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In reply to Dirty_Player
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7 years ago
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Dirty_Player
The power field lasts twice as long:smile54:
Well, 4 rounds is too overpowered, but 3 rounds is just right.
In reply to Godofwrcrft
7 years ago
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Godofwrcrft
I suggest fixing the resistance set from 50 to 35%, because combined with the hero's resistance, it becomes an unreal OP that almost certainly guarantees a victory in the match. Here are 2 matches that clearly demonstrate the monstrous reduction of sp.
I am against such changes; HotA is already too magical a game, and some kind of counter to magic (one that is actually noticeable) is needed. In the late game, the mage most likely already has a strong attacking spell, which reduces the value of the hero's own army, as it can be easily wiped out by this spell.
In reply to Iamsamstan
7 years ago
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Iamsamstan
I am against such changes; HotA is already too magical a game, and some kind of counter to magic (that is actually felt) is needed. In the late game, a mage likely already has a powerful attack spell, which reduces the value of the hero's army itself, as it can be easily dealt with by that spell.
And what should be done in situations where one mage has the set and the other doesn't?) Is it just a complete stomp? Also, this talk about mages being such an imba here is nonsense; they simply become supports faster, while in the late game, a warrior with stats isn't much worse if you managed to level them up. In short, a resist build doesn't equalize warriors and mages; it simply gives one player with those same mages and the build a total advantage over another player with mages but without the build.
In reply to LuckyF
7 years ago
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LuckyF
What should be done in situations where one mage has a set, and the other doesn't? Is it simply a one-sided situation? And the claim that mages are overpowered here is nonsense; they just become support units faster, but in the late game, a warrior with good stats isn't much worse, if they've been properly leveled up. In general, a set focused on resistance doesn't equalize warriors and mages; it simply gives one player with mages and a set a total advantage over another player with mages and no set.
We're now talking about specific cases and the overall balance issue. Remember how much was said about the "Conflux" in "Shades of Darkness," that it ruins matches, but there are also plenty of examples where it saves hopeless situations. In my opinion, the magic limit in "Horn of the Abyss" is necessary, and there's no adequate answer to mages with high spell power other than resistance. If we reduce their spell power now, there will be comments that a mage with "Implosion," "Armageddon," or "Chain Lightning" won the game, and again, there will be suggestions to rebalance.
In reply to Iamsamstan
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7 years ago
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Iamsamstan
we are now talking again about specific cases and the problem of balance in general. How much was said in SoD about the Knight Shield, that it ruins matches, but there are also many examples of it saving hopeless situations. In my opinion, the magic limit in HotA is necessary, and there is no adequate answer to mages with a lot of SP except for resistance. Now, if we reduce its power, there will be comments that a mage with Implosion/Arcane Bolt/Chain Lightning decided the game, and again there will be suggestions to balance it.

But the point is that they will remove only the overpowered set. Resistance will not go anywhere (and will not become weaker), and artifacts individually will even become more powerful.
In reply to Iamsamstan
7 years ago
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Iamsamstan
we are now talking again about specific cases and the overall balance issue. There was a lot of talk about Knight Shield in SoD, that it ruins matches, but there are also many examples of it saving hopeless situations. In my opinion, the magic limit in HotA is necessary, and there is no adequate answer to mages with a lot of Spell Power except for resistance. If we reduce it now, there will be comments that a mage with Implosion/Armageddon/Chain Lightning decided the game, and again there will be suggestions to balance it.
Knight Shield is a fight where both sides are without magic, and collecting resistance and, if, God forbid, the skill itself is added to it, makes the fight effectively without magic for one side. 30 Spell Power becomes 6, while the other side still has the same 30 Spell Power - this is not normal, too much! It gives a big advantage.
In reply to LuckyF
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7 years ago
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LuckyF
KSH is a fight between both without magic, and a collection that grants resistance and, if, God forbid, the skill is added to it, makes the fight for one effectively without magic: 30 skill points become 6, while the other's 30 skill points remain the same - this is not normal, too much! It gives a large advantage.
Well, by the way, if a collection that grants resistance also gave KSH properties, it would be interesting.
In reply to LuckyF
7 years ago
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LuckyF
KSh is a fight between both without magic, and a collection that provides resistance and, if, God forbid, the skill is added to it, makes the fight for one effectively without magic. 30 skill points become 6, while the other's 30 skill points remain the same - this is not normal, too much! It gives a large advantage.
I understand. As an option, you could make it so that the skill doesn't stack with the artifact, so the maximum is 50%. By the way, as another option, could the collection reduce both by 50%?
In reply to Iamsamstan
7 years ago
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Iamsamstan
Got it. So, as an option, how about making it so that the skill doesn't stack with the artifact, so the maximum would be 50%? Also, as another option, could the artifact reduce both by 50%?
Well, both of the suggested options are better than what we have now.
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7 years ago
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Seriously? Are you seriously writing this? You should at least be ashamed of this nonsense, with an analog of Half-Control Scheme being used in a collection by one of the players!
In reply to Iamsamstan
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7 years ago
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Iamsamstan
Got it. So, as an option, how about making it so that the skill doesn't stack with the artifact, so the maximum would be 50%? Also, as another option, could the artifact reduce the effect for both players by 50%?
What would be the point of collecting it then, if in its disassembled form, the effect only applies to the opponent? And in its assembled form, it also reduces your own SP? :smile15:
In reply to korovka1987
7 years ago
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As an alternative: the artifacts, as usual, reduce special power, and the set additionally reduces it for both. This way, there is no one-sided imbalance, and the effect of the artifacts is preserved without the collection bonus. (It's not like King's Bounty at all.)
It will be useful for Warriors/with a superior army/with high combat stats. The numbers, of course, need to be tested.
For Mages with a huge special power collection, it will be irrelevant, but the artifacts themselves are good.
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7 years ago
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Replace the mountains on the map with water, and the portal system needs to be reworked; it's difficult to find every portal on large maps, or at least mark them with flags on the map. Dungeons also add a bit of confusion on large maps—it's "clearer" what to do on an open map. It should be possible to jump into a Dungeon and jump back out of it, or add a new spell.

In HotA for 3DM, there are sometimes 3 external dwellings of level 7 creatures in one zone (adjustment needed!). Why not make the objects spawn evenly? Otherwise, when you push out from your Castle, the secondary sites are poorer, which means the chosen direction becomes a deciding factor in such cases.
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7 years ago
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To eliminate overpowered strategies, you could add, alongside other creature parameters, a parameter representing the maximum possible distance traveled. Once this distance is reached, the unit would stop moving and be unable to do anything except retaliate against attacks. However, I think this parameter should be quite large, but not so large that it would allow, for example, capturing a Factory with 15 Harpies.
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7 years ago
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As was mentioned 3 months ago, there's nothing better than having your own territory in the graveyards and factories. As an alternative, you could make the number of golems a multiple of nine. IMHO.

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