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Thread: Create a hero | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 17, 2019 06:51 PM |
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Well this thread is mostly about creating new heroes, so I would prefer that. But Tower has two Alchemists with genie specialty, perhaps Thane could become a gremlin or Archery specialist instead.
If we are in the process of changing heroes, Torosar needs to lose Tactics for Artillery, without Artillery his ballista is useless. There are several other heroes that could/should be changed, but as I said this thread is mostly about creating new heroes.
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zombiewhacker
Adventuring Hero
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posted May 17, 2019 11:18 PM |
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OK, gotcha. Then in terms of class, which Tower hero categories would make the most and least sense?
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 18, 2019 12:08 AM |
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I think it should be a might hero, an Alchemist, that would make the most sense to me.
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zombiewhacker
Adventuring Hero
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posted May 18, 2019 02:26 AM |
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Is it possible to create heroes with new specialties in the standard HOMM3 map editor, or is something like WOG required for that?
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heymlich
Famous Hero
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posted May 18, 2019 05:09 AM |
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zombiewhacker said: OK, gotcha. Then in terms of class, which Tower hero categories would make the most and least sense?
A hero that starts with logistics would be nice. Logistics is almost impossible to get with tower heroes. And one with Magi special and Archery.
I think a gremlin specialist would be too good. He would become a mandatory pick for tower.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 18, 2019 08:06 AM |
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heymlich said:
I think a gremlin specialist would be too good. He would become a mandatory pick for tower.
Only because Tower heroes start with A LOT of gremlins, if their numbers were decreased it would probably be fair enough, at least that's what I did...
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heymlich
Famous Hero
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posted May 18, 2019 01:47 PM |
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phoenix4ever said:
heymlich said:
I think a gremlin specialist would be too good. He would become a mandatory pick for tower.
Only because Tower heroes start with A LOT of gremlins, if their numbers were decreased it would probably be fair enough, at least that's what I did...
The number of Gremlins was already decreased in the past. Decrease it further and Tower will be unplayable, because Gremlins are the only thing you have in week one.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 18, 2019 01:58 PM |
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When was that?, I don't seem to remember gremlin amount was ever decreased, neither in HotA.
I did increase gargoyle and golem amount though, so Piquedram is actually pretty good if you get him from the start, 'cause he comes with a lot of gargoyles.
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heymlich
Famous Hero
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posted May 19, 2019 04:16 AM |
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Edited by heymlich at 04:18, 19 May 2019.
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phoenix4ever said: When was that?
20 years ago
In RoE there was a "gremlin rush strategy" that made tower almost unbeatable. To fix it, they reduced the number of gremlins and all heroes except for the two at the start of the week come without an army. In my opinion they overdid it. It would have been enough, if retreated heroes come without an army.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 19, 2019 09:31 AM |
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I know about "Gremlin Rush", but I did'nt know Tower heroes used to start with more than 30-40 gremlins per hero, I think 30-40 is already too many.
Honestly the starting armies of the different towns are very unbalanced, that also includes Cove...
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Richard_Chen
Adventuring Hero
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posted May 30, 2019 04:34 PM |
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phoenix4ever said: If you could create new heroes for Heroes 3, which class would they be and what skill(s) and specialty (and spell) would they start with?
These are my ideas:
Knight: Advanced Leadership. Specialty: pikemen. (This hero would replace Sir Mullich.)
Ranger: Starts with Leadership, Archery or Resistance depending on race + another skill. Specialty: centaurs.
Ranger: Starts with Leadership, Archery or Resistance depending on race + Artillery. Specialty: Ballista.
Alchemist: Starts with Scholar or Mysticism depending on race + another skill. Specialty: gremlins. Spell: ?
Death Knight: Necromancy and Navigation. Specialty: Navigation. Spell: Shield. (This hero replaces Galthran, but would only be available on maps with water. On maps without water, both heroes are unavailable.)
Necromancer: Necromancy and ? Specialty: Sorrow. Spell: Sorrow (I have'nt tested if the Sorrow special actually works, so I don't know.)
Overlord: Starts with Offense, Tactics or Leadership depending on race + another skill. Specialty: medusas.
Warlock: Wisdom and First Aid. Specialty: First Aid. Spell: ? (Dungeon can't buy First Aid Tent though, so perhaps not that good, but the same goes for Castle and Rion...)
Beastmaster/Witch: Armorer or Wisdom depending on Beastmaster or Witch and then Ballistics. Specialty: ? Spell: (if Witch) ?
Planeswalker: 2 skills, one of them perhaps Tactics or Offense. Specialty: air elementals.
Cove (HotA) heroes:
Captain/Navigator: ? or Wisdom depending on Captain or Navigator and then Ballistics. Specialty: ? Spell: (if Navigator) ?
Navigator: Wisdom Eagle Eye Specialty: Eagle Eye Spell: ?
Edit: Added a few more heroes.
I used a Chinese version modifier and changed Sorsha like this:
Specialty: Pikemen. Basic Leadership + Basic Logistics.
10-20 Pikemen, 10-20 Pikemen, 10-20 Pikemen
Very Powerful!
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted May 30, 2019 05:07 PM |
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Logistics and pikemen specialty sounds very powerful indeed.
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Otuken
Famous Hero
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posted June 04, 2019 01:52 AM |
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I don't like really the idea of hero classes. Every hero was supposed to be special with unique specialities and primary and seconary skill percentages. For example there was supposed to be only 1 specialist of logistics, armour, eagly eye, resurrection etc... And the game lack of pure magic oriented and intermediate classes.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 04, 2019 10:45 AM |
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My suggestion would be:
(only considering specializations and not starting skills)
- Heroes who specialize in Air,Water,Fire Earth Magic
- Some more Level 1 creature specialists
- The Planeswalkers Heroes from Conflux should be unique (remove the double ones, why are they even there?)
- Remove the Resources Specialists (in Singleplayer games they have no meaning, even Gold specialists can be cut to two or three)
- Remove all Eagle Eye Specialists (the worst specialization got the most heroes; ridiculous)
- Reduce the amount of Intelligence/Mysticism specialists to two each (more are not needed)
- Heroes who specialize in commanders
- Maybe reduce the amount of Weakness/Stone Skin/Ballista specialists by one or two and replace with more interesting ones or at least new spells
- Some more new Secondary Skill specialists
Overall there is certainly room for improvement in the current line up of heroes
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Maurice
Hero of Order
Part of the furniture
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posted June 04, 2019 11:04 AM |
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RerryR said: - Remove the Resources Specialists (in Singleplayer games they have no meaning, even Gold specialists can be cut to two or three)
How about no?
I usually hire those and stuff them into the Governor slot of my Towns. Each Resource Specialist counts as a Mine of the respective kind and especially those that align with my Town's Tier 7 creature are worth it, if you'd ask me.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 04, 2019 12:02 PM |
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Maurice said:
How about no?
I usually hire those and stuff them into the Governor slot of my Towns. Each Resource Specialist counts as a Mine of the respective kind and especially those that align with my Town's Tier 7 creature are worth it, if you'd ask me.
sure they serve just fine for that purpose, but besides from that...,
I would rather build a resource silo
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Maurice
Hero of Order
Part of the furniture
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posted June 04, 2019 12:19 PM |
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Edited by Maurice at 12:19, 04 Jun 2019.
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RerryR said: sure they serve just fine for that purpose, but besides from that...,
I would rather build a resource silo
Well ... for Castle, I guess Saurug is worth more than their Resource Silo . Same for Calid for Fortress, Rissa for Necropolis and Sephinroth for Stronghold, don't you agree?
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 04, 2019 01:21 PM |
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Maurice said:
Well ... for Castle, I guess Saurug is worth more than their Resource Silo . Same for Calid for Fortress, Rissa for Necropolis and Sephinroth for Stronghold, don't you agree?
I agree they are more useful than the respective silos, hard to argue against that but its not certain that you have the chance to hire them and even so you don't always need them. Maybe this depends on the map you play.
So I stick to my opinion that I would rather see them replaced with something else or maybe shift their bonus, combine it with Estate specialists for example.
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CountBezuhoff
Supreme Hero
Nihil sub sole novum
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posted June 04, 2019 04:09 PM |
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Well, to do all that a few new secondary skills are required, don't you agree?
The Count
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 04, 2019 04:20 PM |
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CountBezuhoff said: Well, to do all that a few new secondary skills are required, don't you agree?
The Count
Yes a few new ones would be preferable, but it is difficult to do.
Its easier to use existing ones and make them a bit more attractive. The new heroes specializations could then further emphasize these little buffs.
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