Skip to content

Tournament edition for online play in Heroes of Might and Magic V.

User Avatar
#6
Auto-translated
I understand that there will be a lot of criticism and so on. Therefore, I would advise not to be skeptical from the start, but to try it first.
I tried it (I always try it first), and my impression is mixed. Moreover, I have some doubts about the second part of the statement.
But I want to immediately note that the best online players are doing this, that is, the best of those who could work on the balance.
But let's leave that for now, because the discussion won't be too constructive.
Secondly, it has already been tested in online tournaments, and players like it. The variability is increasing.
And in how many tournaments? It seems that there was the first (trial) tournament on the League quite recently. Although, if the variability is really increasing, and not just
that they haven't found the top options yet, that's good.
Among other things, the mod fixes the developers' bugs (roads in the snow, wells, Silanna's trees, stables, etc. in RMG).
It's unlikely that anyone will object to this.
Regarding the drastic changes to the monsters – each change is justified by balancing. If it is not clear at first glance, you can ask a question, and they will gladly answer it. You should not perceive everything with hostility.
Even if I don't understand the balance of the fifth game (although I would argue with that), another question worries me: why was this particular path of "balancing" chosen? Initially, the most unbalanced part of the heroes was brought to a divine state by Horn and Co. without changing the stats of the units, only the speed of the phoenix was reduced by 2. Or am I forgetting something?

And now, to the point. There are many things that definitely need to be fixed in 3.0. I will list my own. 1. OS. It was done in TE, and I personally liked it. 2. Invisibility of hunters. It was removed, and that's good. 3. BM. It was reduced, but was there any point in lowering it to level 4? It's debatable. 4. Fix the rage that goes into the negative when absorbing damage. It wasn't done. 5. Reduce the Shield of Rage itself. It was done. 6. Armageddon should hit alternate golems. Well, at least they removed BDP from the mages, and
that's something to be thankful for. 7. BDP for necromancers. It was removed, but in a brutal way. Wouldn't it be easier to make RD not reduce HP below 20%? 8. Weaken the bonuses of Morale and Luck. It was done. It seems that many of the things that people wanted to see in the mod have been implemented, but there are also frankly disturbing moments. 1. The presence of micro-scopic changes, the testing of which should take hundreds of games:
"changeable mana" now requires "sense of the elements".
Chaos
Increased damage at the advanced level!!! For the following spells, Armageddon – 20+20*spellpower, Earth Shock 30+30*spellpower. Advanced Deep Cold 20+20*spellpower,
Gave earth elements an aura of courage (minimum 3 morale)
The list can be continued. 2. Dangerous changes that introduce new imbalances.
Lucretia was given attack and eternal slavery instead of spellcasting. All vampires were given 6 life points per level. The stats of old vampires were changed to 12/6, and new ones to 6/12. Life drain now gives 75% instead of 50%. The initiative of old vampires was made 12.
Dira was given the master of the phoenix, gave the lord of the earth, gave mines in the book.
Kragg Hack increased the bonus damage to 7.5% per level.
Again, the list can be continued.
Summing up all of the above, the idea of TE itself is wonderful. But for now, at least, we should remember the school course of physics and mathematics and act by the method of SUCCESSIVE APPROXIMATIONS. First, fix the most obvious things + bugs, and then test it thoroughly, maybe for a year. And then make more minor changes.