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

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In reply to AstralLein
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#76
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AstralLein
About 50 Elven blue units. A hundred Renegade Archers, but the ballista will manage to fire.
And how quickly can such a number be gathered? Clearly not, and the ballista will start to make a difference immediately (if it's lucky enough to eliminate machinery at the early levels), and as its HP increases, a hero with a well-developed ballista will be practically invincible in the early stages. For fast and medium-paced games, machines are quite balanced; for the late game, they are weak, and the only way to somehow improve the situation is to increase their effectiveness as the hero's level or the game time increases, as Durman suggested – I'm not sure, but it's probably impossible to implement.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#77
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It will be enough for the final stage; the point is that the ballista manages to fire at least once without being completely destroyed.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#78
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Nargott
He'll be ready for the final stage; the point is to make sure he can fire at least once without getting completely wiped out.
Will it accidentally become overpowered? Maybe increase it by 1.5 instead of 2 (by the way, the tent could be strengthened by a factor of two).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#79
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Perhaps you are right, maybe doubling the value is too much. Then, let's increase it by 1.5 times (but not less).
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#81
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If the ballista’s hit points can be increased by 1.5 times instead of 2, then the ammunition cart needs to have its hit points increased by at least 2 times. After all, this fragile and quickly destroyed mechanism affects two factors:
1) increasing the attack of archers by 1, 2, or 3 units, depending on the skill;
2) as long as the cart is operational, the archers have an infinite supply of ammunition, but if the cart is destroyed, their ammunition quickly runs out.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to Dyrman
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#82
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Dyrman

Changing Regeneration in the way it is currently implemented in the mod is the most "minimal-optimal" approach.
Returning to the question of regeneration – unfortunately, in Heroes 5, regeneration not only heals wounds but also resurrects. Considering its formula, which includes a coefficient before the magic skill, it becomes clear that with a magic skill above 5, resurrection is guaranteed [75+5*5=100(%)] . Perhaps we should do the following: remove the coefficient before the magic skill, but make the duration of the spell dependent on the magic skill. Regeneration will continue to resurrect, but not so obviously and in such quantities (for example, on a normal map, playing as the Elves with blue Druids and a focus on development, it is not particularly difficult to achieve a magic skill of around 25, which leads to the resurrection of 2 Emeralds per turn [75+5*25=200(%)]).
In other words, we will get less resurrecting regeneration, but a longer duration – those who like to prolong battles in order to "reach a draw" probably won't do this, because they will have to prolong it until the cows come home.
The question arises – how will the formula change depending on the level of knowledge of light magic? I think we can use percentages and play with it, for example, 20, 40, 60, 80(%)
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#83
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Is that even possible? And wouldn't that be too much for just minor changes?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#84
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"SRD"
That is, we will get a less resurrecting regeneration, but a longer one - those who like to prolong the battle in order to "reach -0" probably won't do this because they will have to prolong it until the cows come home.
They will still do it. Regeneration is one of those rare Light spells that relatively well depends on spell power. Should we remove this dependence, like with buffs, the effectiveness of which almost does not depend on the duration, unless it is too short?
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Dyrman
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#86
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Dyrman
Is this even possible? And wouldn't that be too much for minimal changes?
What's impossible about it?
Currently, the formula is:


75
5


75
5


75
5


75
5




1
0


2
0


3
0


4
0



I suggest the following:


20
0


40
0


60
0


80
0




0
1


0
1


0
1


0
1



Added 3 minutes ago
20, 40, 60, 80 (%) can be replaced with 40, 50, 60, 70 (%) or something else
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#87
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Maybe this is a good change, but not for a minimal balance. The less you have to memorize, the better.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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#88
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Dyrman
Maybe this is a good change, but not for a minimal balance adjustment.
The less you have to memorize, the better.
In this case, regeneration won't have to be moved to level 3 and its cost changed, meaning it's essentially not another change, but a change instead of another.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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#89
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SRD
in this case, regeneration won't need to be moved to level 3 and its cost changed, meaning that essentially this isn't another change, but a change instead of another one.
It's easier to remember the shift than a new formula.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#90
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Dyrman
LBE - minimal changes for balance in 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 adjustments

Skills and Abilities:
- 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 combat (the effect of tripling the damage from the "Vigilance" ability remains), idea by RedHeavenHero.


I would like to download only the Relentless Force ability. Are there separate files for this wonderful mod?