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Thread: Horn of the Abyss Proposals/Wishlists | This thread is pages long: 1 10 ... 12 13 14 15 16 ... 20 24 · «PREV / NEXT» |
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hippox89
Famous Hero
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posted November 02, 2015 03:33 PM |
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Edited by hippox89 at 15:46, 02 Nov 2015.
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You guys make it sound like a rather trivial thing to decide on changes and implement them - and it would naturally all be for the better. But do you guys truly consider all of the already established interconnected relationships of the game?
If there were no skills to avoid learning then there'd be no risk to levelling up and in turn there'd be somewhat less point to the Witch Hut, Uni and Magic Uni. Further, I think it's impossible for all skills to be equal. It will always come down to something specific being better than something else, though with some situational factor.
I'm not saying that there couldn't be made any good changes to the secondary skills. There's many possibilities. But it's definitely totally okay that some skills can be considered a waste, or just worse then others, to have on your main hero. On scouts it's of course a different story where wasted skill slots wont matter as much and where other skills can make good sense to have.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 02, 2015 03:54 PM |
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Okay still some skills could be better, namely Learning, First Aid, Eagle Eye and Mysticism. Learning is just there to annoy people, this is the skill that does absolutely nothing. (as I proved in another thread) And it would'nt hurt to nerf Logistics a little, so skills would be just a little more balanced.
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bloodsucker
Legendary Hero
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posted November 03, 2015 02:04 AM |
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phoenix4ever said: And it would'nt hurt to nerf Logistics a little, so skills would be just a little more balanced.
So, you made a pool to ask what is the best skill specialty, Logistics won by far. Then you decided to make another pool specially for HotA and Logistics gets first place ex aequo with Cannon.
You're conclusion, let's nerf Logistics.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 03, 2015 08:36 AM |
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No not because of the two polls, but because of personal experience.
Why do you think Dessa, Gunnar and Kyrre are banned in so many games?..
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted November 03, 2015 08:56 AM |
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gatecrasher said: Witch Huts don't force you to learn
They do, unless you completely decide to ignore them and not visit, of course.
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Are you pretty? This is my occasion. - Ghost
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bloodsucker
Legendary Hero
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posted November 03, 2015 09:40 AM |
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phoenix4ever said: Why do you think Dessa, Gunnar and Kyrre are banned in so many games?..
As far as I know only Gunnar used to be banned on occasion and wasn't just because of specialty.
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hippox89
Famous Hero
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posted November 03, 2015 03:35 PM |
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Edited by hippox89 at 15:43, 03 Nov 2015.
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artu said: They do, unless you completely decide to ignore them and not visit, of course.
(not a direct response, just a follow up)
Perhaps it would be okay if there was a dialogue option, but it's actually not that big of a deal unless the Witch Hut is directly situated on the road, which can be annoying. Otherwise the strategy is simply to visit them with a scout first. It will cost you some (or even all of it sometimes) movement points on the scout, though. And sometimes you wont have the possibility to safely visit it.
The real question is if anything of importance would be lost by offering a choice to the player. You could argue that how it currently works adds some tactical depth in terms of having to plan ahead (set up a scout to check first). Is this aspect worth preserving? I'm not sure.
What about the gambling/risk factor then? Is this a good thing, or can it be removed without much consequence? It's the same question in relation to scholars. Again, I'm not sure.
But sure to say, a dialogue option would surely be very convenient for the player.
phoenix4ever said: Why do you think Dessa, Gunnar and Kyrre are banned in so many games?..
Are we talking about casual matches only because to my own knowledge then by professional rules then these heroes are not by standard restricted from being picked as a starting hero in the currently most active scene (HW). At least not on the most common of templates that I know. I'm only saying this to put some perspective on it.
But, sure, it's without argument one of the very best skills and speciality in the game. I'm just not convinced it should be toned down by this fact alone, though.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 03, 2015 03:59 PM |
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Even if it's just a scout, getting a skill you don't wan't is always annoying and who knows, maybe some day that scout could become something.
So I really vote for the ability to the deny a skill offered in a Witch Hut.
AI is also forced to stick with Learning or Eagle Eye, if it visits a Witch Hut, who knows if it had other plans.
@hippox89 Well I don't know how it is in HW, but banning these 3 specialists are not uncommon.
So I am saying instead of banning them or having uber-heroes, (Who would you pick between Gunnar and Synca?) why not nerf the skill a little, so it's not THAT powerful anymore.
If Logistics should'nt be nerfed, then at least improve the most useless skills to make them more on par.
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P4R4D0X0N
Famous Hero
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posted November 03, 2015 09:39 PM |
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Yeah, it's kinda comfort function to avoid skill gambling. Same "comfort" function for eratha artifact gaining under condition "true leader", it prevented necropolis from gaining certain artifacts on map, it was a design flaw, for me witchhuts are the same.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 04, 2015 01:42 PM |
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Could you add the option to "dismiss" a ballista/cannon? It's kinda annoying if you wan't to buy a cannon, but you already carry a ballista and are stuck with it, unless you have a hero nearby with a free slot or town portal.
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malax83
Famous Hero
Game ranger, HotA Player
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posted November 04, 2015 11:10 PM |
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Add a multiplayer platform.
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judovana
Tavern Dweller
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posted November 08, 2015 08:38 AM |
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phoenix4ever said: Could you add the option to "dismiss" a ballista/cannon? It's kinda annoying if you wan't to buy a cannon, but you already carry a ballista and are stuck with it, unless you have a hero nearby with a free slot or town portal.
Not only that. More annoying is that you have ballista "by accident" and arrive to battle where you need "blind all" .. Bt yah.. its a tax for not killing slot with artilery
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judovana
Tavern Dweller
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posted November 08, 2015 08:42 AM |
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Some thoughts in bad thread
Hello!
I posted some thougts to:
http://heroescommunity.com/viewthread.php3?TID=39830&PID=1336923#focus
and
http://heroescommunity.com/viewthread.php3?TID=39830&PID=1336923#focus
Feel free to discus them here rather then then there
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matthewherbert
Hired Hero
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posted November 08, 2015 02:38 PM |
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What about having as many players as there are factions? This is what 'annoys' me the most. Would be much more interesting to play, as maps are also getting bigger.
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judovana
Tavern Dweller
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posted November 09, 2015 10:39 AM |
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Macron1 said: 1) Release all Cathedral materials existing
I would vote for kronwerk (and with rune magicon top of it !-)
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P4R4D0X0N
Famous Hero
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posted November 10, 2015 02:44 AM |
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I like judovana's ideas for some things here some changes for them to make them a lil more balanced:
-Fog areas on map: shooters got perma penalty even close range
-Invisibility Spell (Level4-5 Spell): units are Invisible for 1-3 turns (unit gets visible again if it attacks, but deal +25%/+33% more damage).
-Reveal Invisibility (Level1-2 Spell): basic: Reveals invisble units (7 grids - Fireball range), advanced: (Inferno range 15 grids), expert: (1/2 of map)
-Objects hidden on map: Visions/Earth-/Air-View spell to reveal them.
-Windy areas (on sea, already exist): shooters can't shoot
-Sanctuary Spell: Unit can't attack and can't be attacked for x rounds.
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judovana
Tavern Dweller
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posted November 11, 2015 07:53 AM |
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P4R4D0X0N said: I like judovana's ideas for some things here some changes for them to make them a lil more balanced:
-Fog areas on map: shooters got perma penalty even close range
-Invisibility Spell (Level4-5 Spell): units are Invisible for 1-3 turns (unit gets visible again if it attacks, but deal +25%/+33% more damage).
-Reveal Invisibility (Level1-2 Spell): basic: Reveals invisble units (7 grids - Fireball range), advanced: (Inferno range 15 grids), expert: (1/2 of map)
-Objects hidden on map: Visions/Earth-/Air-View spell to reveal them.
-Windy areas (on sea, already exist): shooters can't shoot
-Sanctuary Spell: Unit can't attack and can't be attacked for x rounds.
+1!
-fog1 area:
* shooters have penalty always
-fog2 area:
* shooters have penalty always, and cant shot long distance
-fogy forest (land):
* shooters cant shoot
-fog and wind areas (water)
* shooters cant shoot
* I would rather not mix it with already existing windy ones which have different purpose
- Reveal Invisibility
* mi initial thought was that ss ispell will rmeove it. But then of course, the only onebale to see through thi spell will be expert water magican
* on contrary, to have specialpell to remove another special spel is bit clumsy. Maybe some other ways eg:
* any mass spell will *make unit visible* (not remove invisibility)
* when accidentlay hit by mass atack spell (fireball..) will *make unit visible* (not remove invisibility)
* reove obstalacle or visions in cobat may dispel invisiblity spell?
- santuary
* yah, that will need some tuning But if it is high level spell with many ways h to remove it (eg remove obstacle, dispel...)
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fred79
Disgraceful
Undefeatable Hero
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posted November 11, 2015 10:32 AM |
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Edited by fred79 at 10:35, 11 Nov 2015.
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as far as the invisibility spells go, based on the "hit = reveal" parameters, one would just have to use an area spell(ex. meteor shower), to reveal creatures[ah, i see. didn't finish reading the above before posting this. so, during battles with invisible creatures, area spells would be used a lot. not much difference, really]. and it's not like we don't know where they'll start, anyway.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 11, 2015 02:17 PM |
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I posted this in another topic already, but it fits better here.
I wonder what went on in developers heads when they gave Necropolis First Aid Tent, when neither of it's classes can learn First Aid and why does Rion have speciality in a weak tent, when he can't even buy it in Castles.
Castle should have had First Aid Tent and Necropolis ballista. It also fits with your new hero Ranloo, to buy ballistas instead of a stupid First Aid Tent, he can't use effectively anyway.
It fits the towns better with goody-good Castle having First Aid Tent and Clerics having the highest chance of learning First Aid and evil necropolis having a destructive ballista.
So please switch the war machines of Castle and Necropolis.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted November 11, 2015 02:34 PM |
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phoenix4ever said: why does Rion have speciality in a weak tent, when he can't even buy it in Castles.
He doesn't need to he comes with it.
Quote: Castle should have had First Aid Tent and Necropolis ballista.
I'm not willing to argue so I will just say I disagree.
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