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Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
In reply to SRD
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9 years ago
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SRD
With my work pace, you guys will get tired of waiting for me.
We'll wait, don't worry. The heroes look pretty good; I'll try testing them in the game.

Added 25 minutes later
Lokken
What about the idea of a kind of hero-saboteur for cities? If a hero is defeated during a siege of an enemy city, a building in the city is destroyed, depending on the hero's level.
As far as I know, it won't be possible to implement something like that, because you can't destroy buildings in principle (the exception is the Capitol). But it's a good idea.
In reply to Lokken
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9 years ago
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Lokken
How about the idea of a kind of hero-saboteur for cities? In case of a hero's defeat during a siege of an enemy city, a building in the city is destroyed, depending on the hero's level.
It can be done, but it's not very practical. Usually, there is only 1 capital per player on maps. And most often, players play 1 on 1. And neutral cities are not built at all.
9 years ago
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It's time for another round of crazy ideas...
What about a hero with complete immunity to one of the elements?
In reply to rokerfea
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9 years ago
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rokerfea
It's time for another crazy idea...
What about a hero with complete immunity to one of the elements?
There's no point in discussing it because it can't be implemented.
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9 years ago
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And I suggest a special ability for the Demon faction: When all the army is defeated in a battle against an enemy hero, several Archdevils appear on the battlefield. Their number is calculated using the formula: Hero's Attack * number of Devils or their upgraded versions in the army / 40 Added 8 minutes later And for the Necromancer: If the Necromancer loses a battle against an enemy hero, he is resurrected at his castle with part of his army. (I haven't figured out how to calculate this part). He doesn't need to be purchased in the tavern. All his levels, skills, and abilities remain unchanged. But this special ability only works once.
In reply to Андраил
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9 years ago
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Andrail
I suggest a special ability for the Demon:
When all the army dies in a battle against an enemy hero, several Archdevils appear on the battlefield. Their number is calculated using the formula: Hero's Attack * number of Devils or their upgrades in the army / 40
Check the header for answers to questions.
Andrail

And for the Necromancer:
If the Necromancer loses in a battle against an enemy hero, he is reborn at his castle with part of his army. (I haven't figured out how to calculate this part). He doesn't need to be bought in the tavern. All his levels, skills, and abilities remain unchanged. But this special ability only works once.
In my opinion, this is a very impractical special ability.
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9 years ago
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"Smuggler" For each artifact found by the hero, additional gold is awarded. The amount depends on the rarity of the artifact and the hero's level. Added 9 minutes ago "???" For each mine captured from the enemy, the hero also receives a certain amount of resources that it produces. Added 11 minutes ago "Mobilizer" At the beginning of each week, the hero receives reinforcements of creatures of levels 1, 2, and 3, equal to one-third of their standard weekly growth, but only if he is in a castle and his level has increased compared to the previous week.
In reply to Андраил
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9 years ago
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Andrail
1) "Smuggler"
For each artifact found by the hero, additional gold is awarded. The amount depends on the rarity of the artifact and the hero's level

Added 9 minutes later
2) "???"
For each mine captured from an opponent, the hero also receives a certain amount of resources that it produces

Added 11 minutes later
3) "Mobilizer"
At the beginning of each week, the hero receives reinforcements of creatures of levels 1, 2, and 3, equal to one-third of their standard weekly increase, but only if he is in a castle and his level has increased compared to the previous week.
1, 3 - before suggesting, it is recommended to familiarize yourself with the existing heroes ;)
2 - We also thought about this. But the meaning of its existence would only be in capturing mines... and the capture event is extremely rare.

It is possible, of course, to suggest one hero for an extended version. But then it is necessary to have something really interesting with all the data (Icon, BIO, special abilities, skills, and faction)
In reply to Dyrman
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9 years ago
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Dyrman
We could, of course, suggest one hero for the expanded version. But then it needs to be something really interesting with all the data (Icon, BIO, special abilities, skills, and talents, faction).

Regarding the icons... right now, there are three Academy icons in reserve! In principle, one of them could specialize in capturing mines! ;)
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9 years ago
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In my opinion, this is a very niche special ability.
But I think it's interesting. It's like a "trickster" right out of the box.
It just needs to be modified: instead of resurrecting with a portion of the army, it should resurrect with a new army (depending on the level). With something useful for the trickster – ghosts, for example. And an unlimited number of times. That is, to get rid of it, you need to deprive it of cities; otherwise, there's no way. That's it, suddenly a good guy )
As an additional option: to resurrect the hero immediately in the garrison of the nearest city. Then any siege is two battles in a row with this hero (outside and inside). Maybe it's a bit too annoying, though.
In reply to Ment
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9 years ago
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Ment
I think it's interesting. Like a "trickster out of the box."
But it needs to be modified: he should be resurrected not with a portion of his army, but with a new army (depending on his level). With something useful for the trickster – ghosts, for example. And an unlimited number of times. That is, to get rid of him, you need to deprive him of cities; otherwise, there's no way. That's it, he's a good guy right away.)
As an additional option: resurrect the hero immediately in the garrison of the nearest city. Then any siege is two battles in a row with this hero (outside and inside). Maybe it's a bit too annoying, though.)
Yeah, it's very annoying :) An unlimited number of times is too overpowered. You can easily level this hero up to level 40 because he won't lose anything.
Let's do this: each time he is resurrected, his level and stats will be halved. Let's call his special ability "Immortal." I think he should be given protection with "Fight to the Last" and maybe a summon.
The description could be something like this: "During the War of the Broken Staff, when the mages advanced on Erathia, he defended an important garrison on the approaches to Nar-Erish. His army was defeated, and he himself was surrounded. At the last moment, he managed to raise some undead and fled to Nar-Erish, where, together with other necromancers, he was able to repel the attack of the mages. After this incident, he was nicknamed the Immortal."
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9 years ago
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This way, you can easily level this hero up to 40 lvl, because he won't lose anything
No, but you were talking about "enemy heroes," not neutral stacks.
Although for the sake of fairness, adding neutrals to this scheme doesn't make it OP, but there's little point either. The reason is simple: tempo. There's no sense in trying to attack the same neutral stack several times and gradually reducing its numbers: it still takes a few days to reach it. And while you are tormenting a neutral, the draugr levels up the opponent levels up.
I believe that complications with reducing experience and stats aren't needed at all. Just figure out the respawn time and location, and it will be easy to balance.
9 years ago
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How do you like the idea of a hero who, depending on their level, can reduce the effectiveness of enemy artifacts (all possible ones, or just a specific parameter)?
In reply to Ment
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9 years ago
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Ment
No, you were talking about "enemy heroes," not neutral stacks.
Although for the sake of fairness, adding neutrals to this scheme doesn't make it OP, but there's little point either. The reason is simple: tempo. There's no sense in trying to attack the same neutral stack several times and gradually reducing its numbers: it still takes a few days to reach them. And while you are tormenting a neutral, the draugr levels up the opponent levels up.
I believe that complications with reducing experience and stats aren't needed at all. Just figure out the respawn time and location, and it will be easy to balance.
What I mean is this:
for example, our necromancer at lvl 20 lost to an enemy and respawned as the same lvl 20. Then he can keep wandering, lose again and stay at the same lvl, and in that way calmly level up to lvl 40, having been killed a hundred times already)

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