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TBzerg
Tavern Dweller
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posted November 22, 2019 10:06 PM |
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I have few ideas, one is to try to get caravan into heroes 3. it would be reaaly great in my opinion and is not overpowered by any means. only downside is the summoning portal in dungeon would not be so great tho, but could still be an advantage for the team.
This other idea i have is more just for fun, make a town that can select a lvl 1 creature from any town to be your lvl 1 creature. and so on to lvl 7. i am not actualy considering this as a new town for you would just use the same models and all from the other teams. however a new townscreen and probely some difficult modding would take place to make this work. but just think of the range of possibilities it could have been. and ofc the heroes of the team would need to have good moral with all of these creatures. i just find it insanenly fun if this happen. so many tactic's and diffrent playstyles that could be tried out. hope you guys consider! <3
make a secound upgrade, in that you select between two diffrent upg like in heroes 5. i just think more options makes the game better. and to give each team the option of choice is awesome,it is the main reson heroes 4 is great. it would be endless possiblities just there to do.
i think you get what i mean, i basicly just want to see more options of choice in heroes, i realy hope this was an intreasting idea. and thanks so much for hota and your work! you guys are realy an insperation!
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gatecrasher
Famous Hero
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posted November 23, 2019 12:48 AM |
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That ragbag town would neglect what the "classic" towns offer atmosphere-wise. It's the least creative, the least interesting town I could think of.
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P4R4D0X0N
Famous Hero
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posted November 23, 2019 01:07 AM |
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MattII said: An ability for Inferno creatures not to be affected by their own Magog's fireballs would be nice.
Well their fireball should count as fire attack anyway. In that case you could at least hit your own efreets. Same goes for the switch Normal Attack -> No Immunities, AoE Attack -> Fire. At least that way it's a semi win-win situation.
I'd personally like a complete rebalance to make battles more tactical and interesting... My philosophy would be to add more tactical components in the first place resulting in more and additional features for combats. Like D&D rulesets
Immunities and Vulnurablities
-For example -> hitting skeletons with arrows is kinda useless... coz it'll fly straight through their ripcage. (Airshield in WoG) while boulders (Cyclops) or blunt weapons should deal some more damage (Ogre, Gnoll, Gremlin, all golems). In that case even lvl 1 units may have an use vs. skelettons.
-Gargoyles and Golems should also take more damage from blunt weapons, see above.
-Similar stuff is to halbertiers... additional to jousting imunity. I would also add additional damage vs cavallery -> (Nomads, Black knights, Pegasus, Champions) (coz its easier to get a kight off a horse with a pike or halbert).
-For Scorpitors/Manticors I'd like a similar immuity like Nix already have to buff them a little bit due to their low HP and Def.
-Add physical resistance for wrights and ghost dragons. like 15% less damage from melee attacks.
Elements
-New element -> "Arcane" as additional Element (see Psychic Elemental) as an additional School. Split some skills to the arcane school. Mind Spells could be from arcane same as some new and old spells like "Magic Arrow" would fit in perfectly.
-Add "arcane" to "mage" and "magic elemental" attacks, arcane could deal 5-10% more damage to undead and elementals coz it interfers with their summoned nature.
-Add "fire" attacks to efreet, magog, fire-elemental, phoenix and all dragon attacks. Furthermore -> No more full immunities but resistances. Add armageddon immunity to actual fire immune creatures.
-Add "water" attacks to water elementals, azure dragons.
-Add "air" attacks to air elementals, thunderbirds, sea witches.
-Add "earth" attacks to earth elementals, green dragons, rust dragons.
-Make Behemoth resistant to earth spells
-Add fitting vulnurabilities to certain monsters
Secondaries
In Order to new abilities. add 2 more possible skills (from 8 to 10) the whole secondaries need an overhaul anyway in my honest opinion. In addition to that some of the GUI could be replaced to make room for it. (Wog already showed that this is possible)
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 23, 2019 07:51 AM |
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^^ I agree with an option to have 10 skills instead 8 and I have suggested that before as well.
All the other stuff though, I don't really like it, while you may consider it interesting gameplaywise, it will affect balance in a pretty unpredictable way.
Two things I would like for more tactical battles though and HotA already implemented one of them: Ranged units (and harpies) are able to attack (and stay) in melee. (This change does make Titans pretty scary though.)
The other thing I already implemented myself: Spellcasting creatures can now cast spells on themselves.
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MattII
Legendary Hero
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posted November 23, 2019 08:42 AM |
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Edited by MattII at 08:42, 23 Nov 2019.
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That would require a complete overhaul of the combat system, which is pretty impractical.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 23, 2019 09:32 AM |
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What are you refering to Matt?
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TBzerg
Tavern Dweller
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posted November 23, 2019 10:56 AM |
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gatecrasher said: That ragbag town would neglect what the "classic" towns offer atmosphere-wise. It's the least creative, the least interesting town I could think of.
Like i said it would just be for fun, to make it more atmosphere you could probely make the creatures change design out of what you choose. but yeah making that happen would take ages. and i don't think it would be the least creative and least intresting. it would be a whole lot of fun seeing what poeple would build and what new strategies would emerge. i know it may see like a punch to the "classic" teams, but i think of it more celebrating all of them for i love all the teams from heroes 3.
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TBzerg
Tavern Dweller
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posted November 23, 2019 10:58 AM |
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i have another idea to, make timed events where you can add creatures.
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MattII
Legendary Hero
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posted November 23, 2019 12:14 PM |
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phoenix4ever said: What are you refering to Matt?
P4R4D0X0N's suggestion. A few parts are workable with the existing game structure, but most of it would require major works.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 23, 2019 12:18 PM |
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Yes and change balance in a major way.
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gatecrasher
Famous Hero
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posted November 23, 2019 12:44 PM |
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I think changes just for the fun of it, major rebalance, 10 skills, a plethora of optional changes are things out of scope of an add-on (which is what the crew calls HotA).
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 23, 2019 12:50 PM |
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Would 10 skills be very hard to implement as an option though? The hardest would probably be changing the interface on the hero screen.
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TBzerg
Tavern Dweller
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posted November 23, 2019 03:22 PM |
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Absolutly not, they have made a new town. so this is not out of range of what they can do at all. it's just about what they want to do. and we need to respect that and we do. but this is basicly just for inspiration for them to look at ^^
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P4R4D0X0N
Famous Hero
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posted November 23, 2019 06:02 PM |
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AS for 10 skills, the implementation wouldnt be the biggest problem, evne WoG dealt with it years ago. I guess its the same for visualization. Anyway secondaries need a complete overhaul if it was for me... diplomacy is rediculous strong, while other skills are worse than useless. Anyway... I would also implement at least 5 to 7 new secondaries to make the 8 -> 10 change useful.
For the tactical component it is just another brainstorming. I like complex systems with tactical components, so far there arent any real tactical components. only the "Hates xxx" for additional damage. My question there... why? I mean this is a kinda simple system but kinda completely random (story... whatever... whats the real relevance for it?) On the other hand some of my suggestions based on logic may have some tactical depth.
Anyway... I really want more spells in this game :/ Magic needs soem rebelance anyway so I would split the magic schools aswell and add "Arcane" for mindspells and magic spells. No big deal imho, since the original M&M already have the element "Magic"... and in MM5-8 it was one of the elements that was super tough to get resistances while all big bosses had magic as their element. I'd also like every town to have some unique spells. So far this only works for necropolis with "death ripple" and "animate dead" spell. So it would be logical for other towns to have unique spells too.
Ice Shackles (LvL 3 - Tower) - Binds an enemy to the ground at their actual position. (1, 2 or 3 rounds depending on water magic level) Unit can still retailiate but can't move.
Whirlwind (LvL 3 - Rampart) - Pushes back an enemy in a straight line up to 2 hex, 4 hex, til the last line or to the next obstacle.
stuff like this...
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MattII
Legendary Hero
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posted November 23, 2019 07:14 PM |
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Upping the number of skill slots from 8 to 10 means rebuilding the hero UI, which is probably going to be quite a task in itself. Up until now, HotA has been about adding new content, not modifying existing content much, so a lot of this is probably stuff they wouldn't be inclined to look at anyway. Be interesting to see some new spells though.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 23, 2019 07:19 PM |
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P4R4D0X0N said:
Ice Shackles (LvL 3 - Tower) - Binds an enemy to the ground at their actual position. (1, 2 or 3 rounds depending on water magic level) Unit can still retailiate but can't move.
So a worse version of Blind, just at a higher level, just like Hypnotize, hmm...
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bloodsucker
Legendary Hero
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posted November 23, 2019 07:27 PM |
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Some ideas to rework Tower heroes
1. Make Theodorus an Archery specialist;
2. Make Daremith or Yona an Intelligence specialist, I would go for Yona with Advanced Intelligence;
3. Trade Astral's Hypnotize by Lightning Bolt;
4. Give Torosar Artillery instead of Mysticism;
5. Forget the idea that Alchemists always have to have a leaser magic skill or give them Intelligence and Sorcery instead of Mysticism and Scholar.
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P4R4D0X0N
Famous Hero
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posted November 23, 2019 08:41 PM |
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phoenix4ever said:
P4R4D0X0N said:
Ice Shackles (LvL 3 - Tower) - Binds an enemy to the ground at their actual position. (1, 2 or 3 rounds depending on water magic level) Unit can still retailiate but can't move.
So a worse version of Blind, just at a higher level, just like Hypnotize, hmm...
Spells don't need to be even. Id also like similar ones but with different mechanics. Difference here is, it stays the full 3 rounds... and you may hit your enemy. Nothing about, it get cancelled when enemy is attacked. In that case its even lvl 4 imho, if you have shooters since its tower exclusively this may work well.
MattII said: Upping the number of skill slots from 8 to 10 means rebuilding the hero UI, which is probably going to be quite a task in itself. Up until now, HotA has been about adding new content, not modifying existing content much, so a lot of this is probably stuff they wouldn't be inclined to look at anyway. Be interesting to see some new spells though.
True but imho the game need some changes. Anyway I guess building a game up from scratch is still a better option. Than modifying a 20 year old game with mechanics from that time period.
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Gandalf196
Disgraceful
Supreme Hero
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posted November 23, 2019 08:50 PM |
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Since we are talking about reworking Tower heroes, let us not forget this ->
http://heroescommunity.com/viewthread.php3?TID=43966&PID=1457948#focus
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bloodsucker
Legendary Hero
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posted November 23, 2019 09:28 PM |
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Yeah! Thanks,
About that, PLEASE KEEP WIZARDS SCALING AS IT IS!!!
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