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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 2 3 4 5 ... 40 80 120 160 ... 196 197 198 199 200 · «PREV
FdgK
FdgK


Known Hero
posted October 12, 2024 08:17 AM
Edited by FdgK at 08:24, 12 Oct 2024.

Yeah, a buff to make it at least useable would be very welcome, of course. And additionally to eliminating the wisdom requirements, another easy buff would be to increase the percentages from 40/50/60 to 50/75/100.


On another topic: I think there won't be any new heroes coming in the foreseeable future but if there were to be some, I think they should continue adding heroes with new spell specialties which didn't exist so far. Maybe also for spells which are very rarely used. Something like a Quicksand specialist who can place some or all tiles manually. Or something like that.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 12, 2024 09:08 AM
Edited by Phoenix4ever at 09:09, 12 Oct 2024.

100% EE wont work, cause what about EE specialists and EE artifacts then? (85% would be maximum imo.)

Also don't introduce more specialties AI can't use.
Quicksand is one of them. (Quicksand is a very good spell btw.)

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gatecrasher
gatecrasher


Famous Hero
posted October 12, 2024 12:24 PM

Boris said:
Is there any reason Eagle Eye hasnt been buffed all these years?


Because it is broken beyond repair. Only removal can fix it.

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FdgK
FdgK


Known Hero
posted October 12, 2024 12:45 PM

@Phoenix4ever:

You're right, I didn't think about specialist and artifacts.
What about a chance to learn spells from the opponent's spellbook without them having to cast it in battle?

Regarding Quicksand and other spells the AI doesn't cast: There must be a fix to make those spells useable also for the AI. So I would fix that and then you could have specialties like the one I said in the game without a drawback.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 13, 2024 07:46 AM
Edited by Phoenix4ever at 11:41, 13 Oct 2024.

Well I suppose that's a 4th way to buff EE.
Any buff would be welcome really.

Sure if AI could also use those specials, then cool, but currently Fire Wall, Land Mine and surrender specials are useless to the AI.

It can also be completely unable to move with certain stacks, due to terrain and it's own war machines.
A few days ago AI had a huge stack of Naga Queens, locked in like this. They were a complete joke, because they could'nt move. The only thing AI could have done, was casting Teleport on them or use Remove Obstacle, but it did'nt seem to know Teleport and Remove Obstacle is one of the spells it can't cast...

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 20, 2024 10:21 AM
Edited by phoenix4ever at 10:26, 20 Oct 2024.

Since Factory was introduced with a lot of activated creature abilities, I had a very interesting idea:

What if Green, Red, Gold, Black and Azure Dragons were able to toggle on/off their resistances?
It could be done when they get their turn and if it could in some way be considered OP, maybe it should require a full turn to switch between these two states. (Their default state, would be having the immunities on.)
It would fix not being able to resurrect Gold and Black Dragons, but at the same time it would open them up to Slow, Blind, Berserk, Chain Lightning, Arma, Meteor Shower etc., so that seems fair to me.
Also you don't have to ruin Resistance skill, resistance artifacts and resistance of other creatures, with Orb of Vulnerability, since there is now another way to resurrect Gold and Black Dragons.

If you think about it, all these dragons have permanent Basic - Expert Anti-Magic on them, but Anti-Magic is not always a good thing, sometimes you want to buff, heal or resurrect your units, this would now be possible, but for a price.  
This seems like a very good way to solve that problem imo.    

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Jupp92
Jupp92

Tavern Dweller
posted October 23, 2024 02:11 PM

Hello H3-Community.

I am a noob player, that just got back into the game after playing it as a kid about 25 years ago

So I tried out the "new" Conflux and noticed that the Elementals passive abilities are just so very unintuitive...

Why does the AIR-Elemental not fly?!

The Fire-Elemental even has a flying animation for moveing!

Why are the Earth-Eles Weak to Meteorstorm and the Air-Eles weak to Air-Magic

Why are the Water-Eles only weak to some Fire-Magic??

I know I am a noob and maybe some of these things would be game breaking... But man it tickles my OCD hard playing this faction

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Brevan
Brevan

Tavern Dweller
posted October 29, 2024 01:01 AM

Jupp92 said:
...
Why does the AIR-Elemental not fly?!

The Fire-Elemental even has a flying animation for moveing!

Why are the Earth-Eles Weak to Meteorstorm and the Air-Eles weak to Air-Magic

Why are the Water-Eles only weak to some Fire-Magic??

I know I am a noob and maybe some of these things would be game breaking... But man it tickles my OCD hard playing this faction
My guess for Air elementals no flying is that they were already really strong for a tier 2 creature (fast, 25HP, range attack when upgraded), and to keep tradition with the elementals from Heroes 2.  They make for a great summoned creature since you can race them forward, get them surrounded, and then meteor storm them and the enemy.

Fire Elemental (upgraded) flies, but it's pretty squishy.

Water is weak to fire, and fire is weak to water (pretty normal "across the table" style of balancing, rather than "around the table" (rock-paper-scissors) style.  Both work fine in games, the designers just made their choice.  Air and Earth elementals are kinda similar in design they do double damage to each other in fights, just like fire/water elementals.

I think the magic immunities/weaknesses were well chosen, since the tier 2 Air elemental is weak to a common spell, while the T5 Earth Elemental is weak to the rare Meteor Storm spell.  That said, the Fire Elemental being weak to the common Ice Bolt spell really sucks, they're already fragile without that weakness.

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MattII
MattII


Legendary Hero
posted October 29, 2024 09:15 AM

IMO, putting the Elementals in the Conflux lineup was a mistake. They should have kept them as neutral, and come up with some vaguely elemental themed creatures instead.

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Phibiac
Phibiac

Tavern Dweller
posted November 01, 2024 07:18 PM
Edited by Phibiac at 20:14, 06 Nov 2024.

General ideas by Phibiac

Hey!

I have some change suggestions, to make the game strategically deeper, balance important aspects, make things more unique and secure counterplay-ability against crucial effects.

First of all about hero secondary skills:

Eagle Eye is a realy weak skill, this is why it has been reworked to be just an ability with 100% efficiency in H5.
I would like to rework it to something with way more tactical depth:
Basic: You can open the enemy spellbook in the combat, and ban 1 enemy spell for 3 turns in the combat.
Advanced: You can ban 2 enemy spells for 3 turns in the combat. You can ban only 1 spell per turn.
Master: You can ban 3 enemy spells for 3 turns in the combat. You can ban only 1 spell per turn.
Eagle Eye related artifacts:
Bird of Perception: Increase the span of the spell-ban by 1 turn.
Stoic Watchman: Increase the span of the spell-ban by 2 turns.
Emblem of Cognizance: Increase the span of the spell-ban by 3 turns.

First Aid and Healing tent: It just have very limited use. Increase the healing 30 at base, and +30 healing per level.

Resistance and Sorcery: There bonuses should doubled, and effect to and against units with magical range attacks, like Mages, Monks, Sea Witches... It would make sense and also could buff these niche skills in an intresting, not just flat way.

Learning: You gain more experience, but at the same time you also waste them to this skill. Meanwhile this skill could be a great option to reduce randomness in hero developing:
Basic: You can learn for free in universities and gain 1 re-roll of the randomly recieved secondary skills on the level-up window.
Advanced: You can learn the advanced level of the skill in universities and witch huts, and gain 2 re-rolls of the randomly recieved secondary skills on the level-up window.
Master: You can learn the master level of the skill in universities and witch huts, and gain 3 re-rolls of the randomly recieved secondary skills on the level-up window.

Offense: It is an OP, no-brainer skill with literally no counterplay. Skills should give a much claverer bonus to be hard to master.
Limit it's bonus to gain only when attacking an enemy unit who cannot retalliate in the turn anymore.

Armorer: The same as for the offense.
Basic: Units recieve +4 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.
Advanced: Units recieve +8 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.
Master: Units recieve +12 defense if they are attacked for at least the 2nd time in the turn or if they using the defending ability in their turn.

Diplomacy: It's might be overnerfed a little bit in HOTA.
Also decrease the cost of the joining-for-price by the same amount of surrend.

Necromancy: This skill is realy weak without some certain artifacts and OP with those artifacts. And the skill is also too insensitive to the tiers of the units.
Tier 1 creatures should be raised as skeletons, tier 2 units as walking deads, and higher tier units as wights. The necromancer should raise the upgraded version of the units if they have them in the army after the battle.
The concerning artifacts should increase just the maximum rais-able tier of the units by one, but still keep the rule that lower tiers are raised as their same tier of their undead counterpart.

Spells:

Blind: The spell can be spammed by the stupidest heroes, so the best magician heroes will need to react with cure/dispell in all of their turns instead of using their great spells if they don't want to fight with insanely high disadvantage.
Increase the mana cost from 10/8 to 18/15

Elemental summoning: You should lose the battle when no original units remained, only the summoned ones (just as in H5).

Master mass (de)buffs: Spells effecting to all of the units are insanely OP.
They recieved in just a 7 hex area (same as Lich's and Magog's) by the ally/enemy units, not by all of them.

Expert Town portal: Deduce the movement point by 300 just as on the previous levels, do not decrease it too. The option to teleport into any allied towns is more than enaugh bonus for the master level.
Moreever this spell should be used at most once per day. Now it is super OP in the right hands.

Fly: Flying to shorten the ways and save long days, or even get into a separated part of the map is just insanely OP. Nerfs it's movement penalty from 40%/20%/0% to 60%/40%/20%.

Dimension Door: The AI doesn't have the screen locking restriction when using this skill, so it can teleport to any point of the map as I experienced. It should be fixed asap!
This skill neither should reduce the movement point cost on expert level, 4 teleports per day is crazy good anyways.

Berserk: This is just the cheapest why to win any battle. In fact it doesn't need nearly close as much tactics as much you feel yourself cunning when using it. No fire magic is even close to this one. I suggest to nerf it's effecting area to 7 hex too, and also also make the berserked units to hit the closest NOT-LOWER TIER groupe, not just the closest. So it won't be uncounterable using on high tier units who have good initiative (speed) and also usually the most damage too.

Vision, View Air, Disguise: These spells should be default to have in all hero's spellbook and do not take important lvl 1 mage guild spots by these. View Are also should be for free, and effect always on expert level.

Summon/Scuttle Boat: Remove the randomness of the effect. This is a strategy game, and these effects are just too important strategical outcomes to just randomize. For compensation increase their mana cost to 15/10.
Summon boat should also cost 300 movement points, except on master level.
Master level Scuttle could also be able to be used on just occupied boats, which heroes just stepped-in in their last turn, so they will get back to the shore and the ship will sink.

Prayer: This is an identity-less, mixed skill with nothing new tactical effect, just small, flat bonuses. It just needs a new effect: Enemies cannot retalliate to them. Advanced effect: Hitting an enemy make it loses it's retalliation for the turn.

Shiled: Just an other spell with OP bonus, without counterplay. I suggest to keep it's bonus but with conditions: It effects only in melee battle against non-flyers, and if they aren't hit from behind.

Stoneskin: Double it's bonus, but also reduece the speed by 2, and the targets gain Meteor Shower vulnerability (just as earth elementals).

Might heroes:

Decrease their starting power from 1 to 0. They cannot use spells with 0 power. Add them a free spell for 0 mana, which cannot be learned by the magic heroes:
Might: Increase the target's retalliation damage by 100%. (Enemy breath attacker units can be targeted, too.)

Units:

Master genie: Always casts Prayer on advanced level. It will be much more strategical than random spells.

Golems: They cannot gain stone skin spell and cannot be turned to stone by medusas or basilisks.

(For further, more comprehensive changes I will make an other post only about units)

Buildings:

Income: It is the fastest, most economical and also the safest to max out the income producer buildings in our starter town. It is not just OP, and worths to rush in literally every scenarios the most, but it's also too safe and thus it's boring.
I suggest to increase the cost of the income producer buildings in our STARTER towns by 50%.
It will encourage players to play more agressive builds, and also to take high risks to build them up in harder to defend, newly occupied, forward towns, which will be not just an intresting alternative style to play, but also incite to play less centralized gameplay and make the game more risky, because your gold income will be easier to capture and the capitol to ruin. It won't make the capitol rush in the starter town useless, but it will strongen the alternative playstyles to be worth to consider.

Citadel/Castle: These buildings have 3 different main functionality (1; defend with harder walls and more shooting towers, 2; increase the weekly grow, 3; precondition for capitol), and you cannot pick and choose one over the other for customize your own tactic, you can just buy these crutial and different bonuses together in one pack. It's not good, because you cannot pick what you need, and you will need to buy all of them (no matter you need the others or not) if you need one of them. For example if I rush capitol I will have no longer the tactical dilemma, wether I would like to build more dwellings, or more grow for the existing dwellings or better town defense, because I alreday maxed out the latters. It just neutralized a huge tactical space in the game.
As for solution I suggest to make the castle-grow to default, citadal/castle no longer increase grow, and income producer buildings do not have any precondition, but increase their gold cost by 50%.

Special buildings: Buildings like Griff bastion, Order of fire, ect... have a unique bonus to their fraction, which is cool, but they are so marginal, so they have literally no impact in the game. I suggest to multiply their effect by 4 and their cost by 5 to make an impact and fulfil the purpose they have been added to the game.
Skeleton transformer could gain the same buff as necromancy instead of the 4 times effectiveness multiplyer - which cannot be interpreted here -, so the tier 1 creatures turn to skeletons here, the tier 2 to wlaking deads, and all others the wights. Grail could have a new bonus here, to buff this building to transform all living creatures to the same tier undeads, so we could gain higher tier units here too.
____________
Phibiac

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 09, 2024 07:35 AM

If you have a ballista, you should be allowed to "upgrade" it to a cannon, for 1500 gold, at Cove's blacksmith and cannon yards.

Currently you don't really want to buy a ballista, unless you are a ballista specialist, knowing there is a better war machine out there. So instead of first paying 2500 gold and later 4000 gold, you should just be allowed to pay the difference, if you already have a ballista.

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