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It's a pity that I couldn't get through to you and make you understand that we are discussing how to improve the mod. It's strange that you have absolutely no idea about my rhetoric regarding SoD. So, everything will go to the forum. You didn't even bother to think that the host with the specified settings generates the same thing for everyone. And at least show some respect to the thread starter.
Improving SoD and unconsciously imitating WoT are two different things for me.
Right now, I'm observing how some individuals are trying to create a "SoD in their own style." They're suggesting what else could be added to it to make it "even better." And for some reason, I feel like I've seen this somewhere before.
Now, regarding:
When it comes to fixing bugs, I'm all for it.
When it comes to one-button hotkeys, I'm also for it.
But when it comes to "indirectly" accelerating the game, I'm against it! By "indirectly," I mean those things that seem insignificant but affect the balance.
What's the point of such improvements? Especially those that will be impossible or very difficult to track. Would I have to constantly host games? (And what if, one day, even that doesn't help?)
By the way, "improvers and advisors," are you really unaware that you're imitating WoT, or are you fully aware of what's happening? But, as Vic himself said, are you staying in your own sandbox, not venturing into another sandbox because the level is higher there, and you'll feel uncomfortable losing to stronger players? It seems like:
let's create our own version of WoT, but with a predominantly SoD balance! Since a true WoT player will still dislike it, I'll feel comfortable playing it and winning, and I'll be very comfortable doing so. I would play WoT, but there are all sorts of Stingers and Alexas, and I don't need that.
A little later,
Damn, but in general, let's disable morale, because sometimes it's embarrassing, especially in consecutive battles on the second day, and let's add a timer, it would really save time, it's a great feature, damn it, and we could also add the ability to exchange artifacts between heroes while in the castle, because that would be a great feature. And many, many other things!
"And respect the thread starter, at least create the appearance of it." But I actually respect the creator's work (if we're talking about him). And I'm writing here, not in the forum, so that Baratortch can see what's happening here and what "improvements" people want to see, and what they don't want at all.
So, relax, Makar Makarych, stop pretending to be the boss in this thread and in general, telling people where to write in the forum or here. Everything here is relevant; it's just that you don't like it, and that's also true.
Baratortch, please, before implementing anything, please don't rush. I really ask that all these changes don't affect the original balance, and if they do affect it in some way, then it should be visible and easy to track even when playing regular SoD without a mod, because these imitations...
are worthless. It will only lead to a new schism in the Heroes community.
Amen.
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
To Lider1—to be honest, I agree with you on many things, but I still have some questions: 1. For you personally, are all the new features found in VT absolutely unacceptable for implementation into SoD? 2. Why do you call certain new features from VT "VT-style"? After all, essentially they could be called "SoD-style" if they had been implemented into SoD before VT. Wouldn't it be simpler to treat them as just new features? Even HD, with its own additions in SoD, is somehow fitting in—quite organically at the moment. Perhaps it would be more reasonable to discuss each point in detail rather than acting impulsively and rejecting all ideas? After all, some of them contain a grain of truth.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
They implemented exactly those options that all players agreed on. And even then, not all of them.
It's clear, Yura, that you haven't played TE-full with Deep Mike:).
A long time ago, before WT existed, Deep Mike and I decided to play TE-full. We spent about 10 minutes discussing the settings. Mikhail insisted on having DD in the air (TP into fire was already implemented). Of course, I didn't refuse. Now, in WT, DD is implemented in water. P.S. I don't think this is bad, but there is no such option now.
It's clear, Yura, that you haven't played TE-full with Deep Mike:).
A long time ago, before WT existed, Deep Mike and I decided to try TE-full. We spent about 10 minutes discussing the settings. Mikhail insisted on having DD in the air (TP into fire was already built-in). Of course, I didn't refuse. Now, in WT, DD is built into water. P.S. I don't think it's a bad thing, but now there's no such option.
This episode didn't reach me. I only know that for several years in a row, in all tournaments on random maps, DD was played in Water, and towards the end, this trend even reached the fixed maps. Therefore, when the issue of reducing the number of options was raised, this option was considered for removal.
"Dimension Door in water" turned water magic into a must-have, and air into sucks. Maybe Dimension Door should be in both air and water, and Town Portal in both fire and earth?
"Damage Dealer in Water" made water magic a must-have, while air became useless. Maybe we need Damage Dealers in air and water, and Tactical Perks in fire and earth?
Right now, there's a very good balance among 3 out of 4 elements - Water, Fire, and Earth are good in any combination, sometimes even all 3 are taken. Therefore, strengthening Earth by adding Tactical Perks to it, in my opinion, is not a good idea.
Regarding copying Damage Dealers into Air, we've already thought about it... we haven't come to a final conclusion. Air will definitely be strengthened, but Water will still be a priority - preer, dispel, and bless are significantly better than haste. That is, Air will make sense to take only if Water is not available, and for certain hero classes to whom it is rarely given (demons, for example).
Right now, there's a pretty good balance among the 3 elements out of 4 – Water, Fire, and Earth are good in any combination, sometimes even all 3 are taken. Therefore, strengthening Earth by adding Town Portal to it, in my opinion, isn't a great idea.
In my opinion, Fire is currently stronger than Earth. I think adding Town Portal to Earth won't disrupt this balance. Wicc
We've already considered copying Damage Dealer into Air... but haven't come to a final conclusion. It will definitely strengthen Air, but Water will still be a priority – preer, dispel, and bless are significantly better than haste. That is, Air will make sense to take only if Water wasn't given, and for individual classes of heroes to whom it is rarely given in principle (like demons).
Air can be strengthened with combat magic. In general, I think that magic in Might and Magic can still be well rebalanced, especially the entire 3rd level of magic, which no one uses at all.
Air can be enhanced with combat magic. In general, I think that magic in Heroes of Might and Magic can be further balanced, especially the entire 3rd level of magic, which no one uses at all.
Air is already not lacking in combat magic, unlike water. It should be taken into account that the toolkit for working with magic in Heroes of Might and Magic is severely limited. At most, you can enhance the effect of existing spells. If the third level (except for antimagic) is not used, then transferring spells from one element to another will not change anything. There are many other things that need to be balanced, such as starting armies, secondary skills.
There's no point in taking an element for combat. The damage of the same "teapot" depends much more on SP than on the presence of air.
You're wrong about fire; it's not cooler than earth at all, I'd even say weaker, but only by a little bit. That is, the optimal pair of elements for the father is water+earth, slightly worse is water+fire, and even slightly worse is fire+earth. But they are all usable; the choice here depends on the situation (books, army, presence of a scout) or simply what you're given.
If Town Portal were put into earth, then it would become a must-be, and fire would only make sense to take for the berserker. Therefore, let Town Portal remain purely in Fire, and as for Dimension Door, we need to think about it.
Air already has plenty of combat magic, unlike water.
That's not what I'm talking about. It's obvious anyway. The point is different. Water magic significantly enhances Bless and Dispel. But air magic doesn't enhance, for example, Lightning Strike. (It does enhance it, of course, but it's just a drop in the ocean).
And the conversation about the third level didn't start for no reason. Some spells from the 3rd tier can be moved to the 2nd (Earthquake, Teleport, Fireball), and some can be moved to the 3rd (Blindness, Lightning enhanced in damage). The idea is raw, of course, but it's worth considering in this direction.
Well, and the fact that the starting armies need to be balanced, that Brogh and Tiraxor need to be nerfed, that's a given.
Added 7 minutes later Wicc
Fire will only make sense to take for Berserkers.
Why? There are good spells in Fire. Its effectiveness will be no worse than Shield. And Bloodlust is almost like Stone Skin. And Berserk will be better than Slow and Resurrection.
Generally, this strategy involves sacrificing a unit – the opponent is more likely to have water magic than not, and you simply allow them to cast Bless at their own pace.
The same applies to Bloodlust, although it's easier in that case. Stone Skin is actually the fourth most important Earth skill (excluding combat spells) after Word of Stone, Shield, and Resurrection.
Essentially, besides Berserk and Teleportation, nothing else is used in Inferno (among element-dependent spells, meaning combat spells and Blindness are not included). More precisely, they are used very rarely.
The course really helps in combat against neutrals. Griffin Conservatories and Dragon Fly Hives are completely lossless under the course... but in PvP, it's a completely different story. Without Berserker, fire isn't as good — I felt that from my experience in ТК3.
By the way, you could make battle spells dependent on elements, for instance, introducing coefficients like: No element 0.75 Basic 1 Advanced 1.25 Expert 1.5 Then air would start to dominate too, along with mages...