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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: HotA Secondary Skills Balance
Thread: HotA Secondary Skills Balance This thread is 5 pages long: 1 2 3 4 5 · NEXT»
krs
krs


Famous Hero
posted January 07, 2014 10:26 PM
Edited by krs at 23:42, 07 Jan 2014.

HotA Secondary Skills Balance

Here some thoughts on re-balancing the secondary skills without remaking the whole thing. Hopefully some of the ideas from this thread will get implemented into HotA.

Below is my proposal, what are your thoughts?

Note: Skills are not meant to be equal in quality. But the gaps should be closed a little and some skills are in dire need of a buff. (Totally useless skills like Eagle Eye, Mysticism or Learning)

Starting with some controversial skills, but that I find quite useful when not taken on your main hero (as intended), but on your secondary one! (Scholar, Estates, Scouting)

Scholar: Allows hero to automatically exchange spells with other heroes during trading sessions. Hero learns spells that he/she doesn't know and teaches spells other hero doesn't know.
Basic: teach and learn spells level 2 and below
Advanced: teach and learn spells level 3 and below
Expert: teach and learn spells level 4 and below

Estates: Hero starts to produce gold
Basic: 125 gold/day
Advanced: 250 gold/day
Expert: 500 gold/day

Usually you are stuck with basic level on secondary heroes. 125 is too low. But the Expert amount seems just right.
Change: Hero produces 150/300/500 gold/day.

Scouting: Increases hero's view radius on adventure map
Basic: view radius is increased by 1 square
Advanced: view radius is increased by 2 square
Expert: view radius is increased by 3 square

HotA changes: Scouting skill is enhanced to +1/+3/+5 instead of +1/+2+/3

Offense: Increases the amount of damage the hero's troops inflict in hand-to-hand combat
Basic: Inflicted hand-to-hand damage is increased by 10%
Advanced: Inflicted hand-to-hand damage is increased by 20%
Expert: Inflicted hand-to-hand damage is increased by 30%

Best skill in the game. Too powerful when compared with what the close contestants bring.
Change: Expert down to 25% from 30%.

Armorer: Reduces the amount of damage received by hero's troops in combat
Basic: Damage inflicted on troops is reduced by 5%
Advanced: Damage inflicted on troops is reduced by 10%
Expert: Damage inflicted on troops is reduced by 15%

With reduced offense this can stay as it is.

Archery: Increases the damage done by range attackers in hero's army
Basic: ranged attack damage is increased by 10%
Advanced: ranged attack damage is increased by 25%
Expert: ranged attack damage is increased by 50%

Skill is weak at basic level.
Change: Redistribute bonuses to 15/20%, 30%, 50%

Resistance: Some enemy spells cast on hero's troops will fail and have no effect
Basic: 5% chance of spell failure
Advanced: 10% chance of spell failure
Expert: 20% chance of spell failure

In practice the skill is too random to really matter by itself. On the other hand, augmented and combined with the new Pendant of Reflection (+50% total resistance increase) will be too powerful.
Change: Increase Resistance bonuses from 5%/10%/20% to 10%/15%/25%
Change: Pendant of Reflection bonus changed to 75% of Heroes Resistance Skill Bonus increase. (from flat +20%). (Resistance increased to  17.5% / 26.25% / 43.5%)

Leadership: Hero's troops gain a morale rating bonus.
Basic: +1 morale
Advanced: +2 morale
Expert: +3 morale

Way more useful to might heroes that magic ones.

Luck: Hero's troops gain a luck rating bonus.
Basic: +1 luck
Advanced: +2 luck
Expert: +3 luck

Way more useful to might heroes that magic ones.

Tactics: Allows you to arrange your troops on the battlefield before combat begins
Your tactics - enemy tactics = 1 placement allowed within the first 3 hex columns
Your tactics - enemy tactics = 2 placement allowed within the first 5 hex columns
Your tactics - enemy tactics = 3 placement allowed within the first 7 hex columns

Artillery: Gives hero manual control over ballista, makes ballista shoot 2 times per turn and increases ballista's chance of dealing double damage.
Basic: ballista's shots have 50% chance of dealing double damage
Advanced: ballista's shots have 75% chance of dealing double damage
Expert: ballista's shots deal double damage

When you meet another hero, Balista has too low HP. (It is already Improved by Archery skill buff). (Is not present in banks whis is a big minus in multiplayer play)
Change: Balista gains (250/500/750 + 10*HeroLevel) HP (Balista will have 1000HP at level 25).
Alternative Change: Balista gains (250/500/750 + 50*HeroLevelDifference) HP (Positive or negative does not matter).

Ballistics: Gives hero manual control over catapult, increases catapult's number of shots, accuracy and damage.
Basic: catapult does 1 shot with 60% chance to hit the intended wall. 50% chance for maximum damage. Until all siege walls are destroyed, chance to hit arrow towers or drawbridge is less than 60%.
Advanced: same as basic but catapult does 2 shots per turn
Expert: two shots of maximum damage, each with 75% chance to hit the intended wall. Until all siege walls are destroyed, chance to hit arrow towers or drawbridge is less than 75%.

With the addition of cannon this is quite ok if you plan a siege.

First Aid: Gives hero manual control over first aid tent and increases it's effectiveness.
Basic: regenerates up to 50 health on top creature in a troop
Advanced: regenerates up to 75 health on top creature in a troop
Expert: regenerates up to 100 health on top creature in a troop

Tent has way too low HP (75).
Change: Increase Tents HP to 100/150/200/300.

Necromancy: When hero wins a battle, a portion of the enemy killed turns into skeletons and joins hero's army.
Basic: 10% enemy creatures killed are resurrected
Advanced: 20% enemy creatures killed are resurrected
Expert: 30% enemy creatures killed are resurrected

HotA Changed to: 5%/10%/15%

Diplomacy: Increases the chance of wandering creatures joining hero's army, lowers the cost of surrendering.
Basic: 25% of creatures normally fleeing will offer to join. -20% to surrendering cost.
Advanced: 50% of creatures normally fleeing will offer to join. -40% to surrendering cost.
Expert: all creatures normally fleeing will offer to join. -60% to surrendering cost.

No Comment...

Learning: Increases the amount of experience gained by hero
Basic: earned experience is increased by 5%
Advanced: earned experience is increased by 10%
Expert: earned experience is increased by 15%

You barely get 1 level by level 20! And that if you max it asap.
Change: Increased amount of experience gained to 10%/20%/30/%. At every leveling of Learning you get spend a primary skill point of your wish (or random) (or based on your Hero class. Barbarian -> attack, Beastmaster -> Defense, Warlock -> Spell Power...).

Change2: (proposed by Salamandre, WoG based) 50% chance that on level up you receive a primary random skill.

Logistics: Hero's land movement range is increased
Basic: range is increased by 10%
Advanced: range is increased by 20%
Expert: range is increased by 30%

Pathfinding: Reduces the movement penalty when moving over rough terrains
Basic: no penalty for rough, 25% penalty for sand and snow, 50% for swamp
Advanced: no penalty for rough, sand, snow, 25% penalty for swamp
Expert: no movement penalties on rough terrains

Navigation: Increases hero's movement range over water in boats
Basic: water movement range is increased by 50%
Advanced: water movement range is increased by 100%
Expert: water movement range is increased by 150%

Change: Remove it completely on maps without water.

Eagle Eye: Hero may learn spells cast by enemies on him in combat
Basic: hero has a 40% chance to learn spells of level 2 and below
Advanced: hero has a 50% chance to learn spells of level 3 and below
Expert: hero has a 60% chance to learn spells of level 4 and below

Hands down the most useless skill. A completely new Magic Related!!! skill should take its place.
Change: (proposed by Maurice)
Basic: The Hero is able to look at the spell book of the Enemy, allowing him to see all level 1 and 2 spells. Every turn, instead of casting a spell, an enemy spell may be blocked from being cast for that turn.
Advanced: The same as Basic, except the Hero can look at spells up to level 3 and block up to 2 spells from being cast that turn.
Expert: The same as Basic, except the Hero can look at spells up to level 3 and block up to 3 spells from being cast that turn.

Change 2: (If it really must stay in a somewhat similar form...). When a friendly Hero visits a shrine, all other heroes with Eagle Eye will learn that spell. Basic: Level 1 Spells, Advanced: Level 2 Spells, Expert: Level 3 Spells.

Intelligence: Adds bonus to hero's maximum spell points
Basic: maximum spell points increased by 25%
Advanced: maximum spell points increased by 50%
Expert: maximum spell points are doubled

Mysticism: Increases the number of spell points hero regenerates each day
Basic: +2 spell points per day to hero's spell regeneration
Advanced: +3 spell points per day to hero's spell regeneration
Expert: +4 spell points per day to hero's spell regeneration

Change: Increased number of spell points regenerated from 2/3/4 to 4/6/8 per day.

Sorcery: Increases the damaging effect of spells cast by hero. Effect depends on the spell cast.
Basic: effectiveness of cast spells is increased by 5%
Advanced: effectiveness of cast spells is increased by 10%
Expert: effectiveness of cast spells is increased by 15%

Magic heroes are not weak because of their lack of damage. But a slight increase should help a little.
Change: Increased damage from 5%, 10%, 15% to 10%, 15%, 20%

Wisdom: Allows hero to learn spells above the second level
Basic: hero can learn spells level 3 and below
Advanced: hero can learn spells level 4 and below
Expert: hero can learn all spells

Air Magic: Increases the effectiveness of Air Magic spells cast by hero
Basic: Air Magic spells are cast at the basic level
Advanced: Air Magic spells are cast at the advanced level
Expert: Air Magic spells are cast at the expert level

Earth Magic: Increases the effectiveness of Earth Magic spells cast by hero
Basic: Earth Magic spells are cast at the basic level
Advanced: Earth Magic spells are cast at the advanced level
Expert: Earth Magic spells are cast at the expert level

Fire Magic: Increases the effectiveness of Fire Magic spells cast by hero
Basic: Fire Magic spells are cast at the basic level
Advanced: Fire Magic spells are cast at the advanced level
Expert: Fire Magic spells are cast at the expert level

Water Magic: Increases the effectiveness of Water Magic spells cast by hero
Basic: Water Magic spells are cast at the basic level
Advanced: Water Magic spells are cast at the advanced level
Expert: Water Magic spells are cast at the expert level




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Macron1
Macron1


Supreme Hero
posted January 07, 2014 10:55 PM
Edited by Macron1 at 23:12, 07 Jan 2014.

I think it's not reasoned to start discussing skills for HOTA. Because I think HOTA crew will not listen to these ideas.
It's more academic interest, if this thread will produce good ideas, it will be universal topic for ERA/VCMI/WOG.

Scholar: Allows hero to automatically exchange spells with other heroes during trading sessions. Hero learns spells that he/she doesn't know and teaches spells other hero doesn't know.
Basic: teach and learn spells level 3 and below
Advanced: teach and learn spells level 4 and below
Expert: teach and learn spells level 5 and below
Level 1 is bought on first 1-2 weeks in almost every town. Level 2 is easy to buy too. So skill must be useful for levels higher than basic two levels.

Estates: Hero starts to produce gold
Basic: 300 gold/day
Advanced: 450 gold/day
Expert: 600 gold/day

Scouting: Increases hero's view radius on adventure map
Basic: view radius is increased by 1 square.
Advanced: view radius is increased by 2 square.
Expert: view radius is increased by 2 square. Hero views map creatures and enemy heroes like Visions effect is cast.
Radius square is useless on maps already explored.


Archery: Increases the damage done by range attackers in hero's army
Basic: ranged attack damage is increased by 15%.
Advanced: ranged attack damage is increased by 25%. No obstacles penalty.
Expert: ranged attack damage is increased by 40%. No walls penalty. No obstacles penalty.

First Aid: Gives hero manual control over first aid tent and increases it's effectiveness.
Basic: regenerates up to <depends on hero level> health on top creature in a troop.
Advanced: regenerates up to 2*<depends on hero level> health on top creature in a troop
Expert: regenerates up to 3*<depends on hero level> health on top creature in a troop

Sorcery: Increases the damaging effect of spells cast by hero. Effect depends on the spell cast.
Basic: effectiveness of cast spells is increased by 20%
Advanced: effectiveness of cast spells is increased by 30%
Expert: effectiveness of cast spells is increased by 50%

Learning: Increases the amount of experience gained by hero
Basic: earned experience is increased by 25%
Advanced: earned experience is increased by 50%
Expert: earned experience is increased by 100%

Eagle Eye: Hero may learn spells cast by enemies on him in combat
Basic: hero has a 40% chance to learn spells of level 3 and below
Advanced: hero has a 50% chance to learn spells of level 4 and below
Expert: hero has a 60% chance to learn spells of level 5 and below

Navigation: Increases hero's movement range over water in boats. Sea creatures get morale/bonuses boost
Basic: water movement range is increased by 30%
Advanced: water movement range is increased by 50%
Expert: water movement range is increased by 100%. Whirlpool protection.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 07, 2014 11:00 PM

Funny how the HoTA thread changed to "I want this and that" in the last <>10 pages.

Basically what every one now wants is HoTA becoming a little wog.
____________
Era II mods and utilities

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krs
krs


Famous Hero
posted January 07, 2014 11:10 PM

I was thinking too about increasing estates a little. I will edit my post.

Regarding Scholar... Right now it is used to teach you main hero spells level 1 from other castles, or some useful spells from shrines. (again usually level 1's). So with your proposal you will almost never need to level up scholar.(Literally no sense for barbarians).

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Maurice
Maurice

Hero of Order
Part of the furniture
posted January 07, 2014 11:11 PM
Edited by Maurice at 23:19, 07 Jan 2014.

I will just comment on a few skills.

krs said:

Scouting: Increases hero's view radius on adventure map
Basic: view radius is increased by 1 square
Advanced: view radius is increased by 2 square
Expert: view radius is increased by 3 square

HotA changes: Scouting skill is enhanced to +1/+3/+5 instead of +1/+2+/3



I would rather see Scouting not increase radius (I mean the 1/3/5 you suggested - 1/2/3 is fine as it is right now), but rather information you get on objects and creatures on the map and such, just like if you have a Rogue in your army, or a number of Taverns in your towns. Various stages should apply (creature types, rough estimates of their number, exact numbers) and maybe even cancel a possible use of the Disguise spell.

krs said:

Artillery: Gives hero manual control over ballista, makes ballista shoot 2 times per turn and increases ballista's chance of dealing double damage.
Basic: ballista's shots have 50% chance of dealing double damage
Advanced: ballista's shots have 75% chance of dealing double damage
Expert: ballista's shots deal double damage

When you meet another hero, Balista has too low HP. (It is already Improved by Archery skill buff). (Is not present in banks whis is a big minus in multiplayer play)
Change: Balista gains (250/500/750 + 10*HeroLevel) HP (Balista will have 1000HP at level 25).
Alternative Change: Balista gains (250/500/750 + 50*HeroLevelDifference) HP (Positive or negative does not matter).



A more general change that I'd like to see with the Ballista is that it doesn't auto-fire, without giving control to a player without the Ballista skill. Just have the option of *not* shooting with it at all. Even if you can't control what it shoots, you should still be able to tell it not to shoot when you don't want to.

I disagree with the alternative change; against a Hero that's too powerful, the Ballista is useless. Unless I misinterpret your suggested change, that is.

krs said:

First Aid: Gives hero manual control over first aid tent and increases it's effectiveness.
Basic: regenerates up to 50 health on top creature in a troop
Advanced: regenerates up to 75 health on top creature in a troop
Expert: regenerates up to 100 health on top creature in a troop

Tent has way too low HP (75).
Change: Increase Tents HP to 100/150/200/300.



As an additional change, I would like to see it grant Resurrection to living creatures, as by the spell. The First Aid Resurrection level is the highest of the First Aid or Earth Magic skill (as per the Resurrection spell). Right now, only top-tier creatures make effective use of the First Aid skill; on lower-tier creatures, most of the healed hitpoints are wasted.

krs said:

Eagle Eye: Hero may learn spells cast by enemies on him in combat
Basic: hero has a 40% chance to learn spells of level 2 and below
Advanced: hero has a 50% chance to learn spells of level 3 and below
Expert: hero has a 60% chance to learn spells of level 4 and below

Hands down the most useless skill. A completely new Magic Related!!! skill should take its place.

Change: (If it really must stay in a somewhat similar form...). When a friendly Hero visits a shrine, all other heroes with Eagle Eye will learn that spell. Basic: Level 1 Spells, Advanced: Level 2 Spells, Expert: Level 3 Spells.
With this change even if you do not get in on your main hero, secondary heroes in combination with Scholar could teach those spells to your main. (Lame I know... I would replace it with magic protection, spells will do less % on you, but magic heroes are weak anyways...)



Your change would turn it from a Combat skill into an Adventure skill. I would rather propose the following:

Basic: The Hero is able to look at the spell book of the Enemy, allowing him to see all level 1 and 2 spells. Every turn, instead of casting a spell, an enemy spell may be blocked from being cast for that turn.
Advanced: The same as Basic, except the Hero can look at spells up to level 3 and block up to 2 spells from being cast that turn.
Expert: The same as Basic, except the Hero can look at spells up to level 3 and block up to 3 spells from being cast that turn.

The Eagle Eye skill will kick in at the start of each turn, just before the first player gets the opportunity to cast a spell from his or her spellbook. The idea is that the one with the Eagle Eye skill perceives which spell(s) the opponent is about to cast by sharp observation and mitigate its effect as a result.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 07, 2014 11:19 PM

Well, at least the main HotA thread will be cleaner from now on.
Maurice said:
I would rather see Scouting not increase radius, but rather information you get on objects and creatures on the map and such, just like if you have a Rogue in your army, or a number of Taverns in your towns. Various stages should apply (creature types, rough estimates of their number, exact numbers) and maybe even cancel a possible use of the Disguise spell.

Agree.

Maurice said:
As an additional change, I would like to see it grant Resurrection to living creatures, as by the spell. The First Aid Resurrection level is the highest of the First Aid or Earth Magic skill (as per the Resurrection spell). Right now, only top-tier creatures make effective use of the First Aid skill; on lower-tier creatures, most of the healed hitpoints are wasted.

This. Right now is usually useless (you are going to heal 3 point of life of your 20 stack Vampire Lords, how useful ~_~). Making it like in H5, where it can ressurrect units'd make it more useful.

I'd also consider increasing the amount of HP "healed".

Maurice said:
Basic: The Hero is able to look at the spell book of the Enemy, allowing him to see all level 1 and 2 spells. Every turn, instead of casting a spell, an enemy spell may be blocked from being cast for that turn.
Advanced: The same as Basic, except the Hero can look at spells up to level 3 and block up to 2 spells from being cast that turn.
Expert: The same as Basic, except the Hero can look at spells up to level 3 and block up to 3 spells from being cast that turn.

The Eagle Eye skill will kick in at the start of each turn, just before the first player gets the opportunity to cast a spell from his or her spellbook. The idea is that the one with the Eagle Eye skill perceives which spell(s) the opponent is about to cast by sharp observation and mitigate its effect as a result.

This looks a solid idea, but hard to implement.

The change to Learning proposed by Salamndre (based on WoG) is another change I'd like to see.
____________

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krs
krs


Famous Hero
posted January 07, 2014 11:23 PM

This is why I've started this thread.

Instantly liked your Eagle Eye Change! Added to my original post.

Basic: The Hero is able to look at the spell book of the Enemy, allowing him to see all level 1 and 2 spells. Every turn, instead of casting a spell, an enemy spell may be blocked from being cast for that turn.
Advanced: The same as Basic, except the Hero can look at spells up to level 3 and block up to 2 spells from being cast that turn.
Expert: The same as Basic, except the Hero can look at spells up to level 3 and block up to 3 spells from being cast that turn.


Scouting with the recent range buffs is quite useful in MP games. As for your proposal on seeing things on Adventure Map, you have Visions for that.

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krs
krs


Famous Hero
posted January 07, 2014 11:34 PM
Edited by krs at 23:34, 07 Jan 2014.

Salamandre said:
Funny how the HoTA thread changed to "I want this and that" in the last <>10 pages.

Basically what every one now wants is HoTA becoming a little wog.


Still people do not seem to say add WoG skills to HotA .

Despite their previous lack in communication skills the HotA team made a wonderful patch, quite in the spirit of the original heroes. They refrained (and did well so) from adding commanders, stack experience, and level 8 creatures. Those were wonderful things added by WoG but for many players it strained too far away from the original.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 07, 2014 11:37 PM

Salamandre said:
Funny how the HoTA thread changed to "I want this and that" in the last <>10 pages.


that happens with any thread that produces something worthwhile. give somebody an inch, and they'll want a mile.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted January 07, 2014 11:38 PM

krs said:
This is why I've started this thread.

Instantly liked your Eagle Eye Change! Added to my original post.

Basic: The Hero is able to look at the spell book of the Enemy, allowing him to see all level 1 and 2 spells. Every turn, instead of casting a spell, an enemy spell may be blocked from being cast for that turn.
Advanced: The same as Basic, except the Hero can look at spells up to level 3 and block up to 2 spells from being cast that turn.
Expert: The same as Basic, except the Hero can look at spells up to level 3 and block up to 3 spells from being cast that turn.



With you quoting my suggestion, I suddenly realise that I've put Expert level at up to level 3 ... I intended it to be up to level 4, but made a typo. But maybe that's too powerful?

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 07, 2014 11:46 PM

I still think the best way to balance the war machine skills is to combine them as one skill as in Wog (Warfare). If this is not your choice to go, a resurrecting tent would be too powerful, you can keep resurrecting the high level creatures, since mana wont be a problem and get a huge advantage if you bring them out first.

How about this though. The tent always fully recovers the health of creatures as it does in expert mode now, but

Basic: At the end of each round, recovers health of 1 creature.
Advanced: At the end of each round, recovers health of 2 creatures.
Expert: At the end of each round, recovers health of 3 creatures.


Mysticism should work on percentages like in Wog, anything based on mana points eventually gets insignificant after a few months. If the percentages in Wog version is too much, they can be nerfed.


Scholar is fine as it is. I think most people underestimate this skill. A secondary hero with Expert Earth magic, Town Portal and Expert Scholar is a game changer.


To pick specific  spells to block in Eagle Eye would be too much detail during battle but it can be based on spell levels alone.
Basic: Blocks L1 spells
Advanced: Blocks L2 spells
Expert: Blocks L3 spells

I'm not so sure on this however, since L1 spells are usually much practical because of things like mass slow/haste/cure/dispel


Learning: Again, the Wog enhancement (heroes automatically gain experience every day) is a very good one, Turning the skill into an ideal pick for town guards.


Scouting: I like the quantitative suggestion here, simple and bugless but effective.




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krs
krs


Famous Hero
posted January 07, 2014 11:48 PM
Edited by krs at 23:50, 07 Jan 2014.

Maybe keep it progressive... level 1/2/3 1/2/3 blocks?
The basic effect is powerful enough . Imagine no slow/haste/shield

As for blocking level 4 it will be too powerful. Not like magic heroes are a blast right now... All their good spells are at level 4. Berserk for one... Resurection...

Perhaps also something like this...
Basic: looks at level 1 and blocks 1 level 1
Advanced: looks at level2 and blocks: 2(1 level 1 and 1 level 2)
Expert: looks at level3 and blocks:3 (1 level 1, 1 level 2 and 1 level 3)

This way you will not always ban all the +core+ level 1 spells. Especially if he is low on spells.

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hippox89
hippox89


Famous Hero
posted January 07, 2014 11:55 PM
Edited by hippox89 at 00:02, 08 Jan 2014.

Salamandre said:
Funny how the HoTA thread changed to "I want this and that" in the last <>10 pages.

Basically what every one now wants is HoTA becoming a little wog.


If by that logic then it'd be more correct to say that HotA was already a little WoG. Like, always. As in, they both make changes to the original game. However, they do so with an entirely different philosophy in mind and that's the difference.

Anyhow, changes to the game is like a can of nasty, wiggling worms. If you first let one loose then how will that change affect the overall dynamic of the game? It's very hard to make reasonable and balanced changes/additions when looking at the overall dynamic of the game. I don't think people fully realise this, however, it's completely fine to discuss these things and I'm glad that this thread will alleviate the official thread. I think that HotA should even have its on sub-forum on HC.

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krs
krs


Famous Hero
posted January 07, 2014 11:56 PM

@ artu

Quote:
How about this though. The tent always fully recovers the health of creatures as it does in expert mode now, but

Basic: At the end of each round, recovers health of 1 creature.
Advanced: At the end of each round, recovers health of 2 creatures.
Expert: At the end of each round, recovers health of 3 creatures.


Actually the part I really like about healing now that keeps you on the edge by not healing your higher levels too much. So numbers should still be ok.
Regarding healing 3 creatures... you would rarely need that amount of healing each turn so going expert would be a waste.

But I agree... Resurrect is tooo much.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted January 08, 2014 12:16 AM

Quote:
I think that HotA should even have its on sub-forum on HC.

Exactly! A new section replacing Heroes 3.5 that sub-categorizes Wog, Era, VCMI, HoTA as separate titles would really help clean things up and find things easier. Wog is outdated to be a main section.

Is that within the power of Val only or can mods do that?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 08, 2014 12:22 AM

hippox89 said:

If by that logic then it'd be more correct to say that HotA was already a little WoG. Like, always. As in, they both make changes to the original game.


Sorry, this is not true. WoG changes nothing to the game that can't be reverted in ONE click, while HoTA does not offer the possibility of choosing your options or implementing your creative ideas.

This is the main difference, one is open and flexible, the other is "play it as you get it".

I don't have any problems with both ways, just making it a bit more clear.
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Era II mods and utilities

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hippox89
hippox89


Famous Hero
posted January 08, 2014 12:34 AM
Edited by hippox89 at 00:40, 08 Jan 2014.

Salamandre said:
hippox89 said:

If by that logic then it'd be more correct to say that HotA was already a little WoG. Like, always. As in, they both make changes to the original game.


Sorry, this is not true. WoG changes nothing to the game that can't be reverted in ONE click, while HoTA does not offer the possibility of choosing your options or implementing your creative ideas.

This is the main difference, one is open and flexible, the other is "play it as you get it".

I don't have any problems with both ways, just making it a bit more clear.


Well, I do agree with you, but I don't see how it conflicts with what I said? Both projects do make changes to the game, however, they do so with a very different approach to their end goal. Isn't that basically what I said? Anyhow, I'm personally glad that we have both and that they're not taking the same approach to modding HMM3.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted January 08, 2014 09:48 AM

krs said:
Maybe keep it progressive... level 1/2/3 1/2/3 blocks?
The basic effect is powerful enough . Imagine no slow/haste/shield

As for blocking level 4 it will be too powerful. Not like magic heroes are a blast right now... All their good spells are at level 4. Berserk for one... Resurection...

Perhaps also something like this...
Basic: looks at level 1 and blocks 1 level 1
Advanced: looks at level2 and blocks: 2(1 level 1 and 1 level 2)
Expert: looks at level3 and blocks:3 (1 level 1, 1 level 2 and 1 level 3)

This way you will not always ban all the +core+ level 1 spells. Especially if he is low on spells.


I was considering this, but I think this is even harder to implement. And while I do realise that blocking off spells is powerful, a Magic Hero with a full spell book is still going to cast useful spells - just different ones than the ones he may have hoped, making the battle somewhat more difficult for him. But playtesting might reveal just how powerful this version of the skill would be.

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hippox89
hippox89


Famous Hero
posted January 08, 2014 12:15 PM
Edited by hippox89 at 12:16, 08 Jan 2014.

There's already artifacts that bans spells based on type, level.

I think it overlaps too much with is already in the game. At least the banning part of it.

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krs
krs


Famous Hero
posted January 08, 2014 06:37 PM

How about this: Eagle Eyes blocking of spells takes into account difference in skill between attacker and defender (Tactics)?

Also choosing and blocking 3 spells each round is a little bit too cumbersome. So how about blocking only 1 (and the level of the spell that could be blocked increases with your EE skill?).


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