Posts from Ideas and suggestions.
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Actually, I recently started thinking that luck could also increase the chance of upgrading creature abilities :smile13:
And give them exclusively to Eagle Eye units, without the possibility of retraining.
"Совесть - она либо есть, либо её нет" (с) RedWhait HP
There is a solution for Eagle Eye – remove the Air and Earth skills from books and guilds.
And give them only to Eagle Eyes without the possibility of retraining.
I support this. Also, increase the learning rate to 20/50/100%. And so on.
Phew.. I've read all the comments on 60+ pages to gauge the public sentiment.
HotA leaves the most favorable impressions in terms of balance refinement.
In my opinion, the weakest point right now is the imbalance of magic schools, which concerns the majority of players.
TE proposed a good solution: move DD and TP to other magic schools, making both the water and fire elements desirable even for the main hero.
Wicc says the developers are unlikely to go for this, that many changes in TE were disliked by players, but this particular fix solved the core problem.
We should learn from others' successes.
Effect:
- All magic schools will be useful, and you'll have to choose one, sacrificing other possibilities, since a 3-in-1 option will no longer work;
- Some players complained that mages became stronger than warriors, especially after the ban on KB and PO. If DD and/or TP are moved to other magic schools, warriors will be chosen more often, because developing "that perfect" mage will become harder;
- The selection of starting heroes will diversify; for example, Monere or Luna will be chosen more often instead of Grindan;
- The water book will become a worthwhile purchase in Utopia;
- A player who first picks water magic for double DD, as slots fill up, risks being left without earth magic. Result: more diverse final battles, where mass slow might be absent;
- It can be said that moving 2 spells to other magic schools has already been successfully tested in practice; in my opinion, tournaments were held;
- Leveling up the opponent's hero will no longer be trivial, but will be unpredictable;
- We need to carefully consider the nuances and weigh everything so the adjustment is correct from the start;
- Let's start with each person voicing their opinion, especially experienced and knowledgeable players are welcome!
Voice your opinion. We're looking for ideas. Balancing magic schools by any means:
- Either move DD and/or TP;
- Or refine water and fire magic to be desirable for the main hero.
Previously expressed opinions from this thread:
-142-
Wicc
Balancing the magic schools is quite a worthy goal, by the way. Right now we have must-have Earth and useful Air; the rest is not taken voluntarily. This situation does not seem correct to me.
-231-
Wicc
Decisions are made collectively, after lengthy discussions, though not always quickly.
And nothing prevents such discussions from being held publicly - forum comments are carefully read and analyzed. You can also always ask team members - what do you think about a particular idea - would you like to implement it, and if not, why?
-212-
Derbent
The simplest way to balance magic schools is to swap some spells without reinventing the wheel with some nonsense about movement points. For example, make TP a water magic spell. Then water will be necessary in the late game, while earth won't suffer since it's still imbalanced due to slow. (As an option, swap Prayer and TP)
-245-
Wicc
Regarding DD and TP, I also have some thoughts ...
KobRa_RR
I hope those thoughts are about moving them to the proper magic schools?
Wicc
Nope. The team considers moving magic between schools and tiers ideologically incorrect. What is acceptable - weakening the effect of the imbalanced spell or complicating its use. Optimal - adding competitors in the same niche.
-286-
Wicc
HotA Team's policy is that changes to standard functionality should be made rarely, but precisely. Ideally changed once and never touched again. Therefore, before implementing anything, mental modeling of the consequences is required.
-387-
Grando
Move TP from the earth school, DD from the air school.
-395-
Al Feyn
Move TP/Resurrect (or both) from the earth school, DD from the air school (we could also think about various other absurdities in magic)
Ivor
I'll let you in on a secret: TE and WT haven't disappeared, and nothing stops you from playing them. As for HotA, the vision for this version's development voiced by the developer team from the very beginning did not allow expecting changes in that direction, as some naive comrades did.
-397-
Ivor
But playing the game "whoever grabbed earth first - they won" - that's the pinnacle of professionalism.
-719-
ilmanelamaa
Regarding water magic, which is far inferior to other schools.
In Heroes 1 and 2, there was a spell called Storm. Mechanically, it's the same as Armageddon, but weaker. It's unknown why it was removed.
If we bring back this spell, as a weak Armageddon variant at level 2, then the Storm + Water Protection combo (+ mass cure, especially on fat single-unit stacks) could be quite viable.
This will incentivize players to sometimes use water, increasing variety in matches.
I consider it important to emphasize that the spell is canonical from the game series, not made up by a nobody.
I hope the animation won't be too difficult to implement.
-900-
Sav
A rebalance of spells is being planned one way or another (and has been for a while).
-953-
caliban
There is an idea for earth to not be such an imbalanced must-have without which you cannot win the game.
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s
Тут делимся книгами /topic/at/1139927/
On the respawn point, there were boots that increased speed, placed behind regular zombies, and in Utopia, they gave a bag worth 1000 as a "relic".
The boots should be made a relic, and the value of the bags should be reduced.
It's an imbalance, comrades.
I noticed in HotA - banks give disproportionately often very good artifacts; from every 3-4 locations, I consistently get gloves or boots.
Added after 22 hours 45 minutes
Suggestion: if a hero has (or had) a Day/Night spell or Teleport, then the last movement bars should be colored according to the required mana points for the corresponding spell (taking into account the hero's elements).
GUIDING STAR.
Level: 3-4
Mana cost: 12-16.
Element: Water
On expert difficulty, it removes the movement penalty in all terrains and reduces the movement cost to 90 movement points per step instead of 100,
+ if additionally there is an expert pathfinding skill, then 1 step costs 80 movement points.
Let's assume the player has 3000 movement points, then the maximum distance they can travel is 3000/0.8 = 3750, and even then, only on difficult terrain, because the bonus doesn't work on roads.
Considering that Teleport and Dimension Door, when converted to movement points, often provide a disproportionately larger benefit, such a spell would not be an overwhelming advantage and would add usefulness to the water element.
Basic Eagle Eye: allows the hero to use 2 spells at once every 10th round of combat. Advanced - every 5th round. Expert - every 3rd.
Of course, the numbers are just for example and need to be tested.