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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 207 pages long: 1 2 3 4 5 ... 40 80 120 160 200 ... 203 204 205 206 207 · «PREV / NEXT»
Brevan
Brevan

Tavern Dweller
posted January 31, 2025 04:45 PM
Edited by Brevan at 17:12, 31 Jan 2025.

A couple new spell suggestions:

Invigorate - Water level 3 (18 SP)
Battle spell.  Increases HP for each creature in the stack based on creature tier, similar to the recent buff to First Aid Tent, but a flat number instead of a percentage.  The goal is to make large stacks of low tier creatures noticeably more durable without relying on Advanced Earth Resurrection.  Limit it to non-undead if folks think it would overpower skeleton armies, but I'd like if it affected elementals (they can't be resurrected and are pretty fragile).  Let it cure the poisoned debuff from Poisonous creatures, and be dispelled by it.  I'd expect the AI could use this spell effectively with similar logic as Shield.  For a spell icon, re-color the Bloodlust icon with Water-blue theme.
I'd recommend these numbers:
+1HP/tier (EG +1 for Imps or Pikemen and +7 for Angels)
+1HP/tier and Spell Points reduced to 15 with Basic Water
+2HP/tier with Advanced Water (IE +50%HP for Gremlins, +10% for Giants)
+2HP/tier for all your units with Expert Water


Forced March - Fire level 2 or 3 (0 SP)
Adventure spell.  All Spell Points converted to tomorrow's additional movement, a little like the Watering Place map object (but spend spell points instead of movement points). I'd recommend it belong to Fire Magic since that doesn't have many options on the Adventure screen.  The main way I see this being used is by players next to a Well or ending their turns at a Mage Guild (but they'd have no spell points for castle defense).  If the casting hero had a lot of spell points (EG Knowledge of 20 with Intelligence and/or Mana Vortex would be 300-600 SP) and Expert Fire Magic, then this would probably let them double their movement.  If that hero had Expert Mysticism then at the cost of losing SP to defend attacks they could consistently gain several squares of movement each day.  I doubt the AI could use this spell well.  If it's a level 3 spell, then it will require Wisdom (or a scroll) in addition to Fire Magic and some Knowledge-boosting skill to use well.  The main reason for a flat bonus to Movement rather than some percentage (like Logistics) is to improve movement for otherwise slow-creature armies.  An alternative implementation would be letting the spell have a cost (50SP for +100 to +300 flat Movement) and be recast based on magic mastery (like Dimension Door) and adding to the current day's movement.
I'd recommend these numbers:
100% SP added to tomorrow's movement.
150% SP->Movement, no spell cost reduction (costs zero).
200% SP->Movement
300% SP->Movement

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purerogue3
purerogue3


Known Hero
posted January 31, 2025 05:53 PM

"Invigorate"
yeah as a spell is much better than as a first aid tent

"Forced March"
Alexsp had a similar spell trading mana for movepoints.
I think I will replace dimension door with this spell as DD is +fly in effect.

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Syth1984
Syth1984


Hired Hero
posted February 02, 2025 05:03 PM
Edited by Syth1984 at 17:05, 02 Feb 2025.

Probably said a lot of times but at this level what could recuparate the siege engines is "artifact" versions of them.

Can we get artifact versions of balista,healing tent, cannon and even maybe catapult and castle arrows.

I think changes to make these skills "better" does not work and have huge effects.Rather than that if we could collect artifact versions of them a lot of interesting and useful usages of these could be done. A lot of people have commented on those previously but.

- Tents: Plague tent, Resurrection Tent, Tent of Dispel.Religious tent(Prayer on the healed unit)

-Balista/Cannon: Ignores Defense, +damage version, applies weakness on hit, forgetfulness on hit, creates firewall or quicksand nearby,Fireball area effect.

-Ammor Cart: Gives poison arrows,gives defense decreasing arrows(Barbed maybe), exploding arrows (could effect castle arrows as well).Hunter arrows (Decreasese the enemy fliers speed by one on hit).

I mean there are very interesting ideas and science they are artifacts they don't have to be world dominating strategies.But if you have a siege speciality or a skill in first aid / ballistics /artilery then you would have an eye out for these. Obviously you would benefit more from the skill with these under your sleeves.
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purerogue3
purerogue3


Known Hero
posted February 02, 2025 08:42 PM

@Syth

I get what you are saying, the caveat is that the skill would still have to be useful without finding the +artifacts.
I've been thinking about the ignore defense of arrow towers (and also offense creature attacks). Magic ignores defense, why do these particular 'might' attacks ignore defense?

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Syth1984
Syth1984


Hired Hero
posted February 03, 2025 08:47 AM

purerogue3 said:
@Syth

I get what you are saying, the caveat is that the skill would still have to be useful without finding the +artifacts.
I've been thinking about the ignore defense of arrow towers (and also offense creature attacks). Magic ignores defense, why do these particular 'might' attacks ignore defense?


True some skills are very useful obviously from start. Right now these skills are mehh; They are not great but sometimes you like to have them early game. But on the other hand some other skills are also very conditional. If you have high knowledge you don't really need intelligence or pathfinding is a bit sidestepped if you have dimension door. Or a couple of artifacts can get your luck and morale to some levels.

I guess my idea in the core (As you mentioned) is to have these skills but have an open door somewhere to have them as "really good" in late game or " I am very happy that I picked this skill early on" skills. Some mid tier artifacts 5 per mechanic unit would do. And everybody could use it. Even now some artifacts that boost skills(archery, necromancy etc)are very skill dependent. At least these won't be skill dependent to use at the basic level.

We already have those slots on the hero as well.

With the way HOTA team is balancing I don't expect those skills to be changed so changed their end game tactics.

End effects can be discussed. I am not going to die on that hill .Just some variety and "oooh I got the ballista of giant slayer(permanent slayer effect on ballista maybe?)" I got you now!" feeling with these skills.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 03, 2025 01:43 PM

If HotA is serious about doing new spells, what I read in another thread.. Ok I suggest you give the most OP spells to Fire, and least OP to Earth.. Even if Fire isn't sucking, but player can't cast right spells, it's very difficulty same as 3 or 4 Phoenixes.. When Phoenixes have low stats, so a smaller number of Archangels kill Phoenixes.. Thus balance vs knowing vs rule.. You don't want to hear more them, so you know that the most OP spells to Fire.. I know that tier: 1st Earth, 2nd Air, 3rd Water and 4th Fire by advanced players in general.. Bloodlust is OP, but how to use? None! You can't explain that A 99PS vs B 99PS in the final battle, when A casts Bloodlust, and 105PS attack or Inteus gets more PS attack is winner.. Knowing gets it, balance and rule don't get it.. Therefore you give more OP to Fire, etc and they will use it
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Xandro
Xandro

Tavern Dweller
posted February 06, 2025 10:13 PM

Ghost said:
If HotA is serious about doing new spells, what I read in another thread.. Ok I suggest you give the most OP spells to Fire, and least OP to Earth.. Even if Fire isn't sucking, but player can't cast right spells, it's very difficulty same as 3 or 4 Phoenixes.. When Phoenixes have low stats, so a smaller number of Archangels kill Phoenixes.. Thus balance vs knowing vs rule.. You don't want to hear more them, so you know that the most OP spells to Fire.. I know that tier: 1st Earth, 2nd Air, 3rd Water and 4th Fire by advanced players in general.. Bloodlust is OP, but how to use? None! You can't explain that A 99PS vs B 99PS in the final battle, when A casts Bloodlust, and 105PS attack or Inteus gets more PS attack is winner.. Knowing gets it, balance and rule don't get it.. Therefore you give more OP to Fire, etc and they will use it


But Fire has already very strong spells.

Berserk
Armagedon
Blind

Blind and Berserk are like 2 most crucial spells in the game next to TP and Ressurection

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted February 07, 2025 04:43 AM

Blind and Armageddon function completely fine without Fire Magic. If blind was changed to scale with School of Magic instead, you'd have an argument.
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Syth1984
Syth1984


Hired Hero
posted February 07, 2025 11:44 AM

LordCameron said:
Blind and Armageddon function completely fine without Fire Magic. If blind was changed to scale with School of Magic instead, you'd have an argument.


Quite True.

If blinds duration wasn't based on spell power but spell skill then you would have some need for Firemagic.

Same for Armageddon should have it's multiplier for damage such as 30/40/50 than you will have something.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 08, 2025 12:50 AM

@Xandro

...

Fire could kind of an Implosion related spell that the enemy can't cast Resurrection and Animate Dead. Spell name could Devour or Disintegrate is lvl 5.. Damage is great class.. When without Earth, you can cast Resurrection, but Devour or Disintegrate, you cannot resurrect..

Another example.. Lvl 4 Cat Reflexes i.e. your creature strikes two times.. When artifact is existing, why not spell? Ok would be WoG or HotA an artifact.. I don't remember..

Lvl 4 Spell Shackle means enemy can't cast spells, but if enemy wants to cast Slow.. Enemy also gets Slow..

Lvl 3 First Strike.. Ok if mass First Strike means lvl 4.. I don't want too OP, so one target..

I'm sorry for bad English, but I said that common player can't understand.. Played impossible maps etc If can't win, so why they wanted be Devour, Cat Reflexes etc Ok HotA developers get an idea, if they like or love it.. Later on meeting MP, for example..
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bloodsucker
bloodsucker


Legendary Hero
posted February 08, 2025 09:56 PM

LordCameron said:
If blind was changed to scale with School of Magic instead, you'd have an argument.
But it does, with Expert Fire you get first strike without retaliation. I've been using Archangels as Archdevils for quite some time in the map I'm playing...
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Alyx182008
Alyx182008


Adventuring Hero
posted February 09, 2025 10:08 AM

Ghost said:
@Xandro
Fire could kind of an Implosion related spell that the enemy can't cast Resurrection and Animate Dead.

The New Spells mod (available as a plugin for HD mod) has a spell like that, called Incineration. If the entire stack dies, it makes the corpse disappear, so no target for Resurrection. It doesn't do a lot of damage, but can be useful tactically.

Ghost said:
@Xandro
Another example.. Lvl 4 Cat Reflexes i.e. your creature strikes two times..

VCMI has this spell in Old New Spells mod, it's named Vigour there, but unless you limit it to 1 creature, I think it's overpowered.

Ghost said:
@Xandro
Lvl 4 Spell Shackle means enemy can't cast spells, but if enemy wants to cast Slow.. Enemy also gets Slow..


I actually like this idea, because it deters your enemy from casting mass buff/debuff spells, but at the same time, I can envision situations where the enemy could still make tactical use of all the creatures on the battlefield having slow, haste, or others. So even the caster of Spell Shackle has to consider his choice.
My question is, how would this work for single target buff/debuff spells? Would the enemy casting basic slow on one target make it randomly affect one of his creatures too? Because if the enemy casts slow on Angels, and his affected stack will be a stack of Golems, I don't think he'll be bothered that much.

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Syth1984
Syth1984


Hired Hero
posted February 10, 2025 10:40 AM
Edited by Syth1984 at 10:42, 10 Feb 2025.

Since  a lot of skills and spells are becoming more viable and players are able to clear the creatures on the map and the creature banks more easily can we get some adjustments to the wandering creature compositions and A.I.

Neutral creatures strength just dwindles with each patch (there are more viable options to deal with neutrals which is good but makes it easier). Even the “strong” option is not enough at the moment."Weak" option I don’t think anybody uses it. So just shift the strength values. Old “Normal” becomes " new weak", “strong becomes >New Normal” and define another tier that creates “New Strong”.

Bring back captain quarters kind of “mini heroes” for large stacks beyond “throng”. They can cast basic spells such as “slow, haste, dispel ,cure, disruption ray” and if you are up for fun “land mine and quick sand” at advanced level 😊.

Creature Banks are not effected by “creature strength” option in random map generation. This can be tweaked as well a bit. Usually
a lot of creature banks(with rewards of treasury or creatures) are not “guarded” by neutrals so it is an easy fight with in a “strong creature option" game with uneven rewards.

We love to have A.I. in our games but it is usually a down let at the end. Can it get some protection against creature loss against neutrals like (hard -%10 loss , expert -%20 loss and %30 at impossible).It can cheat a little more I guess or it’s own spell/skill additions to it’s calculation of victory can be tweaked towards giving it more advantage against neutrals.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted February 10, 2025 02:37 PM

@Alyx182008

Because lvl 4.. The same Magic Mirror, but if it goes to a Peasant enemy troop So Magic Mirror moves to lvl 3, and we get a Spell Shackle.. Because if enemy has expert effect, so amen! It useful, thus enemy can cast Spell Shackle itself.. Armageddon isn't banned too.. But common player or balance and rule can develop that Scouting can see his/her Secondary skills.. You know surely knowing vs balance vs rule.. Ok we need discussion.. Because I copied from H4 spells.. Even if spells are from MM surely..

EDIT Resistance can be OP.. Interference is interesting..
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darkdill
darkdill


Hired Hero
posted February 14, 2025 07:34 PM
Edited by darkdill at 19:37, 14 Feb 2025.

The new change for First Aid, Artillery, and Ballistics that protects your war machines is a neat one, but there isn't such an effect for the Ammo Cart? That's a little odd. I know Ammo Carts are very situational, but sometimes taking them out can swing a long fight.

I think Logistics should provide the protection effect for Ammo Carts, giving it a use in battles. Additionally, maybe having an Ammo Cart and Logistics could provide a small Attack bonus to your ranged attacks (i.e. +1/2/3 based on your Logistics skill) as long as the Ammo Cart is intact. Not much, but it's there.

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planetavril
planetavril


Famous Hero
posted February 14, 2025 10:01 PM

In your opinion, which city does/can the hero with the purple color seen at the bottom of the Bulwark trailer at minute 0.44 belong to?

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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted February 15, 2025 12:10 AM

darkdill said:
The new change for First Aid, Artillery, and Ballistics that protects your war machines is a neat one, but there isn't such an effect for the Ammo Cart? That's a little odd. I know Ammo Carts are very situational, but sometimes taking them out can swing a long fight.

I think Logistics should provide the protection effect for Ammo Carts, giving it a use in battles. Additionally, maybe having an Ammo Cart and Logistics could provide a small Attack bonus to your ranged attacks (i.e. +1/2/3 based on your Logistics skill) as long as the Ammo Cart is intact. Not much, but it's there.


The ammo cart already completely nullifies an entire aspect of the game. If anything, I'd like to see it nerfed, or relegated back to an artifact.
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beefymiracle
beefymiracle

Tavern Dweller
posted February 15, 2025 11:43 AM

If there was a need to buff the Ammo Cart I'd do it by lowering the number of shots for some units.

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Syth1984
Syth1984


Hired Hero
posted February 16, 2025 08:59 AM

LordCameron said:
darkdill said:
The new change for First Aid, Artillery, and Ballistics that protects your war machines is a neat one, but there isn't such an effect for the Ammo Cart? That's a little odd. I know Ammo Carts are very situational, but sometimes taking them out can swing a long fight.

I think Logistics should provide the protection effect for Ammo Carts, giving it a use in battles. Additionally, maybe having an Ammo Cart and Logistics could provide a small Attack bonus to your ranged attacks (i.e. +1/2/3 based on your Logistics skill) as long as the Ammo Cart is intact. Not much, but it's there.


The ammo cart already completely nullifies an entire aspect of the game. If anything, I'd like to see it nerfed, or relegated back to an artifact.


Agreed. Could have added +3 shots to the creatures shots instead of unlimited. Then we would have some differentiation between shooters. Also as mentioned above lowering the number of shots for some shooters would help.
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joyfun
joyfun

Tavern Dweller
posted February 18, 2025 06:05 PM
Edited by joyfun at 18:13, 18 Feb 2025.

.
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