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Posts from Harmony - Troop Symmetry

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In reply to SRD
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I reworked the table and updated it on the first page – in general, it turns out that in the standard setup (6 combinations of 4 stats taken in pairs), orcs now replace humans, and dwarves replace the Elves. Humans and Elves duplicate orcs and dwarves, respectively, but do so not completely, but approximately.
... 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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Perhaps some ideas should be put to a vote?
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями.
Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!
In reply to Rameliya
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Rameliya
Maybe we should put some ideas up for a vote?
I was thinking about it!!! But for now, I've reached a consensus with myself:smile09:
P.S.: I was playing around with Helmar's specialization today (you can attach any spell, not just punishing strike), and some interesting options were attaching regeneration or dispel, stone skin also looked good (attaching resurrection or heavenly shield would be clearly overpowered), but I'm not implementing it in the game yet - maybe some ideas will come up later.

Added 3 hours 11 minutes ago
Dear forum members, I have a question for you: how do you think the standard specializations compare to stats in terms of importance? That is, if the essence of a hero's specialization is that they start with a bonus to one or another stat, what should that bonus be? An example of such specializations is the Archangel Sarah's specialization in Heroes 6:
"Tough Skin" - the hero starts the game with a +2 bonus to the "defense" parameter.
It seems to me that +2 is a bit weak, plus, I can combine a bonus from two stats and, for example, +4 to attack would be much more interesting than a +2 to attack and +2 to defense bonus.
... 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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I think such specializations are simply boring and inflexible. But for a proper comparison, we can recall the specializations for creatures. At the beginning of the game, most of them provide a huge bonus in the form of a strengthened starting hero army + a small stat boost to creatures of that type (which will be predominant in the army due to the composition of the starting army). Over time, this predominance disappears, but the specialization strengthens and gives more stats. For example, Ossir, if I remember correctly, gives Elven Archers +1 to attack and defense for every 2 levels of the hero, starting from level 1. At level 15, it's +8, +8. At level 1, it's +1, +1. So, my answer is no, even +4, 0 is probably not enough to make the specialization look relatively good.
 

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There was such an idea in Heroes of Might and Magic V. There, a bonus of +1 to a characteristic was given for every 7 levels. And dredknight explained very well that +15/15 at level thirty is even weaker than +4/0 for each creature. But, to be honest, I almost never noticed the difference (these 20% to damage), while one powerful creature is clearly noticeable. In general, when I took a specialization that gave a bonus to a characteristic, I felt like I was being cheated. The bonus from such specializations was low, and therefore boring. The bonuses to spell power and knowledge were also explained to me very well, but "Panikovsky doesn't believe it! Panikovsky is not obliged to believe everything!".
So, one such bonus is clearly not very good; it's just the thing to strengthen useless heroes.
У меча предназначения два острия, одно из них ты.

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Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Ment
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Ment

So, my answer is no; even +4.0 is probably not enough to make the special ability look relatively good.
Then let's consider a +5.0 bonus:
1) We've already discussed combat stats, and if +4.0 still looks weak, let's make it +5.0;
2) Now let's look at magic stats – giving an initial +5 bonus to knowledge... and goodbye to mana problems – doesn't that seem a bit excessive? And considering that the hero already has 1 and 2 knowledge at the start, we'll get 60-70 mana at the beginning of the game – in my opinion, this is even more powerful than Sinishtar's "Catalyst" special ability (the mana shortage issue is not solved by lowering the price, but by increasing the total amount).
At the same time, a +5 bonus to spellcasting doesn't seem overpowered (by the way, Chaos is generally weakened, and its damage is more like Chaos from Heroes 4).

Added 2 minutes later
Interested
I also think the explanation about the bonus to spellcasting and knowledge is very good.
Describe it briefly.
... 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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Now let's consider the magic stats - giving an initial bonus of +5 to knowledge... and goodbye to mana worries - doesn't that seem a bit excessive? And considering that the hero already has 1 and 2 knowledge points at the start, we get 60-70 mana at the beginning of the game - in my opinion, this is even more powerful than Sinistar's "Catalyst" ability (the mana shortage issue is solved not by reducing the price, but by increasing the total volume).
Perhaps... Increasing knowledge also has a downside; in the late game, it transforms from a powerful asset into something relatively less useful. So, knowledge stands apart; its usefulness, unlike other stats, is clearly not linear.
 

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In reply to Ment
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Ment
Perhaps... In addition to the advantages of Knowledge, there's also a downside: in the late game, it transforms from a powerful asset into something relatively less useful. So, Knowledge stands apart; its usefulness, unlike other stats, is not linearly obvious.
Okay, I'll handle Knowledge a bit differently (I have an idea – non-linearity will be taken into account), but by default, let's assume +5.
So, let's finally decide: do we accept a +5 bonus to the stat, equal to the bonus from standard specializations?

Added after 1 hour 32 minutes
In general, I'll describe the scheme I use to adjust the hero's strength.
1) The hero's specialization reflects absolutely all the bonuses that the hero has from the start, with the exception of the starting parameters corresponding to the hero's class and the starting army (an example will be below).
2) Each hero starts with one spell (exception: 2 spells if the hero starts with two schools of magic).
3) The total strength of everything included in the specialization is equal to 8 units (conditional units).

Prices in units:
1 stat = 1 unit.
1 skill point (skill/perk) = 2 units.
standard specialization = 4 units.

Example:
Hero: Dugald
Specialization name: Archers Commander
Specialization description: The hero starts the game with the "Attack" skill and the "Archery" ability, and all archers, crossbowmen, and rangers in the hero's army receive a (+1) bonus to the "Attack" and "Defense" parameters for every two hero levels, rounded up. Starting spell: "Evasion".

That is, we get: Dugald's strength = 2 units (Attack) + 2 units (Archery) + 4 units (Archers Commander) = 8 units.
... 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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dredknight
Yrbeth receives +1 Knowledge because the Dark Ritual ability is truly weak. Also, Knowledge itself is a very passive bonus, so it is usually provided with other minor bonuses, such as bonus experience or Dark Ritual.
Other bonuses, such as attack, defense, and spell power, are comparable to other specializations because they provide a flat bonus to all creatures or all spells.

This may seem weak if you compare the bonus number from the main skill specialization to the bonus from other types of specializations, for example:

bonus attack - at level 30, the hero will receive a bonus of 4 attacks, which is about 13.32% damage for the entire army.
bonus to creature stats - at level 30, the hero will provide 15 attacks and 15 defense for a specific stack, which deals 49.95% damage and 49.95% defense, but this is only for 1 type of creature, and it can be easily countered in the following ways:
- focus fire on the creature to kill it faster and thus make the specialization useless
- blind the creature, so it becomes useless
- Puppet Master - turns the specialization against the enemy
- Destruction provides many ways to destroy or weaken single stacks
- when summoning, you can send a phoenix or block the creature if it is not a flyer.

The primary defense bonus can be justified in the same way as the primary disruption bonus.

The primary bonus power compared to the individual spell defense bonus is more or less the same, but here we are talking about spells:
bonus spell power - a level 30 hero will have a +4 spell bonus for all spells
bonus single spell - for example, the Hive Queen receives 5% damage per Swarm of Bees spell per level. at level 30, this is a 150% bonus, which is a lot! But this can be countered in many ways, such as:
- useless against Undead
- useless vs Spellwringles
- The enemy will always have a Ring of Exiles, because it is a minor artifact, and the player can find it a couple of times even on a medium-sized map.
- By choosing such a hero, your strategy is determined from the very beginning, so the enemy will definitely choose a hero who can get "Shatter Summoning".

The idea is that each hero can counter and resist a combination of the opponent's hero type (might, balance, magic), specialization, and artifacts.

In one paragraph about specializations - 2 types - broad and narrow.
- broad, weak, but constantly applied
- Narrow ones are stronger, they are applied under certain conditions, but it is easier for the enemy hero to counter them.
dredknight's reply
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Заинтересованный
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Understood. By the way, regarding the dark ritual – I also agree that it’s a weak specialization and have buffed it with a bonus to knowledge.
... 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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Is there any news regarding the mod?
So, let's decide once and for all: do we accept the +5 bonus to stats, considering it equivalent to the bonus from standard specializations?

What decision was made?
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями.
Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!
In reply to Rameliya
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still +4
I'm currently reviewing the hero lists and balancing them.
In short, I've deviated from the final stage again.
It's annoying that so many heroes in the game are duplicates of each other in terms of specializations (for example, Nimue and Biara, Vaier and Marbas, etc.).
By the way, regarding Biara - she is known for her ability to create illusions and weave intrigues - we can base her specialization on this. For now, I came up with the idea of taking the "Dancing in Twilight" specialty and the "Create Phantom" spell and playing it out like this:
Master of Illusions: "The hero is able to create illusions during battle, making it more difficult for enemy creatures to target and reducing the damage they inflict when shooting. The hero starts the game with the "Create Phantom" spell."
... 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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Many complain about the “terrible god-like power” – the damage is indeed sometimes excessive, but it still requires a “high price” (you know what I mean) to achieve such damage. So, I had an idea (I tested it – it seems good, but I’m not sure). The idea is to remove the dependence of god-like power on witchcraft completely – that is, now the damage will only increase based on the number of enemies killed and the level of light magic. We could also try to remove the connection with the level of light magic mastery – then the damage will depend only on the number of enemies killed. Which option do you like more?
... 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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I contacted LordKhorne, and he gave his approval to use his models from the "Sanctuary" mod, for which I am very grateful to him. We discussed the Kirins (they will be sent to the neutral faction) and the coral priestesses (I have repainted them, turning them into jellyfish, and they will naturally go to the Dungeon faction). The hero specializing in Jellyfish will be Osiro http://ru.mightandmagic.wikia.com/wiki/Осиро. I still need to come up with a name for his specialization; possible options include "Renegade General," "Naga Outcast," etc. Essentially, it was his actions that led to the transformation of the coral priestesses under his command into jellyfish and, consequently, the appearance of these units in the first place. I also suggest discussing the abilities of the jellyfish – they will be on the second tier instead of beasts (based on lore and their abilities in Heroes 7). P.S.: The combination of abilities "strike and retreat" and "enemy cannot resist" will now be for the Faceless from fktifzobr@mail.ru, and I am also very grateful to him for that.
... 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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SRD
I'm currently reviewing the hero lists and balancing them.
It's annoying that so many heroes in the game are duplicates of each other in terms of specializations (for example, Nimue and Biara, Wier and Marbas, etc.).
By the way, regarding Biara - she is known for her ability to create illusions and weave intrigues - we can base her specialization on this. For now, I have an idea to take the "Dancing in Twilight" specialization and the "Create Phantom" spell and develop it like this:
Master of Illusions: "The hero is able to create illusions during battle, making it more difficult for enemy creatures to target and reducing the damage they inflict with ranged attacks. The hero starts the game with the "Create Phantom" spell."

I agree with this. I especially liked the idea of a master of illusions.
But I wouldn't want you to delay the release of the mod too much, as interest fades over time. I hope you understand.

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