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Posts from [ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

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In reply to Lider1
#85
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Leader1
Suggestions for the WT:

Increase vigilance (perhaps so that it immediately learns spells without any probabilities, making the spell level dependent on the skill level itself, and possibly without wisdom).

Add a display in the chat showing the number of people in the chat.
Private messages and sound notifications when someone writes your nickname in the chat.
The ability to highlight those people who are already playing and those who want to play.

Encrypt saves until the end of the game (so that it is impossible to view them in Hotsite or on another computer, and only after the game, using an open key or something else, it would be possible to unlock them).

Improve simultaneous turns.

Oh... how much I want all of this! )))))

1. We will gradually increase the skills...
Here, for example, is an idea for the First Aid skill:
Basic: adds +1 health to all units, the Tent heals 1-50 of one selected unit (excluding itself).
Advanced: adds +2 health to all units, the Tent heals all units 1-50 (excluding itself).
Expert: adds +3 health to all units, the Tent heals all units to the maximum (excluding itself) + you can buy a Tent.

It will be an interesting strategic skill. Adding +1/2/3 health is good for low-level warriors, mass healing is good for high-level ones.

2. The chat definitely needs to be improved... I will do it as much as I can...

3. And simultaneous turns... the most difficult thing, but it needs to be done.... I won't start working on them yet, as I might get bogged down in them for half a year, but I still need to do it.
In reply to asm
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#86
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asm
1. We'll gradually improve the skills...
Here's an idea for the First Aid skill:
Basic: adds +1 health to all units, Tent heals 1-50 of one selected unit (excluding itself)
Advanced: adds +2 health to all units, Tent heals all units 1-50 (excluding itself)
Expert: adds +3 health to all units, Tent heals all units to maximum (excluding itself) + you can buy a Tent

It will be an interesting strategic skill. The fact that it adds +1/2/3 health is good for low-level warriors, and mass healing is good for high-level units.


This will be a must-have.
I think it's better to make the healing amount higher, like a base of 10-50, then 50-100, and 100-150.
Otherwise, it's annoying when the expert-level tent only heals for 1.
РП (Реальное папство!)
*Автосейвы не беру и не даю.

Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php

Награда Лучшему игроку сезона Осень 2009 за Оплот
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#87
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It would be good to increase her HP, otherwise she will be an overpowered unit, capable of defeating anyone with a single blow.
szopa666: ban JC win game Keepo
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#88
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Well, 1-2-3 is definitely too much... the expert skill should have an effect similar to a major skill, in this case, like the potion.

Let's say 0-1-2 or 1-2-2 would be quite enough, in my opinion.

It also makes sense to remove the bonus in case the tent is destroyed.

And add some hit points to it - for example, 75 (without the skill) - 150 - 225 - 300 (expert).
In reply to Wicc
#89
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Wicc
Well, 1-2-3 is definitely too much... the expert skill should have an effect similar to a major skill, in this case, similar to the potion.

Let's say 0-1-2 or 1-2-2 would be quite enough, in my opinion.

It also makes sense to remove the bonus in case the tent is destroyed.

And add more hit points to it - for example, 75 (without skill) - 150 - 225 - 300 (expert).
Yes, that's probably closer to the truth... and still, mass healing combined with + to health is a bit too much...
You could keep the old effect, but change the ranges:
1-20 / 20-50 / 50-75 / 75-100

I don't see the point in removing the health bonuses; health shouldn't depend on the presence of the tent.
In reply to asm
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#90
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By the way, 0-1-2 is a very good option! But as an alternative, you could consider +5%/7%/10%.

And if it's a specialist in first aid, you could make it +10% (to the bonus, not to HP) per level! So, with an Expert in First Aid, we get:
Level 5 = +3
Level 10 = +4
Level 15 = +5
Level 20 = +6
Maybe "Gem and Co." will improve a bit.

Just don't make it "Heal All."
In reply to Dirty_Player
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#91
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Dirty_Player
But as an option, +5%/7%/10% could be considered.
Armor with resistance is left to sulk in the corner. The idea is to not make a universal bonus for all cases (like armor and offense), but to create a specific addition that will be strong in some cases and not so strong in others. Features like this add strategic layers to the game. Straightforward bonuses are either a must-have (with claims of being overpowered) or useless. The option proposed by Asmodeus meets the requirements of strategy - one bonus for low-level monsters, another for high-level monsters. Here, you just need to adjust the numbers correctly so that there are no imbalances. For example, a full heal will clearly be too strong when used with 7 monsters (they will simply be unkillable), but when used with 5 or 6, it will not create a significant imbalance. Yes, a paladin with a couple of horses will be able to overcome many obstacles, and that's good. Therefore, the "mass heal 100 HP on expert" option is both usable and not unbalanced. Moreover, in the endgame, this is a rather modest bonus, but that's good, because the mage is already good in the endgame, which cannot be said about the initial clearing of the territory - even mass healing will not be some kind of special overpowered ability there. However, it makes sense to introduce a limit on the number of mass heals. Let's say, 3-5 per battle. With the player having the option to choose - heal in the usual way or spend a charge for a mass heal. As for destroying the tent, this adds strategy to the battle; after all, killing a 300-hit machine is not easy, and you will have to spend a valuable spell or attack. In my opinion, this is a quite adequate analogue to the cart - the bonus is also lost when it is destroyed.
In reply to Wicc
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#92
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Wicc
Armor with resistance is looking on jealously.
So, the expansion is completely overpowered. :)
But, as an alternative, it could be done like this: 1/2/(2+5%)
And a special ability.

P.S.: Please, fix RASHKA and AGITA!!!!
In reply to Dirty_Player
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#93
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Dirty_Player
So, the expansion is completely overpowered. :)
The expansion is indeed overpowered, but it's not a property of the hero. So, comparing it to skills is incorrect.

Besides, the effort required to upgrade monsters is many times greater than the effort required to upgrade a hero, so the cost-effectiveness is similar.

The conversation is about the comparability of the beneficial effects of different skills. And since it is impossible to compare them directly, an indirect scale is proposed - comparing the effect of an expert in a given skill with the effect of majors that are similar in functionality.

For example, a +6 sword is approximately equivalent to an expert offensive skill. Boots of speed are approximately equivalent to expert logistics. And so on.
In reply to Wicc
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#94
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Wicc
The expansion is undoubtedly overpowered, but it's not a hero's inherent property. So, comparing it to skills is incorrect.
Comparing might be incorrect, but the fact is that +5% to HP won't be noticeable against the backdrop of increasing experience. +5% is like only 1 level :)

By the way, the "Eye of the Eagle" ability could be borrowed from "In the Wake of Gods," where spells are granted upon leveling up.
In reply to Dirty_Player
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#95
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Dirty_Player
Comparing them might be incorrect, but the fact is that +5% HP won't be noticeable against the backdrop of increasing exp. +5% is like just 1 level :)
Well, the criterion isn't "so that it's same" ... we need more or less original functionality, at least something not found in other skills, and preferably something not existing at all.

For this very reason, I criticize asm for his implementation of artillery - Archery already provides a bonus to shooting; there is no need to duplicate the functionality.
By the way, Eagle Eye could be borrowed from VOG, where spells are given upon level-ups :)
It makes sense to turn Eagle into a powerful information skill - the ability to see the contents of piles, guards and bank interiors (including Dragon Utopia), the inventories of enemy heroes, etc. As well as casting views based on the Eagle's development level (if the element is not upgraded). And add something practical, like including it in Explorer instead of Navigation.
In reply to Wicc
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#96
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Wicc
It makes sense to turn Eagle Eye into a powerful information skill—the ability to see the contents of piles, guards and fillings of banks (including Dragon Utopias), the inventories of enemy heroes, etc. Also, the ability to cast views based on the Eagle's development level (if the element is not upgraded). And add something practical, like including it in Explorer instead of Navigation.
Eagle Eye in the current TE edition is already a quite own-demand skill for noobs, though not for templates like smka.
In reply to PReDS
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#97
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PReDS
Eagle Eye is already a quite popular skill for beginners in the current version of the game, although not for standard builds like the Chaos Knight.
Well, it will become even more popular... and not just for beginners.
In reply to Wicc
#98
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Wicc
This is why I criticize asm for his implementation of artillery – archery already provides a bonus to shooting, so there’s no need to duplicate the functionality.

I just want to slightly unify the skills of combat units:
1. At the expert level, you can purchase the corresponding combat unit.
2. The skill provides a bonus not only to the unit but also allows you to learn some bonuses even without the unit:
- First Aid – + to health 1/2/2
- Ballistics – + to shooting range 1/2/4
- Artillery – + to damage of ranged attacks 5/10/15
I’m not sure what else to come up with for artillery… something that fits harmoniously and is simple.

I like the numbers for health +1/2/2 more than 0/1/2, because if you don’t have a Tent, you won’t get any bonus from the skill.
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#99
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I have an idea: considering the huge number of wyverns on popular maps, perhaps we should limit Bronhilda in some way, because he turns out to be too overpowered, even without any experience. It's not interesting to choose a starting hero for the Swamp faction, and there's a risk that the Swamp faction will often be excluded from the map selection because of Bronhilda...
Всем удачи ! И Морали !