Skip to content

Gladiator

User Avatar
#8
Auto-translated
So, you're suggesting removing Kreg, Gundula, Tazar, and Mephala, but bringing back Jhel and the Dragon (and possibly Kilgor and Lord Haard, the necromancer specializing in horses)? Did I understand correctly? Or should we leave all of them out? And regarding the misunderstanding, don't you think that testing is precisely what gives us a reason to make changes? And if the testers didn't notice an overpowered hero, there are many reasons for that (ranging from the heroes not appearing to specific scenarios where they didn't have a significant impact, to errors in combat, incorrect artifact or spell choices, etc.). We need to look at the heroes in the context of specific scenarios and opportunities on the map, not just their theoretical capabilities, as on other arenas (where army sizes, stats, and compositions are different, etc.). Or do you think I'm personally testing the arena with the computer (or with a player), drawing my own conclusions? Of course not. But so far, 6 people have participated in the testing (Armag, Noobas-Kontobass, Dan_Choi, Gunar, Mizrael, Toganash), and their observations are the basis for everything (they see and feel the problems from the inside). If there are more testers or critics, their opinions will also be taken into account (but everything needs to be tested). The testing results show whether things have improved or whether we need to revert the changes (and this doesn't always coincide with our theoretical assumptions). It's clear that these heroes, compared to many others, look much better in terms of physical combat. The question is how well others can counter them, considering the circumstances and available options (for example, mages). When there were explosions and elemental summons, these heroes weren't even close to being overpowered on this map. For example, there were suggestions to allow choosing two armies instead of one and creating some kind of mix, but in that case, the army's power would increase with the total HP of the army, and the gap between mages and warriors would become even wider, which is not good. But the variability of strategies would certainly increase in that case. In terms of strengthening mages, it's more complicated. Removing resistance would reduce the variety on the map, which is not very good. On the other hand, it would reduce the randomness in combat (the chance of resistance triggering). Giving a smaller number of bonuses in attack and defense compared to magic power and knowledge probably won't solve the problem either. We could reduce the size of the armies, which would allow magic to eliminate them faster. But creating objects or structures that are only available to mages is something we don't want to do. It would only add more confusion and rules. And we also need to rebalance the strength of the armies (weaken some, strengthen others). We'll try to resolve these issues more or less in the 1-2 weeks before the tournament starts.

Ютуб канал со стримами, обучениями, новостями, шоу-турнирами с призовыми
Огромная пополняемая сборка игр разных игроков
Твитч канал
Гудгейм канал
Группа Вконтакте

Беседа для поиска соперников в ICQ (460+ человек) - ICQ Heroes 3 Chat (460+ peoples)
https://icq.com/chat/AoLCp9xL2UAnLZKubgc

По вопросам организации и спонсорства шоу турниров с полным освещением писать в ЛС
Финансовая поддержка