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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 200 pages long: 1 ... 11 12 13 14 15 ... 30 60 90 120 150 180 200 · «PREV / NEXT»
OrrinIsTheBest
OrrinIsTheBest


Known Hero
Invest in your future.
posted July 09, 2017 01:44 PM

bloodsucker said:
OrrinIsTheBest said:
There should be an option to dismiss artifacts/scrolls and ammo/tent/ballista.
  Estates: +5% ;+10% ;+15% daily income.
  Learning: +10% ;+25% ;+50%. Hero, leveling up, can pick to learn  among _ at basic- 2 ,at adv. - 3 and at exp. - 4 different skills. Sounds cool right? Of course not,it is still the most crappy skill in the game.
...
Orbit of blah blah(maybe peace): ( I leave the name to you) In combat opponents can only cast spells on their own units. Removes the effect of orb. of inhibition,vulnerability,recanter's cloak,cape of silence and ring of oblivion. In addition to that, luck/morale decreasing artifacts( even bone/ghost dragons and devils) won't work. The idea behind this is that currently arties like orb of inhibition are superior and make the might heroes even more superior so consider this as a boost to magic heroes.

Guess I misunderstood what you meant for advices, I really like these points even if you are mistaken about the last one. Cape of silence boosts magic heroes, this artifact OTH would instead boost might even more since heroes with sorcery and tons of power become unable to use it to cast destrutive spells while might heroes could still cast Haste, Shield, Bless, Bloodlust, Precision, etc...

Didn't even think about it,nice point there. But wouldn't it be nice to feel safe that your troops won't be berserked or get bad luck/morale just because enemy has got some bizarre spell/artifact. Well tbh originally i wanted to end spell-inhibiting artifacts' dominance because in PvP players who have might heroes as main will always feel secure wearing orb of inhibition fighting against magic heroes,that is what i meant there.

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bloodsucker
bloodsucker


Legendary Hero
posted July 09, 2017 02:03 PM

OrrinIsTheBest said:
But wouldn't it be nice to feel safe that your troops won't be berserked...
Noob, I told you to read the threads in the Lybrary, didn't I? AI was never coded to cast Berserk, Firewall and some others I can't recall rightnow but I'm sure Phoenix4Ever can tell you, if you ask him (or read his thread about editing HotA).

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OrrinIsTheBest
OrrinIsTheBest


Known Hero
Invest in your future.
posted July 09, 2017 03:35 PM

bloodsucker said:
OrrinIsTheBest said:
But wouldn't it be nice to feel safe that your troops won't be berserked...
Noob, I told you to read the threads in the Lybrary, didn't I? AI was never coded to cast Berserk, Firewall and some others I can't recall rightnow but I'm sure Phoenix4Ever can tell you, if you ask him (or read his thread about editing HotA).

Chill dude lol, im talking about matches against human players.

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Rage08
Rage08


Famous Hero
Making it in the real world
posted July 09, 2017 08:07 PM
Edited by Rage08 at 04:24, 11 Jul 2017.

OrrinIsTheBest, I happen to like a few of your suggestions, for what it's worth (nothing, I assure you). I do feel scouting is probably fine as is and has its purpose.
Just to derail for a brief moment, bloodsucker I think you could have still made your point without name-calling. I really don't understand this culture of aggression online.
Let's all respect each other's ideas and opinions and provide constructive criticism.
____________

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 09, 2017 08:11 PM

Truth be said, OrrinIsTheBest did claim moral highground, which other people consider offensive - BloodSucker among them. However, this doesn't validate name-calling.

As such, I would like to remind all participants here of the CoC, which states that aggravating another member on the forum is not allowed. It doesn't matter whether that's through direct name calling or by general writing style.

Let's discuss the matters at center here - secondary Hero skills - while respecting the opinions and views of other participants.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Rage08
Rage08


Famous Hero
Making it in the real world
posted July 09, 2017 08:39 PM
Edited by Rage08 at 20:48, 09 Jul 2017.

To expand further on Learning for a moment, I noticed the implementation of Kinkeria for waterless maps when playing Fortress, and can appreciate her buff to this otherwise useless skill.
However, I worry that perhaps this specialty may now have prevented any further necessary buffs to Learning for fear that it would make Kinkeria overpowered.
I think it does beg the question: why not apply these doubled percentages universally to the skill (making it more useful for all heroes) and simply change Kinkeria's special to something different? Perhaps Kinkeria could even have the unique benefit of being able to select from 3-4 secondary skills on level up?
Anyway, just some random thoughts...
____________

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bloodsucker
bloodsucker


Legendary Hero
posted July 09, 2017 09:13 PM
Edited by bloodsucker at 21:23, 09 Jul 2017.

Maurice said:
However, this doesn't validate name-calling.
Oh boy, I'm terribly, terribly sorry. Never thought OrrinIsTheBest or any one else would feel that way. My bad, cause you all felt it.
For me it was more like "caught ya" then a name-calling, some kind of fraternal reminder of the much we still have to learn.
In my imagination, he was absolutely frighten cause he found out Luna knew Berserk and I was taking the weight out of his shoulders. After all it wasn't even what he was talking about.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted July 10, 2017 11:08 AM

Jluil said:
Just some thoughts and random ideas on magic...

Make magic heroes more useful:

1. Rebalance spell schools
Give all spell schools good spells and higher spells are more powerful.
Old spells buffs/nerfs:
- fireball and inferno now do 15 x power damage, but magic expertise bonus is slightly lower (=equal damage at low power but higher damage with high spell power)
- berserk nerf (single target only; can cast on creature max level 5/6/7 depending on magic skill)
- hypnotize - moved to water level 5; take control of enemy unit for 1 turn; max level 5/6/7 depending on magic skill
- fire shield - level 3; returns 10 x power damage to attacker
- slayer - level 2 spell; attacker base attack skill matches base defence of target (if lower)
- magic mirror - level 3 air; returns 50% magic damage; 100% debuff return
- sacrifice - level 3 fire; lower resurrect ratio with magic skill

New spells:
- unholy power - level 1, fire; causes next melee attack to do max damage and drains 10%/15%/20% life from them(vampire effect; can resurrect), last only until next attack, works on undead, effect overrides curse(does not remove it)
- chromatic orb; level 4, water; damage single target for 35xpower; additionally target gets randomly affected by slow, curse or weakness
- cripple; level 3, fire; single target 50% speed reduction, 25% damage reduction
- giant power; level 2, earth; +25% hp boost
- retribution; level 4, water; reflects 50% physical damage back to source as spell damage(both melee and ranged)
- mass distortion; level 4 earth; debuff; 2 hex wide cast range; targets lose 25% max hp
- pathfinding; level 1, earth; remove terrain penalty by 25%/35%/50%, extra 10% movement speed for the day (stacks with pathfinding and logistics)
- hand of death: level 5, fire; outright kills (0.5xpower + 1) units
- incinerate: level 5, fire; set target unit on fire causing it to take 30xpower outright and at the beginning of their turn for next 3 turns
- divine shield: level 3, water; buff, single unit; reduces damage of next attack, spell or ability by 50%/55%/60%
- barrier - level 2, water; generates obstacle with (10/30/50)+20xpower hp


Lower level spell are sometimes useless without school magic skill and some are overpowered on expert level.

All mass buffs/debuffs now work as follows:
- no effect same
- basic effect: reduced mana cost
- advanced effect: cast on additional second unit (no extra bonus)
- expert effect: cast on all units (no extra bonus)

Low level mass spells rebalanced:
- bloodlust, stoneskin, shield, air shield ... (give exp level stats)
- weakness now reduces damage done by 25% (buff; all levels)
- haste +3 speed (nerf; all levels)
- slow 25% reduced speed (nerf; all levels)
- protection from air/earth/fire/water -> removed; single protection from all 30% magic damage reduction
- air shield (40% all levels)

2. mana is precious
Having no mana fountain early means very slow progress for a offensive magic hero.
- mana regen is increased by knowledge skill level (mysticism coult boost this effect)

3. different towns have different mage guild levels
- have all towns level 5 mage guild

4. magic resistances/immunities
- separate magic resistance and magic damage reduction = resistance 30% will decrease lightning damage by 30% rather than make unit resist full effect 30% of time.
- remove artifacts that disallow you to cast whole levels of magic (orb of inhibition, red cloak...)
- add new magic damage reduction artifacts - effect stack multiplicatively (20% + 20% = 40%; 20% * 20% = 36%)

5. make artifacts less boring
Right now all shields give +1 ... +12 defense, all swords give damage, armor power, helm knowledge.
This design is not too interesting strategically as if you had skill distributed:
For example let's say you have an armor that gives +3 power and also an armor that gives +5 defense. Now if you are a magic hero you might still find +3 power more appealing.
This way you could pick artifacts that fit your role more:
- head: crown (+knowledge)
- hand: wand (+power)
- armor: magical (+power)
- other hand: some magic orb (+power, +knowledge)
...




Sounds like Dungeons&Dragons to me... But some suggestions are nice... I would like more spells and a split between normal and mass spells.

Quote:

Heroes with creature specialties should be able to recruit same wandering monsters( similar probability with exp. diplomacy).


I like that Idea. Ignatius with Grail would be damn awesome.


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Bluts
Bluts


Hired Hero
posted July 10, 2017 09:54 PM

OrrinIsTheBest said:
So after reading all the comments and seeing not even one from the team except for the first, i must say chances of these being seen by HotA staff are pretty low. However i'll share all my work with you guys here.
Firstly, excuse me beforehand for any error in my english as i am not native speaker. Secondly, ideas stated below are not intended to be implemented as they are,so feel free to discuss,go against and hopefully improve them. Decided to start with random notes because i just couldn't group them:
Surrendering in battle against human player - i mean YOU must be the diplomat here, not some programming code. Well diplomacy against AI is ok but this - totally out of concept. I believe dominant side should have the right to demand whatever they want( gold,resource,artifact,ballista etc.) to let the surrendering hero go. This would surely add color to PvP mathces.
In tavern rumors should be about real events like Dungeon Warlock Alamar is beating the crap out of enemies with his superior armageddon OR its said that the great barbarian Tyraxor possesses the most fearful creature of all- Azure dragon. I leave this job to you english-speaking people.
Heroes with creature specialties should be able to recruit same wandering monsters( similar probability with exp. diplomacy).
This sounds kinda futile but there should be no free joiners in random maps even with diplomacy. That way diplomacy won't be banned in most of online games.
There should be an option to dismiss artifacts/scrolls and ammo/tent/ballista.
It rarely happens but it did. Dragon utopias and markets shouldnt give same artifacts.
Secondary skills :
Sorcery: +10% ;+20% ;+30% anything with numbers( resurrection,hypnotize,land mine etc.) Additional advantage: ArchAngels and Pit Lords res/raise accordingly,for example at expert level 130/65 hit points.
Mysticism: +10% ;+20% ;+30% of maximum mana points regenerated additionally.At expert level hero's all spells cost 2 less mana.
Scouting: Tbh i didnt even want to touch this skill but after reading the meaning of the word in dictionary i was quite surprised that noone ever suggested that: at basic +2( beacuse +1 is not significant), at adv. +3 and exact number of monsters are revealed,at exp. +4 and you can see whether they want to join,fight or just flee. I know its coding will be hard bc the effect will be permanent(different from exp visions) but i believe in developers.
Estates: +5% ;+10% ;+15% daily income.
First Aid: again dictionary helped me here. basic- up to 50 hit points healed, adv.- up to 150 points healed and one unit can be cured, at exp.- up to 250 mass heal and mass cure. Despite all the boosting as long as tent is destructible this will remain a bad skill.
Please combine artillery and ballistics for the love of all that is holy. It is not rocket science.
Learning: +10% ;+25% ;+50%. Hero, leveling up, can pick to learn  among _ at basic- 2 ,at adv. - 3 and at exp. - 4 different skills. Sounds cool right? Of course not,it is still the most crappy skill in the game.
And finally, the most favorite skill of all(not really) -Eagle Eye- and yes,dictionary helped me here as well.
So i brainstormed a little and found out that-with the help of real meaning,in case you don't( "good at noticing small details")- those small details are artifacts,yes,artifacts that enemy wears and artifacts in utopias/crypts/churchyards etc. Between don't change the percentages because seeing all the arties of an utopia is not so fun.
Ok now that i am done with secondary skills let's talk about other things too. Like artifacts. Don't worry it is not that long:
Invisibility Cloak: makes you invisible in map,well of course unless enemy has got expert view air/visions or eagle eye(don't forget the percentage).
Orbit of blah blah(maybe peace): ( I leave the name to you) In combat opponents can only cast spells on their own units. Removes the effect of orb. of inhibition,vulnerability,recanter's cloak,cape of silence and ring of oblivion. In addition to that, luck/morale decreasing artifacts( even bone/ghost dragons and devils) won't work. The idea behind this is that currently arties like orb of inhibition are superior and make the might heroes even more superior so consider this as a boost to magic heroes.
Titan's Thunder: gives mind spell immunity(because there is no artifact in HotA that gives such power.)
I have a lot both on my mind and paper about RMG and template balancing but if i decide to write them i fear noone will be willing to read the post so ill stop here. If anyone is interested in my work regarding templates ill be happy to share it.


Most of those sound really gamebreaking. I like the tavern one. The diplomacy one will be most likely implemented with the new patch and the random map template editor ( and the artifact/scrolls one ). Touching the secondary skills in such way makes them too op, removing the "bad luck" in the game.
First aid will always be bad until it starts resurrecting troops with the excessive amount of hp and the tent is immune to magic. Eagle eye should just ... disappear... but so many heroes with eagle eye special xD Learning even at 50% will still suck because experience rises exponentially and the difference of lvls at end game content between a hero with learning and one without will be 2 and early game 3 at most ( if started with expert ).

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 12, 2017 11:47 PM
Edited by phoenix4ever at 12:05, 13 Jul 2017.

I don't know about you guys, but I always found the Pathfinding skill mediocre and in HotA it's worse than mediocre, mainly because of Wayfarer's Boots.
There are many ways to make Pathfinding useless, like Fly, Dimension Door, Angel Wings, Logistics works everywhere, Pathfinding does not and now also Wayfarer's Boots.
So to make Pathfinding a bit more usefull I propose 4 new boots, one for Rough, one for Snow, one for Sand and one for Swamp and then remove Wayfarer's Boots.

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bloodsucker
bloodsucker


Legendary Hero
posted July 13, 2017 11:37 AM
Edited by bloodsucker at 12:26, 13 Jul 2017.

@phoenix4ever Were you drunk and furious when you wrote this? I have you for quite a decent player and you say HotA made Pathfinding worst? I even commented some years ago that making skills like Scouting and Pathfinding so usefull (swamp is now the second most probable local terrain) when keeping the available slots only eight was a double hedge sword. Pathfinding ranks 4 on my list (Wisdom, Logistics, Earth, Path...), I get it with all heroes, even the ones I keep in garrison . To trade boots at the start of every turn solves the problem but I generally get 8 pairs of Boots of Speed much before I have 8 Boots of the Wayfarer and at least me when I decide that I'm going to trade the Cloack for boots so that my liche maker(s) have approximately the same movement of the others I often do a fight with the wrong equipment or forget to trade the boots at the end of some turn.
You need to go out more (play other maps), your perspective is even more biased then I ever imagined.  

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 13, 2017 12:02 PM
Edited by phoenix4ever at 12:16, 13 Jul 2017.

No I was not angry and completely sober and I still am.
It's just I find the Pathfinding skill pretty bad. (Not badass, just bad)
I suppose I would pick the skill more if it was'nt for Wayfarer's Boots and Angel Wings...

To give you an example:
Yesterday I played my map and when my main hero gained a level, he was forced to choose between Learning and Pathfinding as his final skill. He already had Angel Wings, so Pathfinding would do absolutely nothing for him, so I choose Learning, which is quite possibly the worst skill in the game, especially if choosen as the very last skill.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted July 13, 2017 12:05 PM

And diplomacy
____________
Fight MWMs - stand teach

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phonyamerican
phonyamerican

Tavern Dweller
posted July 19, 2017 03:29 AM
Edited by phonyamerican at 03:32, 19 Jul 2017.

Erathianer said:
phonyamerican said:
Instead of the Forge town (which is weird to me) I would rather see an Asian mythology inspired faction.
We have a lot of western mythology, but I think an Asian one would add flavor and could be a good source of inspiration.


asian mythology would be awesome imo. and there are many creatures in this myth i think which can be used in h3. also the Samurai could be a cool lvl 4 creature for example.



Absolutely!
I'm not great at Asian myth, but maybe there is some dragon, or bird creature you could implement for Level 6 or 7. I think there is tons of inspiration there.
Also, the castle would look pretty cool, imo, with roof-lines, and lanterns, etc.


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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted July 20, 2017 12:01 PM

phoenix4ever said:
I don't know about you guys, but I always found the Pathfinding skill mediocre and in HotA it's worse than mediocre, mainly because of Wayfarer's Boots.
There are many ways to make Pathfinding useless, like Fly, Dimension Door, Angel Wings, Logistics works everywhere, Pathfinding does not and now also Wayfarer's Boots.
So to make Pathfinding a bit more usefull I propose 4 new boots, one for Rough, one for Snow, one for Sand and one for Swamp and then remove Wayfarer's Boots.


It depends on your starting town. If you take Fortress or Cove you got much benefits 'coz swamp is native to these heroes, while Dungeon/Castle/Rampart/Conflux/Inferno won't have this bonus at all (175% movement point use) Stronghold got just a little buff with (125%) and Tower a medium buff (150%)

to sum it up, it is mostly dependant on your town. Fly, DD Angel Wings are lategame stuff anyway, you wont have this stuff at all early game, that is when Pathfinding still is strong to cripple and destroy enemies early game. Wayfarer's boots aren't overpowered at all, the game just lacks more and useful boots. (only useful are the necro boots and maybe with full set "Boots of Polarity" boots that are super rare) I personally just use "Boots of Speed" But anyway all existing boots fit in quite well "Dead Man's Boots" reject you the 600 movementpoints same as the Pathfinding skill from Wayfarer's (Major artifact, so you wont find it that easy)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 20, 2017 02:58 PM

But Fortress does'nt always start in swamp, Tower does'nt always start in snow etc., unless you play random maps.
Having an artifact (now two) that makes a skill useless, is a not good idea imo. There is also Pendant of Courage, that makes pretty much both Leadership and Luck useless...  

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 25, 2017 03:40 PM

New Necromancer Graphics
Since every class is going to get new Male/Female looks then I'd suggest to change the graphics for Necromancer Male & Female from the Vampire & Wraith to the following from M&M7/8:
Male
Female (not pink but black cloth)

Reworked Skills:
Learning, Eagle Eye and Scholar can be considered the worst skills to be had by a hero. If they could be merged to the same skill (denominated still Learning) they might get more useful especially on large maps.

This would leave two skill slots empty: the Eagle Eye and the Scholar - which could be replaced by Light and Dark Magic Schools.

Also I would suggest mixing mysticism with intelligence (leaving 1 slot empty for Alchemy.


Light Magic, Dark Magic and New Spells:
Light & Dark magic were present in a certain stage of Heroes III alpha/beta, (as could be seen here) but for some reason they were cut.

Light Magic would include Bless, Cure, Mirth, Fortune, Prayer, Destroy Undead, Resurrection, Prismatic Light(new), Divine Intervention(new),

Dark Magic would include Slow, Curse, Weakness, Finger of Death(new), Misfortune, Animate Dead, Fear, Death Ripple, Sorrow, Sacrifice, Implosion.

New Spells
Fire Arrow/Cold Beam/Stone Spike (which would be the versions of the Magic Arrow for the Fire/Water/Earth schools (for more variety). Magic Arrow renamed to Jolt.
Fear - the old deleted spell from Heroes 3.

Finger of Death (Level 3) - the strongest damage spell in Heroes III (slightly stronger than Lightning Bolt) but cannot be used against Undead.

Prismatic Light (Level 4) - Area damage similar to Fireball or Inferno with bonus vs Necropolis,Inferno& Dungeon)

Divine Intervention (Level 5) - Cures all HPs, Resurrects(some units) and Blesses a stack of your choice. Expert Light Magic casts Mass Divine Intervention.

Lloyd's Beacon - Water Magic Level 4 spell. Places a Lloyd's Beacon on the Map where you can return to.

Petrify - Earth Magic Spell Level 4 Spell. Petrifies the target just like Medusa's Stone Gase also by killing some units in the stack.

Dragon's Breath - Level 5 Fire Magic spell. Gives the selected stack a Breath Attack just like Dragons. Expert Fire Magic casts mass Dragon Breath.

*Magic Mirror moved to Earth Magic to give it a 2nd 5th level spell since Implosion is moved to Dark Magic.


Alchemy:
The starting skill of all Alchemists, alchemy allows you to brew potions for a certain amount of resources. They use up at least 1 Mercury and 1 Sulphur even the most basic ones. These potions can be used during the battle by the hero/the units. (Similar to Rune Magic)

Potion List(still to decide costs in order to be balanced)

*Potion of Energy (Basic Alchemy): The stack can attack twice for 1/2/3 turns (B/A/E Alchemy). However, if used more than  2/3/4 times (B/A/E Alchemy) on the same stack the stack will start skipping turns (drug effect).

*Electrochemical Solution (Basic Alchemy): The stack attack will cast also thunderbolt effect just like the Thunderbird but the creature will also get vulnerability to air. Duration 1/2/3 Turns for B/A/E Alchemy.

*Potion of Initiative (Advanced Alchemy): The stack can perform 1/2 extra moves that turn (A/E Alchemy). However, if used more than 2/3/4 times (B/A/E Alchemy) on the same stack the stack will start skipping turns (drug effect).

Balm of Fire Resistence (Advanced Alchemy): Makes the stack receive less damage from harmful fire spells, Gogs/Magogs, Efreet/Efreet Sultans, Fire Elementals, Devils/Archdevils. However, if used more than 2/3/4 times (B/A/E Alchemy) on the same stack it will produce the opposite effect (drug effect).

*Potion of Elemental Immunity (Expert Alchemy): The stack gets randomly immunity from all beneficial or not spells of 1 random school form Air, Earth, Water, Fire.

*Balm of Physical Invulnerability (Expert Alchemy): The stack cannot be attacked or retaliated for 1 turn.

(maybe some other potions I can't think of right now).

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 30, 2017 01:46 PM

Compared to the other heroes, I think Cove heroes starts with quite a lot of units. Nymphs are fine at 15-25, but Crew Mates at 6-9 and Pirates at 4-7 seems like quite a lot to me. Derek could potentially start with 27 Crew Mates and Anabel 14 pirates. None of the other heroes start with that many level 2 & 3 units, so I think that should be toned down a little.

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Ericoz
Ericoz


Adventuring Hero
posted August 01, 2017 11:30 AM
Edited by Ericoz at 12:11, 01 Aug 2017.

I'll be honest with yall. I think cove is overpowered.

Level 1 flies, is high in speed and damage and got a good growth.
Level 2 has no special skill but above average stats and huge growth (24, really...)
Level 3 is a high speed and damage glass cannon shooter without meele penalty and retaliation and a special skill, with attack and defense higher than level 4 units!
Level 4 is a high speed, flying crusader (11 per week), literal shooter slaughter machine.
Level 5 is a high speed and damage shooter with a debuff to targets.
level 6 is an unkillable tank with decent speed.
level 7 is a high stat, damage, hitpoints and speed unit with 2 strong special abilities.

So they have pretty much all covered, albeit lacking in the flying department. But that doesn't really matter since they have cannon for siege, units are pretty high in speed  meaning they can eat shooters, both shooters are high in speed and damage meaning they can eat slow units, and they can tank with level 6 and 7 as hard as fortress would while also having so much offense. Their damage output is just so damn high.

Cannon is hands down the best war machine and actually useful all around the game, for fights and for siege (something they need because of their fragile flying units), unlike first aid tent and ammo carts.

heroes have a high number starting army (7 pirates while they decreased wood elves to 4 maximum, really makes you think) and have great specialties for mains, great secondaries (scouting and gold with estates), and mages aren't bad either, the clone one being actually probably the strongest mage in the game (unlike mysticism and eagle eye specialties ones or those with learning or pretty much every other town mage, since cove mages start with good secondary skills).

It's just too well rounded, probably even better than castle since they are more offensive. I can't see a weakness.



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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted August 01, 2017 05:17 PM

Not really new, what you've noticed... Nix get nerfed in next patch (whenever this will be) also the amount for crewmates. But still pirates are OP as snow same as the lvl7 units. You also have to count in native terrain. Swamp is damn OP (175% movementpoint use for non natives) same counts for heroes and pointgain every Levelup.

Corkes (Offense, Pathfinding) with specialty: (Offense) (Plays like Crag Hack...)

Jeremy (Logistics, Artillary) with specialty: (Cannon) (OP as snow... pushes the whole map and starts with a 5k cannon for free)

Derek (Offense, Leadership) with specialty: (Crewmates) (Pushes like snow the first days coz of high amount of crewmates his stats fit in quite perfect, he may also start with 27 of them)

Leena (Estates, Pathfindig) with specialty: +350g (perfect troopcarrier for all terrain and with doubled money gain, gets 475gold right from the start) 500+350 (expert estates) = 850g at ~lvl4-5 as for Lord Haart -> (850=500+25*x) x = lvl 14 so same money like a lvl 14 Lord Haart just 10 level earlier.

Anabelle (Offense, Archery) with specialty: Pirates (rediculous OP coz of rediculous OP Pirates) hero also starts with both fitting offensive abilities and up to 14 Pirates.

Cassiopeia (Offense, Tactics) wiht specialty: (Nymphs) (imho best stats for her and nymphs aswell early game, may start with 75 Nymphs aswell.)

Miriam (Scouting, Offense) with specialty: (Scouting) good scout early game, after buff of Scounting quite useful too.

Casmetra (Wisdom, Water Magic) with specialty (Sea Witches) (best char against high def lvl 7 units.)

Eovacius (Wisdom, Intelligence) with specialty (Clone) (once again... 2 stacks of clones... wtf? Haven't checked if it's really just "once" in battle or "always" and "buggy")

Spint (Sorcery, Wisdom) with specialty (Sorcery) (can be good at high level aswell)


Stat Gain Captain (<10):
    Attack: 45%.
   Defense: 25%.
   Spell power: 20%.
   Knowledge: 10%.

(>10)
    Attack: 30%.
   Defense: 30%.
   Spell power: 20%.
   Knowledge: 20%.

Navigator (<10):
    Attack: 15%.
   Defense: 10%.
   Spell power: 40%.
   Knowledge: 35%.
(>10)
    Attack: 30%.
   Defense: 20%.
   Spell power: 20%.
   Knowledge: 30%.

Not to mention thieves guild -> find that also very strong.

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