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Thread: 1.3 Multiplayer impressions, suggestions | This thread is pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT» |
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yasmiel
Supreme Hero
Former Chessmaster
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posted August 19, 2011 12:17 AM |
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I tried your tactical setup and it works good. Too good to be exact. 2 slaughter duels against humans. I predict they start copying this fast and it becomes a big scale balance issue
I think they vastly overdid the ghost healing with that latest change. It actually encourages them to turtle it out, as healing output gets ridiculous with 4 units around the lamasu.
Also the ranged output is great. Fate weaver with magic hero shooting down 7-8 cyclopi in turn 1 against might hero.
Worst thing is, necro immunities make it so there really is no easy way to counter this.
Nerfs incomming I hope Lets hope this step of beta still allows for them
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Vaeledrin
Adventuring Hero
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posted August 19, 2011 12:36 AM |
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A little hasty to say that, no?
The acid rain spell isn't to be neglected against set ups like those, nor is using spells like petrify/stasis against key shooters. Necro initiative isn't exactly high despite their superior damage output in some cases.
Let's wait awhile and see , shall we?
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 19, 2011 12:36 AM |
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I also noticed that the Fate Weaver deals hell of a damage against pretty much everything.
As for the immunities - this is an issue since Heroes II and the fact that it remains un-addressed can not be accounted for. I agree that the undead's concept require them to be unique in this regard but the bonus immunities are never balanced by some vulnerabilities or stats tweaking. OK, now there is Light Vulnerability but only Haven can exploit it effectively and Inferno suffers from the same thing without being immune to anything (just some nigh-useless Fire Resistance). What's even more curious is that one of the most efficient Elites - the Vampire - also has the highest growth among the Elites...
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yasmiel
Supreme Hero
Former Chessmaster
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posted August 19, 2011 12:42 AM |
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Edited by yasmiel at 00:43, 19 Aug 2011.
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Quote: A little hasty to say that, no?
The acid rain spell isn't to be neglected against set ups like those, nor is using spells like petrify/stasis against key shooters. Necro initiative isn't exactly high despite their superior damage output in some cases.
Let's wait awhile and see , shall we?
Of course its early. But better to say it early so people focus on its testing than be too late .
This way we can have more interest in devising counters (as it already shows) which can only lead to more material and more balanced judgement in the end.
Using Dispel from now on, just in case
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e3772014
Adventuring Hero
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posted August 19, 2011 01:04 AM |
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Quote: I've got around 10-13 duels under my belt, I think, since the record tracking is somewhat lacking (by somewhat I mean very much so).
I have the exact same pacing regardless of which faction I play, be it inferno, necropolis, or stronghold. For me, it's easier to win as stronghold simply because it punishes a mistakes a lot easier with its heavy hitting units.
Played 10 or so duels and this is what happens every time. If I play against stronghold or necro I might as well give up (I play inferno). They are way OP at the moment, while inferno is underpowered (due to useless fire area spells that deal 1k damage in TOTAL as opposed to each unit..)
Also played one game against sanctuary, not sure if it was typical but I lost as well, but not as badly as against necro/stronghold.
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Vaeledrin
Adventuring Hero
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posted August 19, 2011 01:09 AM |
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Quote:
Quote: I've got around 10-13 duels under my belt, I think, since the record tracking is somewhat lacking (by somewhat I mean very much so).
I have the exact same pacing regardless of which faction I play, be it inferno, necropolis, or stronghold. For me, it's easier to win as stronghold simply because it punishes a mistakes a lot easier with its heavy hitting units.
Played 10 or so duels and this is what happens every time. If I play against stronghold or necro I might as well give up (I play inferno). They are way OP at the moment, while inferno is underpowered (due to useless fire area spells that deal 1k damage in TOTAL as opposed to each unit..)
Also played one game against sanctuary, not sure if it was typical but I lost as well, but not as badly as against necro/stronghold.
Didn't I just play you right now with Necropolis? And weren't you wasting turns nuking my stacks with fire spells and summoning gates right next to my units? Or was that someone else?
My point isn't to be insulting but to say there are a lot of options that need to be explored, while Stronghold is 'easier' by feeling I don't really consider being 'easier' as overpowered as it may mean that in higher tier games Stronghold may actually be on the losing side most of the time despite their relatively low skill ceiling.
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conqr
Adventuring Hero
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posted August 19, 2011 01:10 AM |
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Quote: I tried your tactical setup and it works good. Too good to be exact. 2 slaughter duels against humans. I predict they start copying this fast and it becomes a big scale balance issue
Yeah, it is really strong even against someone who expects it.. let alone someone who doesn't.. at least its just beta.
Quote: The acid rain spell isn't to be neglected against set ups like those, nor is using spells like petrify/stasis against key shooters. Necro initiative isn't exactly high despite their superior damage output in some cases.
Area affect spells are no problem for necro, their damage is not concentrated to the key creatures, while they fill up necromancy pretty fast, which can be targeted at key creatures. There is dispel and mass dispel for petrify/stasis and since vampires starts the necro lineup the player will have plenty of time to get its shooters back into the game. (Not saying/protecting that anything is imbalanced, just replying to those two ideas).
Right now the best counter seems to be a stronghold might hero with mass inner fire, it can kill the lamasu and block both necro shooters before necro can act. However the stronghold player has to guess right wich corner the necro player is in, and the necro player can change the setup of the creatures for this particular matchup as well.
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Vaeledrin
Adventuring Hero
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posted August 19, 2011 01:18 AM |
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Quote:
Area affect spells are no problem for necro, their damage is not concentrated to the key creatures, while they fill up necromancy pretty fast, which can be targeted at key creatures. There is dispel and mass dispel for petrify/stasis and since vampires starts the necro lineup the player will have plenty of time to get its shooters back into the game. (Not saying/protecting that anything is imbalanced, just replying to those two ideas).
Right now the best counter seems to be a stronghold might hero with mass inner fire, it can kill the lamasu and block both necro shooters before necro can act. However the stronghold player has to guess right wich corner the necro player is in, and the necro player can change the setup of the creatures for this particular matchup as well.
500-700 damage isn't something you can shrug off considering it's there for the entire game, and that's only one part of what you would consider to be the counter to your proposed set up. Also let me note that there is a little bit of randomization going on in the sense of turn order. If you're unlucky at all, they could petrify your Weaver right before its turn forcing you to skip a Weaver turn.
While I think the set up is strong, I believe the tools to counter it are still within the grasp of the supposedly weakest faction 'Inferno'. The weakness of Necro is generally not about what you start with but when.
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e3772014
Adventuring Hero
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posted August 19, 2011 01:44 AM |
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Quote: Didn't I just play you right now with Necropolis? And weren't you wasting turns nuking my stacks with fire spells and summoning gates right next to my units? Or was that someone else?
My point isn't to be insulting but to say there are a lot of options that need to be explored, while Stronghold is 'easier' by feeling I don't really consider being 'easier' as overpowered as it may mean that in higher tier games Stronghold may actually be on the losing side most of the time despite their relatively low skill ceiling.
The turns were wasted because spells are imbalanced. Mass life drain with necro makes a lot more difference than the area spells. Spectre healing allows for 1.5k damage per turn-nothing inferno has is even close to that. Also, you're SUPPOSED to summon gates next to enemies so that they can get there faster.
I've tried both might and magic inferno heroes against a variety of necro players, and I haven't come close to winning a single time-and I guess that's the main point. You might have a valid point about your hypothetical "higher tier games" (which doesn't really count unless you can demonstrate it) if the games were actually close. Every single game ends up with the necro losing less than half his army while I lose everything. Something is obviously wrong with that. I was a seasoned homm3 player (been lurking these forums for a few years), so I don't think skills can make that big of a difference.
If you really want proof of inferno's obsolescence, go have a try yourself.
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 19, 2011 01:51 AM |
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Edited by Zenofex at 02:32, 19 Aug 2011.
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Quote: While I think the set up is strong, I believe the tools to counter it are still within the grasp of the supposedly weakest faction 'Inferno'.
I'm rather curious how will you fare with the "supposedly weakest faction" against Necropolis. Care for a few games, say, tomorrow (Friday)?
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conqr
Adventuring Hero
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posted August 19, 2011 02:07 AM |
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Quote: 500-700 damage isn't something you can shrug off
It sounds good theoretically, but that 500-700 (lets count with 770) is about 270 and 380 on the two necro shooters, and a 'wasted' turn on the hero.
Quote: The weakness of Necro is generally not about what you start with but when.
That is ture but other than for stronghold (+might), is it possible to utilise it? For most of the factions, even if their shooters have the first shot they will not win the ranged battle.
If meditation worked, it would be an interesting addition though.
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yasmiel
Supreme Hero
Former Chessmaster
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posted August 19, 2011 02:50 AM |
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I just had the most boring duel ever.
Opponent was using the same strategy
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xerox
Promising
Undefeatable Hero
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posted August 19, 2011 03:14 AM |
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Here are some suggestion based on my experiences in DUELS. I have done one duel with all factions.
People leaving should count
If I leave, my opponent should get Win statistics and vice versa.
Ladder System
I think duels have potential and are fun, so I would suggest adding a ladder system with like 3 leagues (newbies, experienced, veterans)
Add a turn timer
I am currently fighting against Necropolis with Inferno and hes not doing anything atm. Its been like 4 minutes...
If you fail to do anything, the creature will automatically Wait.
In-game chat
Cmon let us chat with our enemies! The battles are really long, it would be fun to have some chatting to speed up the time a bit.
Haven
1. Guardian Angel is really underpowered compared to other racials. I think it should recharge much faster.
2. I think Sun Crusaders need a speed boost.
Power Rating: 3.5/5 imo.
Sanctuary
1. Spring Spirits feel useless and boring and should be buffed, or preferably REPLACED.
2. Sharkmen are boring and feel useless.
3. Racial charges way to slow. Nerf the buff a bit but reduce the amount of time needed to charge it.
4. The Kirin with its breath dealt huge damage to me at the start of combat.
Power Rating: 3.5/5 imo.
Inferno
1. Why would you choose 120 Cerberi over 140 Succubi?
2. Enthrall should be allowed to be used against Necro. Inferno loses a pretty essential ability without it.
3. Make Cerberi survive a bit longer please.
4. Breeders are boring, please add some fun active ability. They are also pretty weak because they get blocked in 1 turn so give them No Melee Penalty.
5. Love the Pit Lords!
Power Rating: 3/5 imo.
Necropolis
1. Make Necromancy into an AoE effect at about 50% of the power bar. But reduce its strength.
2. I think Ghosts need a slight nerf to their healing and overall survivability.
3. I feel that Necro is really strong with THREE SHOOTERS, THREE FLYERS and the Ghouls can be really nasty. Couple that with their Undead passive which makes them immune to like half of all the things in the game. And then add the massive healing.
So I think an overall nerf to survivability and damage would be fair.
Power Rating: 4.5/5 imo (they are a bit slow...)
Stronghold
1. The racial is pretty powerful. I could use it every single turn. Maybe slow it down a bit? Plus it isnt really fun when its just something that you just click every turn. I liked Blood Rage in TotE better when it was individual and the creatures actually got new abilities from it.
2. I think the Centaur ability should be nerfed a bit. Something simple like that she can't run away more than 3 tiles.
3. The Cyclops melee special is still DEADLY and needs to be nerfed.
4. Harpy animations are still a bit slow.
5. Dreamwalker is the most boring unit in the game. Please give it some fun ability.
6. The Orc Warriors died really fast for me, maybe buff their survivability but lower their damage a bit?
7. I love that theres no damn healing in this town!
8. I noticed that the Light Elementals got a new super sexy portrait! +1 to you UbiHole!
Power rating: 4.5/5 imo
Spells in general
The "once per battle" type of spells need to stop. That's just boring. Make them weaker, but allow you to cast them every 3-4 turn.
Acid Cloud
1. This spell needs to be more visible. I instantly forgot about casting it and it started damaging my own creatures.
My suggestion is to add some clear skull underneath it, showing its area.
In addition, I think it should have a duration and cooldown of around 3 turns. Its boring that you can only cast it once.
Ice Wall VS Earth Wall
Not different enough. Make the Earth Wall like the Blade Wall in H5, except that it is rocky spikes that damage you.
Grounded
This spell seems really weak to me. If I want to lock down a flyer, I'll just Blind, Petrify or Mind control them. There are just a lot better Crowd controls than Grounded, though I love the idea.
AND PLEASE HAVE TACTICS AS A DEFAULT MECHANIC - IT'S A MANDATORY SKILL = NOT FUN
Overall, my views are positive. I think the duels are a lot of fun though a bit long so I play them in windowed mode. Gotta try all the new maps now.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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xerox
Promising
Undefeatable Hero
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posted August 19, 2011 04:48 AM |
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Oh, and the best counter I found against Fate Weavers and other champions I guess, is basically to SPAM Petrification on them.
I think against Necro, Stronghold is the best counter (duh, they are the most OP faction together with Necro)
I HAVE NO IDEA if it is worth using all your spell casts on Petrification in order to neutralize a champion stack.
I also think that the Rock Wall spells etc or atleast one of them, should block enemy shooters.
There should also be a skill and spell that reduces ranged damage taken.
Maybe there could be an Earth skill that disarms ranged attackers for a turn or two.
And they seriously need to replace the Necro Might hero ability that autoressurects every single undead stack after they die...
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Vaeledrin
Adventuring Hero
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posted August 19, 2011 05:47 AM |
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Quote:
Quote: 500-700 damage isn't something you can shrug off
It sounds good theoretically, but that 500-700 (lets count with 770) is about 270 and 380 on the two necro shooters, and a 'wasted' turn on the hero.
Quote: The weakness of Necro is generally not about what you start with but when.
That is ture but other than for stronghold (+might), is it possible to utilise it? For most of the factions, even if their shooters have the first shot they will not win the ranged battle.
If meditation worked, it would be an interesting addition though.
Meditation does work, at least it works for me ;P It gives both mana and power bonuses.
Inferno can act faster than Necropolis and as for the damage being negligible I have to remind you that this is throughout the entire game duration. It also depends on who is casting it in which case it may yield in a death every turn (on your weavers).
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Conan_dw
Hired Hero
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posted August 19, 2011 08:33 AM |
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couldnt test this setups and its counters :-(
but i have a few questions:
- as u have calculated the range-dam of stronghold with a might hero, have u taken the harphies in there?
- WHY are u all speaking of killing the lamacuns(?) fast? do u think, they are such dangerous?
- are u all sure, there is no opinion for strong (phanters?)with tactics II and maybe boots with +1 combat movement and maybe masshaste or mass inner fire ore rush or other skills/ spells to block opponent shooters?
and another question:
- are u all totally sure, that inferno is that weak? think of a "real" online game and not only these op duells :-)
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e3772014
Adventuring Hero
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posted August 19, 2011 09:13 AM |
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Quote: couldnt test this setups and its counters :-(
but i have a few questions:
- as u have calculated the range-dam of stronghold with a might hero, have u taken the harphies in there?
- WHY are u all speaking of killing the lamacuns(?) fast? do u think, they are such dangerous?
- are u all sure, there is no opinion for strong (phanters?)with tactics II and maybe boots with +1 combat movement and maybe masshaste or mass inner fire ore rush or other skills/ spells to block opponent shooters?
and another question:
- are u all totally sure, that inferno is that weak? think of a "real" online game and not only these op duells :-)
I have tested almost every strat imaginable with inferno against necro with a friend. Blood, tears, aggressive, passive, spell-heavy...nothing works against a normal necro player. You do not have to be skilled to use spectre and heal-kill all inferno units lol.
After 20 or so online games now, the only time I have won against necro using inferno was when my opponent made horrible mistakes (not protecting his lich...) and didn't even use the "hide shooters in a corner" strategy as someone mentioned. And EVEN THEN I only won by spamming petrify on his weaver unit...something is wrong when I don't even bother to get fire magic anymore as it's completely useless. The morale boost doesn't help much when your units start with crap morale.
Bottom line: there needs to be effective and efficient fire AOE spells to penalize people for placing troops all together. The only AOE spell I find effective right now is poison storm..and that doesn't work on necro.
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Kitten
Known Hero
Roar
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posted August 19, 2011 09:32 AM |
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It would be better with 20 champions instead of 30. Or add more cores and elites. As of now the dmg from core and elite won't do much to champions. If you look at their dmg, 30 champions has A LOT more dmg than ~60 elites or ~150 cores. That's why many of them are "useless" =/
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Vaeledrin
Adventuring Hero
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posted August 19, 2011 10:01 AM |
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Quote:
I have tested almost every strat imaginable with inferno against necro with a friend. Blood, tears, aggressive, passive, spell-heavy...nothing works against a normal necro player. You do not have to be skilled to use spectre and heal-kill all inferno units lol.
After 20 or so online games now, the only time I have won against necro using inferno was when my opponent made horrible mistakes (not protecting his lich...) and didn't even use the "hide shooters in a corner" strategy as someone mentioned. And EVEN THEN I only won by spamming petrify on his weaver unit...something is wrong when I don't even bother to get fire magic anymore as it's completely useless. The morale boost doesn't help much when your units start with crap morale.
Bottom line: there needs to be effective and efficient fire AOE spells to penalize people for placing troops all together. The only AOE spell I find effective right now is poison storm..and that doesn't work on necro.
Though I disagree with your methodology and some of your conclusions, I do think that damage spells in their current condition are insufficient. However, that being said, the real game of Heroes belongs in normal game settings not duel settings which means... well, items. =(
Which brings me to another question: where are all the items? what other dynasty traits and weapons do we get access to and how will they affect balance? Maybe it's better to have dynasty traits/items than without.
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Conan_dw
Hired Hero
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posted August 19, 2011 10:05 AM |
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@inferno: yes, u loose against necro, like all other towns do :-)
@numbers of units in duell mode: is there a systematic including weekly growth or something like thin in it?
@"duells are not the real game": signed
but the chance of items is equal for both players, the effect of randomness has been reduced. therefore the "tests" of the duell-balance isnt totally worthless!
could anybody answer pls my question about the lamacuns? it seems, as if u all think, there aer very powerfull.
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