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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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Vaeledrin
Adventuring Hero
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posted August 21, 2011 01:12 PM |
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Quote: Improved Light Magic improves the damage of Glories and Vestals.
Each of my Glory stacks now deals more damage than my Angels.
I think the Glory is one of the most fun and useful creatures in the game.
I can't believe that I actually said that I thought they were the worst creature ever in the Heroes games several months ago.
Wait, you actually thought that? =p
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xerox
Promising
Undefeatable Hero
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posted August 21, 2011 01:19 PM |
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yeah, but I guess I was pissed off that the Light Elemental looked exactly the same
Even though they are just recoloured Glories atm, I think the Light elementals are fine. It seems like they will change their heads soon (their portrait is different from the Glories')
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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conqr
Adventuring Hero
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posted August 21, 2011 02:14 PM |
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Edited by conqr at 14:22, 21 Aug 2011.
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Quote: Both factions highest ini is 55. But Stronghold Shaman got "Earth and Sky", so if the player uses a magic Stronghold they will be first. Otherwise I think it's random, unless one got Ambush and the other does not.
Yes, i tested with stronghold might hero, so i guess there are two votes for randmoness in case the ini is equal between two creatures.
Quote: Can someone be so kind and say detailed how Celestial Armor and Retribution Aura works?
Celestial armor and mass celestial armor gives you a slight magic and might defense bonus (like +4%) and a life shield with a certain amount of life like 300-1100). Depending on some factors (tear or blood hero, spell power likely) the life shield absorbs a certain amount of damage, up to 100%.
So incoming damage of 1000, celestial armor with 800hp, and a 50% absorb ratio. Your creature is damaged 500, and so is your life shield, wich means it has 300hp left. In case the absorb ratio is 100% all life shield will be used up, and the crature is damaged 200.
Retribution aura (level 3) will reflect the incoming meele damage to all the enemy creatures. The percentage will depend on both your spell power, and the magic defense of the other hero.
Lets say your retribution aura says its 114% in the hero customizing screen. If the opponent has 20 magic defense, than in the spell book it will be reduced to 74%. Incoming damage of 1000. Your crature will lose 1000 hp and reflect 740 damage to every creture of the opponent. This 740 damage is then modified with the magic or the might (not sure) defense of the opponents creatures.
In both cases i consider the incoming damage of 1000 is already modified by your creatures defense. (To everybody: if im wrong somewhere, feel free to correct me).
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Kitten
Known Hero
Roar
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posted August 21, 2011 03:03 PM |
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Thank you for your great explanation and examples conqr ^^
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conqr
Adventuring Hero
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posted August 21, 2011 03:18 PM |
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Quote: Thank you for your great explanation and examples conqr
Oh im really sorry, i forgot that retribution aura considers the unmitigated damage, so what it was before your creature's defense came into play.
So if your creature is dealt 1000 damage, but only because it had 50% defense than the unmitigated damage of the attacking creature was 2000. Now retribution aura uses this damage as the base. So in case of a 74% retri aura, it will be 1480 damage reflected, even though your 50% defense creature was only dealt 1000. After this the opponents creutres defense will come into play as in the original example. I will test in a minute, which defense (might or magic).
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Mitzah
Promising
Supreme Hero
of the Horadrim
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posted August 21, 2011 03:35 PM |
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MORE GOD DAMN ADVENTURE MAP BUILDINGS! Seriously, the only one added during this beta test was the skeleton. Sigh.
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| The HoMM Channel |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2011 03:47 PM |
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Have you played the stronghold campaign? It had some nice ones.
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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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conqr
Adventuring Hero
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posted August 21, 2011 03:54 PM |
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Quote: I will test in a minute, which defense (might or magic).
If the damage was might, it is reflected as might.
A 'real life' scenario:
Kirin with might defense 71% is attacked by harpies for 456 damage, the retibution aura on kirin is 90%. The unmitigated damage (if the kirin had 0 defense) is 456/0.29 = 1572. The retribution aura reflects 90 percent of 1572 = 1415 damage. The might armor of crusher is 46%, it will be hit for 54% of this 1415 dmg so for about 764.
The game displayed 771dmg, because of different roundings than i used (most of the numbers in this calclulation are not integers.)
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Nelgirith
Promising
Supreme Hero
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posted August 21, 2011 04:02 PM |
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Quote: Have you played the stronghold campaign? It had some nice ones.
So does the "Tree of Plenty"
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infinitus
Supreme Hero
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posted August 21, 2011 05:08 PM |
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In open field vs Necromancers we can use block shooters tactic, but how to assault Necromancer town ?
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Nothing's impossible
http://www.youtube.com/watch?
v=loCSLJ6IodY
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conqr
Adventuring Hero
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posted August 21, 2011 05:15 PM |
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I dont want to open a new topic for it, but i had an idea about a game mode, that could be really interesting.
Its a type of duel, but you have to create everything about your hero by playing on a map for a limited amount of time. Its a normal map against maybe only computer opponents, and when the time comes your hero is 'exported', which you can use aginst other players heroes wich were developed on this map under the same time limit.
This way everything is counted in (build orders, creeping power of a faction, hero developement, and the army will be very realistic.) You can play against everyone, without having to wait for anyone (yea im pushing it a bit..) : D
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conqr
Adventuring Hero
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posted August 21, 2011 05:20 PM |
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Edited by conqr at 17:24, 21 Aug 2011.
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Quote: In open field vs Necromancers we can use block shooters tactic, but how to assault Necromancer town ?
Oh, dont be silly, who would ever attack a necromancer town? xD
Btw, petrification on fate wavers in the right moment (when it cant be dispelled) might be the only chance, liches can be taken care of much easier.
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 21, 2011 05:31 PM |
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Quote: But it really feels that Inferno are so, so strong in the long run.
They have a few tricks up their sleeves but in the general situation have great difficulties against Stronghold (without the Petrify spam they just don't last long against so much damage, although it's not really impossible to come victorious in the end) and are no match for Necropolis - I have ONE victory with Inferno vs. Necropolis but the other guy was the very definition of noob. Against Haven... well, the Glories and the Vestals can decimate you if used correctly and I still think that this Light Vulnerability thing is crap + the Retribution Aura and Resurrection are currently so broken that playing a decent game against factions which rely heavily on Light Magic is out of the question. Sanctuary however seem to be relatively easy to beat with Inferno (if they don't use the said spells). Moreover, in a real game you won't gave 2xTemptresses but the anorexic Cerberi which are just a liability. AND - the Breeders suck immensely. Now even their previously broken special doesn't do much.
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e3772014
Adventuring Hero
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posted August 21, 2011 06:14 PM |
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Quote: I have been playing Inferno with great results.
I haven't been playing that much and I maybe I haven't meet the right opponents.
But it really feels that Inferno are so, so strong in the long run. With their mass gating and mother breeders they can outlast most opponents. Also if you have the double stack Lilim you have great ranged capabilities.
However I'd like to try it more, but most opponents just die. So it's hard to know how good it actually is... :/
Hey Jabanoss, I PMed you about a duel, maybe later today?
@vaeledrin
Yeah I used tears hero for Haven. And yes I've still been trying to use inferno but whenever I see necro I just switch to haven haha =P
I think if Ravager got another HP boost, and you can trigger pit lord's special retaliation easier, inferno would be balanced (or almost balanced).
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conqr
Adventuring Hero
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posted August 21, 2011 06:20 PM |
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Edited by conqr at 18:25, 21 Aug 2011.
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Quote: and are no match for Necropolis - I have ONE victory with Inferno vs. Necropolis but the other guy was the very definition of noob.
Have you tried the following?:
If both player have (or dont) ambush then the few times i tried the order of the units are: ravager - vampire - pit lord - fate waver. On the turn of the pit lord put petrification on the waver.
If he tries to make waver faster, or your pit lord slower (ini wise), than put petrification on the waver after it transformed or waited, this way (because of a bug, likely) it will be patrified for two 'turns' as mentioned before. On the second turn of this extended petrification either petrify, or make slower the vampire so that your opponents first unit is the waver, making it possible to prevent your opponent dispelling petri on it.
If your opponent is good, there might be no chance to put the waver out of the game for more than 3-4 turns, but that might be enough to get it blocked (might not).
Btw, is there anyone here who can join games (no timeout has happened error)?
Quote: and you can trigger pit lord's special retaliation easier, inferno would be balanced (or almost balanced).
This. I experimented a lot with pit lords a few beta versions ago, and you can imagine how happy i was when i read the description of taunt.. i was like 'fak ye b1tches' just to discover an hour later how taunt really works....
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e3772014
Adventuring Hero
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posted August 21, 2011 06:34 PM |
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Quote:
If your opponent is good, there might be no chance to put the waver out of the game for more than 3-4 turns, but that might be enough to get it blocked (might not).
Thing is, even if inferno manages to block the fate weaver, its lineup of troops are still way too weak against necro's lineup. When you have 2 stacks of ghosts healing 1.5k (if he gets a unit into your cluster of units) per turn and more healing coming from the hero...
Also, I just tried a normal game with necro, and it was so much easier than my game with inferno. Skeleton + ghost combo is more than sufficient for early creeping, and then add liches to that and you don't need anything else. Inferno has no way of healing, and crap range =/ But then it's had this problem since H3 haha
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conqr
Adventuring Hero
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posted August 21, 2011 06:54 PM |
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Quote: Thing is, even if inferno manages to block the fate weaver, its lineup of troops are still way too weak against necro's lineup. When you have 2 stacks of ghosts healing 1.5k
I belive if the inferno player was in turtle formation as well while neutralizing the waver, it would have a chance. But if the inferno player casts petrification, the necro player can cast puppet on something slow, move with it, and the next turn teleport the vamps to the place it was bloking most of infernos shooters and then heal it with ghosts.. so you are absolutely right, inferno might be fcked anyway.
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e3772014
Adventuring Hero
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posted August 21, 2011 07:01 PM |
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Quote:
I belive if the inferno player was in turtle formation as well while neutralizing the waver, it would have a chance. But if the inferno player casts petrification, the necro player can cast puppet on something slow, move with it, and the next turn teleport the vamps to the place it was bloking most of infernos shooters and then heal it with ghosts.. so you are absolutely right, inferno might be fcked anyway.
Haha yeah, inferno isn't really meant to be a ranged faction imo..it just needs stronger melee units. In heroes 3 at least they had high speed (now initiative) but now they don't have the best speed, hp, or damage output. They're just mediocre in every way, and by the time gating starts working half the battle is already done.
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 21, 2011 08:27 PM |
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Quote: If he tries to make waver faster, or your pit lord slower (ini wise), than put petrification on the waver after it transformed or waited, this way (because of a bug, likely) it will be patrified for two 'turns' as mentioned before. On the second turn of this extended petrification either petrify, or make slower the vampire so that your opponents first unit is the waver, making it possible to prevent your opponent dispelling petri on it.
I think it will only prolong the battle. The problem is that Necropolis can cast certain nasty spells like Drain Life (on its troops), Puppet Master (on the enemy), Despair and so on while Inferno can not return the favour because the undead are immune. Even this alone automatically puts Inferno in major disadvantage. Moreover, while both Inferno and Necropolis have one crappy Core, all of the undead Elites are good or very good while on the demons' side you have one decent - the Lacerator, one average - the Ravager, and one worthless - The Breeder (with Archery III it becomes somewhat useful but it's still awfully easy to block).
By the way I managed to fix my PC temporarily and even though my RAM is halved now , I guess I should be able to play. Or at least try.
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Vaeledrin
Adventuring Hero
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posted August 21, 2011 09:55 PM |
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If only the Tears Mage Necropolis ability worked, then you would have zero percent chance of breaking through the initial wall since all damage would be transferred and reduced at 33% onto the weavers who would then get life drain the next turn and restore itself.
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