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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 30 60 90 120 ... 150 151 152 153 154 ... 180 200 · «PREV / NEXT»
Mordred06
Mordred06


Hired Hero
Grounf
posted August 14, 2020 09:18 AM

Worros said:
Hi all.

It's been a while since I posted here. I came to say that I really like how Diplomacy was nerfed. It makes so much more sense now.

However, with diplomacy change one set remains unbeatable.

Cloak of The Undead King

I love this set and I find myself going towards it each and every game. It is basically an I win set. Not only does it increase your Necromancy skill but it ends up raising sick amount of Power Liches.

The item could do with a nerf. My proposal? Remove Lich summons. Make the item greatly increase the number of raised skeletons but don't go into Lich raising. I just finished a G map and ended up with 10 cities filled with nothing but Power Liches (at least 300 per slot) and a Isra with 5k+ Power Liches per slot across 6 slots and 7th slot with Ghost Dragons just to get turn prio.

Armor of The Damned goes so well with Cloak of The Undead King
To top it off I also made a Bow of the Sharpshooter

I realize it takes a bit of time to make all these items but more often then not collecting them is not that big of a deal.

Long story short, Cloak of The Undead King needs a big big nerf.


Hi Worros,
IIRC, when enabling tournament rules the Cloak of the Undead King will only raise skeletons, regardless of the necromancy level of the hero..
I guess this was one of the main purposes of tournament rules (besides prohibiting diplomacy)
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"If you do not like something, change it. If you cannot change it, change your attitude"

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Pollo2002
Pollo2002


Famous Hero
posted August 17, 2020 04:00 AM

RerryR said:
Pollo2002 said:
Is the magic system rebalance still on the plans?
I left HOMM until that happens and I'm starting to think I've left HOMM forever.


I read at DF2 that Docent said it is still in plans but has no high priority. It will not be with Factory release and come later. We all know what that means. My guess would be the end of 2021 beginning 2022. Or maybe gradually.

But anyway, I said it before and will repeat it. What do you expect from a magic "rework"? It will not be what you think it is, or should be. It will focus on multiplayer and the changes will be minimal.
So waiting exclusively for a "magic rework" from HotA Mod to come back to H3 is betting on a dead horse, as it has been for the last 10 years in that regard.    

Good I only care about multiplayer. I expect a rework that makes all spells useful, and adjust more the power level of spells to level. Not have a level 1 spell be the most powerful and best spell in the game.
Also for magic schools to be balanced,
Right now all the game just is about getting slow and expert earth asap. That's the role of magic In nutshell.
Then get resurrection, implosion, elementalz to close the game.

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Hourglass
Hourglass


Supreme Hero
posted August 17, 2020 12:44 PM

What if all spell schools would receive their own version of Slow? I mean a spell that would work exactly like the current slow. Mage guilds would only provide one version of slow by default (if you happen to roll fire's version of slow, water's slow would not appear.) Perhaps you could still try to spell research it some way.

I think this could probably even things out a little bit. Earth would still get good spells, but it would be more like "late bloomer" in that regard.

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pizdabol
pizdabol


Bad-mannered
Hired Hero
posted August 18, 2020 07:59 AM

As far as equality goes I find it way more necessary for all schools to get something akin Town Portal rather than Slow. Or none at all for that matter.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 18, 2020 08:12 AM

One of the best things I did for this game was that TP always goes to nearest town for human players. Advanced/Expert TP was so incredibly broken!
But a rework and less OP version of TP could also be interesting.

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Hourglass
Hourglass


Supreme Hero
posted August 18, 2020 08:16 AM

pizdabol said:
As far as equality goes I find it way more necessary for all schools to get something akin Town Portal rather than Slow. Or none at all for that matter.


Perhaps TP should be neutral, but Slow kinda really opens up the game. TP is extremely good spell, but to some extend, one can always use the poor mans TP instead. (Expert) Slow cannot be replaced like that.

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bloodsucker
bloodsucker


Legendary Hero
posted August 18, 2020 11:54 AM
Edited by bloodsucker at 11:59, 18 Aug 2020.

Hourglass said:
TP is extremely good spell, but to some extend, one can always use the poor mans TP instead.
Except if the map includes water. In that case, you would be forced to have scouts permanently in the water, possibly scouts with Navigation, or transferring the troops would take at least two days.
Phoenix likes to cripple his game with non sensible things like playing random hero and being unable to return in time to protect his territory gives him the illusion of stepping up his level. Instead what you get is a small setback that forces you to spend more days to complete a map but since you can hire defeated heroes and retreat your own, sooner or later you will end up with several unbeatable heroes, armed with troops from different races, that can crush the map with no challenges. This happens in Heroes IV by default, you take longer to finish but that isn't the same as having more difficult tasks to do it.
In many extremely difficult custom maps TP is given early, cause the mapmaker knows you will need to gather all your best troops just to have a chance of completing the next task. Here on the other hand the task auto completes itself, once you have accumulated some weeks in that town and leveled up some bump, you can survive an attack by hiding in town.
In sum, the trick to elevate the difficulty of a map can't be complain about AI not being smart enough or crippling your own movement but buffing enemies to make them competitive. Play against Conquistador Leaders in Era to have a sense of what I'm talking about...
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darkdill
darkdill


Hired Hero
posted August 18, 2020 09:04 PM

Thought I might as well suggest something for Eagle Eye, which remains one of the worst skills in the game even in HotA.

New effect: When an enemy hero casts a spell, your hero has an X% chance of casting it immediately afterwards. Effectiveness depends on your hero's skill in the particular school of magic (i.e. Water, Earth, etc). Does not require Wisdom for the Expert effect. Costs no MP to copy a spell.

Basic: 40%; can copy up to level 1 spells
Advanced: 50%; can copy up to level 2 spells
Expert: 60%; can copy up to level 3 spells

I have it only go up to level 3 so you can't copycat Armageddon or Summon Elemental.

This would make the skill much more useful, evening the playing field against magic-heavy heroes by potentially punishing them for using stuff like Mass Slow. It'd also give the EE specialist heroes an actual use.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 18, 2020 09:21 PM

I think Eagle Eye would work better, if our hero could learn spells from creatures as well as enemy heroes.

Name of few:
Master Genies
Enchanters
Fairie Dragons
Upg. Elementals
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bloodsucker
bloodsucker


Legendary Hero
posted August 18, 2020 09:34 PM
Edited by bloodsucker at 21:40, 18 Aug 2020.

I've been trying many variances of the new seers huts and I would like to suggest an addiction, less then requirements for experience and primary skills.
To better explain my I idea let me give an example: I want to give 15.000 experience to all human player heroes. I test for Belong to a specific player but as it is right now, I could reach level 74 just by hitting the keys enough times (ok, I couldn't unless I was ready to do it for countless hours but that isn't the point) but if I add another condition after that one, asking for less then level 10, this hero couldn't fulfill it but a new one could.
Since I don't see any purpose for these new quests outside of the custom maps area, I believe this makes sense.
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Hourglass
Hourglass


Supreme Hero
posted August 18, 2020 09:43 PM

bloodsucker said:
Except if the map includes water. In that case, you would be forced to have scouts permanently in the water, possibly scouts with Navigation, or transferring the troops would take at least two days.


Yeah, you're right about the maps with water, I just don't really play them myself. TP is totally even better in maps with water.

@darkdill

That would totally be better skill than what we're having now. I also like the fact that the original base of the skill would still be there, not something I've seen with most of the suggestions related to EE. I'm just thinking, would skill like this still justify a slot? It would still do nothing anything 98% of the game, as it's only good when two spellcasting heroes fight. Ofc, the last 2% it would like be very good. But would that be enough? Regardless of that, still very interresting suggestion.

zmudziak22 said:
I think Eagle Eye would work better, if our hero could learn spells from creatures as well as enemy heroes.


Yeah, better for sure, but good enough to actually see play? I'm afraid the answer is no. The only spell you would like to learn from neutrals is Archangel's resurrecetion.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 18, 2020 11:03 PM
Edited by Phoenix4ever at 23:35, 18 Aug 2020.

Eagle Eye should also pick up spells from creatures yes and learn level 5 spells, so it at least has that over Scholar.
You could learn Resurrection from Archangels, but also stuff like Slow, Haste and Bless and basically every buff spell from Master Genies, you could also learn Chain Lightning, Meteor Shower and Inferno from Faerie Dragons.  
It sucks how you can never learn Quicksand, Fire Wall, Remove Obstacle, Force Field and Land Mine from AI, as it can't cast those spells. (At least you can learn Berserk in HotA.)

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gatecrasher
gatecrasher


Famous Hero
posted August 19, 2020 12:16 AM
Edited by gatecrasher at 21:33, 19 Aug 2020.

No, Eagle Eye needs to be reworked or removed (no matter whether or not replaced by a new skill) completely.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted August 19, 2020 09:49 PM

No. Because of Fear spell in RoE. Opponent learns hidden Fear spell from opponent. So HotA should restore Fear in a Pyramid. But I don't cast a Fear, if you're Eagle Eye hero. Heh ok solution could be basic gives +1 power or knowledge by random every week. Advanced gives +1 power and knowledge every week to hero, and expert gives the same advanced, and extra still +1 power or knowledge by random every week. The next Eagle Eye can learn 5lvl also learns from neutral. I got a idea from WoG Learning. Now's the time to write/tell here.
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Abekat
Abekat

Tavern Dweller
posted August 20, 2020 10:05 PM
Edited by Abekat at 22:08, 20 Aug 2020.

New fire spell?

Hey y'all, cant wait for the new town, it really looks nice! Its great that my favorite game keeps getting new content, discussed and loved!

I just had an idea to make fire magic a little more realible and fun. A new spell called something like 'pain', which would, at basic level, slow target unit by one, two at advance and three at expert. It would also inflict some damage pr tile, that the given creature is moving. The damage would scale with magic skill (and maybe spell power for mid and late game?)
It would be a mass spell at expert. Could be level one spell like slow and haste.

And thanks for this great mod! More artifacts and neutrals are always welcome ;-)

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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted August 20, 2020 10:44 PM

So something like the corrupted soil ability from H5? I think that would be amazing but unfortunately adding spells is extremely difficult.

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bloodsucker
bloodsucker


Legendary Hero
posted August 21, 2020 01:18 PM

Rimgrabber said:
So something like the corrupted soil ability from H5? I think that would be amazing but unfortunately adding spells is extremely difficult.
Specially if it's introducing a new mechanic and not a stronger fireball... Otoh, if they are going to introduce the initiative system, spells to affect it are certainly in the order of the day.
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pizdabol
pizdabol


Bad-mannered
Hired Hero
posted August 24, 2020 02:52 PM

I've seen a couple of guys already mentioning that unit stat changes were a hard limit for the crew, I'm guessing introducing a new one would be a pretty storng breach in that regard. Though I could see a creature specialty "Initiative plus X" where the creature gets extra speed solely for the purpose of determining turn order.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 31, 2020 11:37 PM
Edited by Phoenix4ever at 13:19, 01 Sep 2020.

Animate Dead can sometimes be a really hard spell to learn, since it's only available in 1 out of 10 (soon 11) towns, so I have an idea for a new map object:
"Shrine of the Dead", where you can learn Death Ripple and Animate Dead. (Animate Dead of course requires Basic Wisdom to learn.)
It could be available for all terrains or perhaps only dirt.
Another idea is to make Animate Dead belong to all magic schools, so it could be learned from any tome of magic.

Another new map object could be "Ebony Tower". Similar to Ivory Tower, where you fight Arch Mages for Enchanters, in Ebony Tower you would fight Grand Elves for Sharpshooters.

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Hourglass
Hourglass


Supreme Hero
posted September 01, 2020 08:34 PM

Phoenix4ever said:
Animate Dead can sometimes be a really hard spell to learn, since it's only available in 1 out of 10 (soon 11) towns, so I have an idea for a new map object:
"Shrine of the Dead", where you can learn Death Ripple and Animate Dead. (Animate Dead of course requires Basic Wisdom to learn.)
It could be available for all terrains or perhaps only dirt.
Another idea is to make Animate Dead belong to all magic schools, so it could be learned from any tome of magic.

Another new map object could be "Ebony Tower". Similar to Ivory Tower, where you fight Arch Mages for Enchanters, in Ebony Tower you would fight Grand Elves for Sharpshooters.


I haven't had any real issues of learning Animate dead, or do you mean some kind of scenario where you're having necropolis units but don't actually have the town? The chance of learning the spell in necro mage guild is high already, so one is extemely unlucky, if the spell does not appear after something like second research.

I actually really like the Ebony tower idea. Sharpshooters are fun units to use, but usually it's not possible to build a real stack out of them, this kind of object would make them more accessiable.

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