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

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9 years ago
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And yet, something needs to be done about the machines. After all, 4 slots are allocated for them + a skill branch + 2 artifacts. In addition, some Heroes have an initial specialization related to machines. It is also necessary to take into account the fact that to obtain a Super Skill for some races, you need to develop the combat machines skill, leveling up the entire branch. Therefore, whether we like it or not, this skill cannot be ignored, even if we don't like it. I don't think it would be logical to weaken this skill, as it is already risky and only gives an advantage at the beginning.
In reply to Dyrman
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9 years ago
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Dyrman
I played a lot of hotseat and with Vampires. With the "Utopia of Dragons" map, it can be cleared without losses in 1-2 weeks. Without the "Utopia of Dragons" map, it takes longer, of course. A critical number of vampires (to drain and not be killed), allowing them to easily defeat armies of strong neutral creatures, can be gathered using dark energy. The ability cannot be removed because then it wouldn't be a vampire anymore.
A solution for dark energy already exists. But maybe something better can be found.

Hmm. In hotseat, by the second week, I have 10 vampires + ghosts, skeletons, zombies, and liches. How can I defeat the "Utopia of Dragons" with such an army and a hero of level 3-7?
In reply to AstralLein
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9 years ago
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AstralLein
Hmm. In my HotS game, by week two, I have 10 vampires + ghosts, skeletons, zombies, and possibly liches. How can I defeat a Dungeon faction with such an army and a hero of level 3-7?
What about dark energy?
Back in 2008, there were tons of replays of successful pushes available on various resources. Luckily, I saw and repeated them.
On the same Outlands map (Outlands, a standard map), the level is already 12+ by week two.

You can take Orson, level up Battle Discipline, Mark, and use dark energy to only recruit vampires.
Huddle a stack of vampires in a corner so that only one dragon can get through. Raise Dead + Battle Discipline + Curse + Mark will have an amazing effect.

But we've strayed a bit from the topic. Without Battle Discipline, it will be harder for the vampires, and the uber stack will be later. But the fact that it will be an uber stack for pushing against living units is undeniable.
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9 years ago
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You yourself pointed out that the problem lies in necromancy. Reducing the percentage of necromancy (while keeping the dark energy unchanged) so that it becomes unrealistic to raise ONLY vampires would fix the situation.
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9 years ago
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Interesting. But in GSC maps, it's not that easy to take out a large group of level 4 creatures. There will be quite a few of them, and experience is gained slowly. Everything works great on standard settings. Mark, resurrection, drain? Then dragons simply won't be able to kill vampires, but draining reduces HP, and vampires don't deal much damage to dragons. 40 vampires will be enough, but fewer... and what is BDP? I don't know this abbreviation.
In reply to AstralLein
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9 years ago
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AstralLein
Interesting. But in GSC maps, it's not that easy to eliminate a group of level 4 creatures. There will be quite a few of them, and experience is gained slowly. Everything works great on standard maps. Mark, resurrection, drain? Then dragons simply won't be able to kill vampires, but draining reduces HP, and vampires don't deal much damage to dragons. 40 vampires will be enough, but fewer... and what is BDP? I don't know this abbreviation.
The amount of HP vampires have doesn't matter in this case. BDP = battle to the last.
In reply to Nargott
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9 years ago
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Nargott
You yourself noted that the problem lies in necromancy. Reducing the percentage of necromancy (while keeping the dark energy the same), so that it becomes unrealistic to raise ONLY vampires, and the situation will improve.
Unrealistic = already too much. It is still necessary to make it lower than for liches. But not so much that the choice becomes obviously in favor of level 5.

Change the percentage of all necromancy???
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9 years ago
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Got it! You've enlightened me. And in general, the less HP vampires have, the stronger they resurrect when hit? That's an unbeatable strategy!

Added 2 minutes later
Yeah. But this trick will also work with ghosts, and they have incorporeality, which is sometimes better than draining.
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9 years ago
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Here's another idea. Give the tent a low initiative, but make it infinite. And is it possible to change the strength of the basic healing? I used to look into this, but I've forgotten now.
AstralLein
Yeah. But this trick will also work with ghosts, and they have incorporeality, which is sometimes better than draining.
Ghosts are often used as cover, with two units with high defense and hit points. But for Vampires, it's enough to hit a living dragon, and their numbers will immediately increase by one – it's like a free boost.
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9 years ago
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That's a great idea. Usually, the Tent is almost useless towards the end of a battle but incredibly useful at the beginning. With the right tactics, you can effectively replenish your troops... after eliminating the enemy and having some patience. It feels a bit like cheating. But the Tent can't revive a dead unit!
In reply to Dyrman
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9 years ago
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Dyrman
Unrealistic = already too much. It is still necessary to make them weaker than liches. But not so much that the choice would be obviously in favor of level 5.

Change the percentage of all necromancy???
Yes, the idea is to change the percentage of all necromancy so that it is unrealistic to spend the entire weekly energy reserve in one battle, as it used to be. Ideally, the full energy consumption should be for at least 5 battles; with this arrangement, it will clearly not be possible to collect ONLY vampires.
There is another idea. Give the tent a low initiative, but make it infinite.
A terrible idea. Why encourage dragging out the battle to the point of unlimited resurrection?
It would be easier to simply resurrect all losses after the battle if there is a tent and the corresponding perk.

However, in my mod, I gave the tent 5 or 6 shots, no more. This is a compromise between making the tent not run out too quickly in the final stages on the one hand, and not dragging out the battle too much on the other. This is with an initiative of 10. If the initiative is reduced, then the ammunition should also be reduced proportionally so that the total duration of the tent's operation does not exceed 5-6 rounds. IMHO
In reply to Nargott
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9 years ago
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Nargott

However, in my mod, I gave the tent 5 or 6 shots, no more. This is a compromise between ensuring that the tent doesn't run out of ammo too quickly in the final stages on one hand, and that the attack doesn't drag on too long on the other. This is with an initiative of 10. If the initiative is reduced, the ammo should also be reduced proportionally, so that the total duration of the tent's attack does not exceed 5-6 rounds. IMHO.
In the old AG mod, I gave the tent 8 initiative and 5-10 shots.
In reply to Dyrman
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9 years ago
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Dyrman
I have another thought.
And is it possible to change the strength of basic healing? I used to delve into this, but I've forgotten now.

I agree, it's a good idea
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9 years ago
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You can change the healing power by modifying the executable file (this option already exists).
In reply to Nargott
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9 years ago
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Nargott
You can change the healing power by modifying the executable file (this option already exists).
Installation via the executable will be a bit more complicated, and it will be easier to get confused. This is good for a large balance mod, but not so good for a small one.

And is there anything for the ballista?

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