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Posts from LBE – minimal balance changes for Heroes V 3.1.

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10 years ago
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LBE - minimal balance changes for HeroesV 3.1

Project Goal: to make the minimum number of changes to the mechanics for an acceptable balance. Only the most obvious things! The upper limit of changes is 13. This is necessary, first of all, to make it easy to remember, to leave the game as it is, and not to get into endless balance tweaking

Skills and Abilities:
- "Mentorship" now gives 5% experience (was 25%);
- "Fight to the Last" remains only for the Barbarian, Demon, Ranger, and Knight;
- The Knight's super ability - "Relentless Force" has been strengthened: now all units under the hero's command deal additional damage when attacking in melee (the effect of tripling the damage from the "Vigil" ability remains), idea by RedHeavenHero.

Creature Abilities:
- Invisibility of Griffins and Night Stalkers now lasts for 2 turns (was 3).

Spells:
- "Raise Dead" now costs 11 mana (instead of 9);
- "Regeneration" now costs 16 mana (instead of 8) and has level 3 of the guild (instead of 2).

Town Buildings:
- The cost of the Fortress in the Orcish town is now 8000 gold, 10 wood, 10 ore, 10 mercury (instead of 5000 gold, 10 wood, 15 ore).

Hero Specializations:
- Winghaehl's specialization has been weakened by 2 times: the starting position of creatures increases by 0.5% for each hero level (was 1%).

War Machines:
- The base number of hit points of the ballista has been reduced by 2 times;
- The base number of hit points of the tent has been increased by 2 times;

Watch the review:
Review of version 0.1 by "Heroes for fan"

To do:
- Weaken the specializations of Hagge and Ingvar.
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10 years ago
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Is LBE a standalone thing or what?!
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10 years ago
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Interesting, useful, straightforward. Perhaps the mini-arts could be adjusted to be stronger at the beginning and weaker at the end? By the way, what does the name stand for? I'm guessing it's "Least balance enhancement"—how close am I? :)
In reply to psatkha
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10 years ago
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psatkha
LBE is it intended as a standalone thing or as...?
Yes, but compatibility can be configured. You can't achieve perfect balance with minimal effort, but you can get closer to the middle. There are many players here with good experience, and they will be able to help.
AwesomeDude
By the way, what does the name stand for? I'm guessing it's "Least balance enhancement," how close am I? :)
I meant "lite balance edition," but it's okay if it's interpreted that way too. It's not a big deal.

We can change it, for example, to B13.
In reply to AwesomeDude
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10 years ago
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AwesomeDude
Interesting, useful, straightforward. Maybe the mini-arts could be adjusted to be stronger at the beginning and weaker at the end?
It's best not to touch this.
We can consider changes for other factions (Orcs and Dungeon).
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10 years ago
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Dyrman

- The Knight's super ability, "Relentless Force," has been enhanced: now, all units under the hero's command deal additional damage when attacking in melee combat (the effect of tripling damage from the "Vigil" ability remains), idea by RedHeavenHero.

This turned out to be a very useful ability; I like it. Previously, this "super ability" was practically useless.
Dyrman

Town Buildings:
- The cost of the Castle in an Orcish town is now 8000 gold, 10 wood, 10 ore, and 10 mercury (instead of 5000 gold, 10 wood, 15 ore).

10 mercury is probably too expensive... it's an unaffordable price, especially for Necropolis, since almost all buildings in the town consume this resource. As an alternative, you could make the "Castle" cost in each town unique, so that it requires 10 units of a NON-primary resource. For example, for the undead, 8k gold, 10 wood, and 10 ore + 10 units of any resource other than mercury; for Inferno, other than sulfur, etc.
Dyrman

Siege Engines:
- The base hit points of the ballista have been reduced by half;
- The base hit points of the tent have been reduced by half;

The tent doesn't have that much health anyway; it will just be blown away. Siege engines are already not very useful in most cases; I think it would be better to buff them instead (not in terms of HP)
In reply to Frozensoull
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10 years ago
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Frozensoull

10 mercury is probably too expensive... for Necropolis, it's an unaffordable price, as almost all buildings in the city consume this resource. As an alternative, you could make the "Castle" cost in the city individual for each faction, so that it requires 10 units of a NON-primary resource. For example, for the undead, 8k gold, 10 wood and ore + 10 units of any resource, except mercury; for Inferno, except sulfur, etc.
This is the same as giving nothing. Random rare resources are always in abundance.

Orcs have Rage, which makes them overpowered in the late game, just like with growth. The lower the growth, the less damage the Orc does, and the more opportunities the opponent has to cast spells and survive longer. Here, the choice is: either Cyclops, or Castle, or even nothing).
In reply to Dyrman
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10 years ago
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Dyrman
Spells:
- "Raise Dead" now costs 11 mana (instead of 9);
- "Regeneration" now costs 16 mana (instead of 8) and has guild level 3 (instead of 2).


I support this decision - I made something similar for myself a long time ago, but like this:
- Raise Dead to level 3 and cost 11
- Regen to level 3 and cost 11
PS: I don't know if my solution is correct, but all my spells have a cost that depends on their level (i.e., 5, 7, 11, 16, 24 mana units, respectively, with the guild level).
In reply to Dyrman
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10 years ago
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Dyrman
This is the same as not giving them anything.

Orcs have Rage, which is overpowered in the late game, just like growth. The lower the growth, the less damage the Orc does, and the more opportunities the opponent has to cast spells and survive longer. Here, the choice is: either Cyclops, or Castle, or even nothing.
Why not reduce the Orc's Rage itself? Lower the damage reduction cap by half and revise the bonuses. I also want to do something with the Warlords, but there are already many changes being made.
In reply to RedHeavenHero
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10 years ago
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RedHeavenHero
Why not reduce the Orc's damage with Fury? Lower the damage reduction cap by a factor of 2 and re-evaluate the bonuses. I also want to make some changes to the Warlords, but there are already many changes being made.
There are many edits. The mod is limited in this regard. It's definitely not worth re-evaluating the bonuses. However, the damage reduction cap can be lowered by a factor of 2 (it's better to use only round numbers).
In reply to SRD
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10 years ago
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SRD
I support this decision - I made something similar for myself a long time ago, but like this:
- raising the dead to level 3 and the cost is 11
- regeneration to level 3 and the cost is 11
I was thinking like this:
Regarding raising the dead, so that it wouldn't be possible to cast it with 1 knowledge point. Raising the spell level is pointless: Necromancers have it, and for other races, the raised creatures don't persist.
Regarding regeneration, so that it wouldn't be possible to cast it twice with 3 knowledge points and so that not all races take it.
In reply to Dyrman
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10 years ago
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as I mentioned before, I set the prices based on the level, and the regeneration on level 3 is for the same reason as yours – so that it can’t be obtained without studying Light (or at least, they have to level up Wisdom) – after all, it’s a powerful spell.
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10 years ago
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Good mod, but I disagree with the weakening of war machines.
War Machines:
- The base number of hit points for ballistae has been reduced by half;
- The base number of hit points for siege tents has been reduced by half;

What's the point of weakening them? War machines are not popular anyway – few people even develop the War Machines skill. In this context, it would be more appropriate to increase the characteristics of the machines, making them more attractive to players, which in turn would lead to better balance.
In reply to atlant108
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10 years ago
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atlant108
Good mod, but I disagree with the weakening of war machines.
What's the point of weakening them? War machines aren't popular anyway – few people even develop the war machines skill. In this context, it would be more appropriate to increase the stats of the machines, making them more attractive to players, which in turn would lead to better balance.

The changes to war machines seem arbitrary. These changes don't solve anything (except for weakening Fire Arrows: ballistas are easier to destroy). But they definitely shouldn't be strengthened. The focus of their stats needs to be changed.
Even in Nival's anniversary scenario, they mock the overpowered nature of war machines.

A normal multiplayer game is one that lasts up to 2 full months. Anything beyond that is just for hardcore fans.
10 years ago
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Dyrman

- "Regeneration" now costs 16 mana (instead of 8) and has a guild level of 3 (instead of 2).
"Regeneration" should be regeneration, not resurrection. As it is now, it's a level 5 skill. (although it would be better to remove the resurrection effect from it)

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