight against any caster or ranger. they just have to wait for the next week, when u can say they managed to gather a ranged army that equals sylvan army strength from the first week and this IF they can get somehow the resources necesarry to buld something actually.
its like giving the opponent one week advance, week that might prove to be decisive.
no one mentioned cause almost no one plays them, most of the players around stick to their "winning" class, the town is good and fun to play with if u survive first week in a way that can gives you hopes youll be a real challenge in the end.
something should be done here, not sure what exactly, but they lack range big time and hero is not a caster, its the only race that practically loses army each fight in the start (considering the overall amount of walkers/rangers/casters guards) ending up with a force can only watch the battles for 1 turn , not fighting.
one of the improvement would be mana stealing from creatures aswell, and increases speed(2)/ini(1) for demons. they are completelly useless untill mid/later game and imps are paper. maybe this way inferno will rebuild/boost up part of the attraction.
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