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

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In reply to Dirty_Player
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#300
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For now, I’ll briefly comment:


) Remove the 25% hit bonus for monster specialists.
I completely agree.

2) I didn’t fully understand the goal – is it a rollback to the original game?

3) Additional functionality for skills
Diplomacy – reduces the cost of monetary transactions with the Merchant and Terraformer, increases the maximum purchase volume from the Merchant. The numbers are up for discussion. Also, at the advanced level, it allows you to bribe neutrals, and at the expert level – to bribe them “from the map,” like disbanding a scout.

Interesting.
Learning – reduce the experience bonus (the numbers are up for discussion), but at the expert level, don’t forget the skill, but change it to any basic skill of the player’s choice.

I am strongly against changing it to any basic skill.

Ballistics – increases the range of direct fire by 2/4/unlimited (currently 1/2/4), and at the expert level, ignores walls (similar to Guard Tower).

+
4) Give specialists in armor and logistics a 2.5% bonus per level. For now, we won’t touch offensive specialists, as they don’t seem to be overpowered.

It’s great for logistics, but very controversial for armor specialists; I would like to see more detailed arguments.
5) Add Yavor’s scripts for the Inferno patch, new constructions, and the symmetrizer to the standard package. Enable the Inferno patch by default (remove the checkbox), and make the rest optional (with a checkbox).

I am against the Inferno patch being enabled by default.

6
) We need to somehow improve the Tavern, as it is a very weak Castle. For now, I don’t want to touch the heroes from the Tavern, as the balance of skills is still unclear, and even the best heroes won’t help much, so we need to change the building tree and prices.

It sounds reasonable, but in my opinion, we should also consider other ways.


6) Let’s put aside the complexes about the starting army and give Ufretin, Straker, Edrick, and Korbak an army like ordinary heroes of the corresponding Castles.

I completely disagree with Edrick; it would be better to reduce Valeska. The rest is good.
And, of course, I would like to see Tyraxor on this list.

I would also like to know if there will be any movement towards strengthening magical heroes.
Земля нуля.
Все в ней нулево и кукольно.
In reply to Wicc
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#301
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- Remove the 25% hit bonus for monster specialists.

Definitely a plus.

- Remove classes as a concept and transfer their functionality to individual skills.

Warrior, Sage, Explorer, and Governor should be removed completely. Speedy -> Navigation Terraformer -> Pathfinding (prices need to be adjusted, should be increased) Healer -> First Aid (also casts spells based on skill level) Leprechaun -> Luck Marauder -> Leadership (numbers need to be reduced) Merchant -> Estates (numbers need to be adjusted) Artificer -> Eagle Eye (conditions need to be discussed)

Seems like a good idea, but Speedy should be reduced by about 30%.
- Diplomacy - reduces the cost of monetary transactions with the Merchant and Terraformer, increases the maximum purchase volume from the Merchant. Numbers need to be adjusted. Also, on the advanced difficulty level, it allows you to bribe neutrals, and on the expert level, it allows you to bribe them "from the map," like breaking a scout.

Plus.

- Learning - reduce the bonus to experience (numbers need to be adjusted), but on the expert level, don't forget the skill; instead, change it to any basic skill of the player's choice.

30/50/70 - there's no point in making it any lower, in my opinion, and leave the forgetting mechanic as is.

- Ballistics - increases the range of direct fire by 2/4/unlimited (currently 1/2/4), and on the expert level, ignores walls (similar to Guardian Angel).

Plus.

- Give specialists in armor and logistics a 2.5% bonus per level. For now, let's not touch offensive specialists; they don't seem to be overpowered.

Definitely a plus.
- Add Yavor's scripts for the Inferno patch, new constructions, and the symmetrizer to the standard package. Enable the Inferno patch by default (remove the checkbox), and make the rest optional (with a checkbox).

Not sure about this.

- We need to somehow improve the Tavern faction; it's a very weak castle. For now, I don't want to touch the heroes from the Tavern; it's still unclear what the skill balance will be, and even with heroes alone, it won't help much, so we need to change the building tree and prices. Specifically, make mages a dead-end branch; after golems, immediately build giants or nagas, and after nagas, build giants. This way, you can build 1-3, 5-7 in the castle on the first week and get a decent supply of meat to open various things. Also, reduce the cost of building and upgrading giants to 5000/20000. You can also reduce the upgrade cost for nagas.

Make mages a dead-end branch, reduce the cost of building and upgrading giants - plus. And finally, give Fafnir the choice of armor, offense, or tactics instead of literacy. It would also be good to somehow bring back the golem's niche.

- Let go of the complexes about the starting army and give Ufretin, Crag Hack, Edric, and Korbach an army like the regular heroes of the corresponding castles.

Plus. Add Pyradrama and Tiras here, as already mentioned.

- I would also like to cancel the "replace scrolls with gold" option.

Plus, we need to get rid of unnecessary checkboxes.

- Add necromancy.

This is definitely nonsense. Necromancer is already self-sufficient. Perhaps Goshe's starting skeletons could be slightly reduced.
Regarding the Inferno proposal - remove the influence of "+ to HP" artifacts on demon resistance, i.e., increase it only based on the monster's pure HP. With this and the fix for Murray, the castle will be balanced, and there's no need to change anything in the building tree.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to numOne
#302
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Please do not touch Tiraxor: he is not imba at all; without wolves, the Castle will drop to the level of Tower (remember SoD), and fighting with wolves isn't simple—they melt easily during own harsh clashes.
Regarding the changes, I also have a request: introduce them gradually, say 3-4 changes every six months. Firstly, people will get used to it gradually, and secondly, it won't cause rejection as has happened before.
In reply to Wicc
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#303
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1. Definitely add mirrored templates!

2. Maybe not completely remove the 25% bonus? But reduce it to, say, 5-10%.

3. Yes, Tiraxor needs to be nerfed. There's also Kreg and Gurney with full stacks, so it will be manageable. This isn't a SoD Stronghold. (by the way, you need to remember that if you completely remove the bonus from monster specialists, the strength of these heroes will also decrease...)

4. I completely agree with Oelm regarding Lerning. There's no need to change anything on the basic skill; it's already too strong. It's even better than just forgetting; you immediately choose what you need and move on.


What I would like to see in the future:

Add a red orb to the game. Reduce magic damage for both players by 25-50%.

Cloak (levels 1-2 without restrictions, 3-4-5 with a reduction of 25-50%).

Necromancy, even if it's just 1-2-3%.


I liked the ideas about the tavern, the logistics, and the starting conditions.

And also this thought:

It seems like a good idea, but I would reduce Speed by 30% somewhere. +++

Added 21 minutes ago
By the way, what about water and air?
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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#304
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There is a suggestion to ban artifacts that give +% to Eagle Eye. They are useless. (Or give them different properties instead)
In reply to Dirty_Player
#305
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Tiraxor and his Barbarians are generally weaker than Swamp, Necropolis, or Inferno (in most map templates). So, they are somewhere in the middle of the list in terms of castle strength. What's the point of nerfing him?
In reply to Samurai
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#306
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Samurai
Tyraxor and his Barbarians are weaker than Swamp, Necropolis, or Inferno (in most builds). This means they are somewhere in the middle of the list in terms of castle strength. What's the point of nerfing them so much?

I meant not to nerf them so much that it becomes impossible to play with them, but to make the choice between them and other heroes more balanced.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Dirty_Player
#307
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"Wicc"
6) Forget about any complexes regarding the starting army and give Ufrethin, Strack, Edric, and Korbak an army like the regular heroes of their respective castles.

It would be good to clarify the purpose of introducing these or other changes.
If you make the starting armies absolutely identical for all heroes, that's one thing. If you strengthen the starting army of the specified heroes, this can be done in other ways.
As for Edric and Korbak, I don't see any problems here. If they are weak, increase each stack of level 3 units by one. Give Strack a 1-2-2 composition, like Ufrethin, plus add dwarves and zombies to both.

The main imbalance in the starting armies currently exists for the Necropolis, Dungeon, and Barbarian factions. This is what needs to be addressed first. Either reduce the starting armies of Gosh, Shakti, and Tiras, or strengthen the armies of the other heroes, or do both a little, depending on the inter-faction balance. Moreover, the Barbarians currently have almost equal stacks of wolves for Tiras and the other heroes: 5-7 and 5-8 respectively, which is completely abnormal.

If the goal is to diversify the starting setups, then you can introduce level 4 units into the starting armies, and not just for the heroes who specialize in them. And if you give Bron vasques, then you should definitely give level 4 units to the other specialists. Except perhaps for Vokial.
And for specialists in level 5 units, give one level 5 unit in the first slot :)
Learning - reduce the bonus to experience (the numbers are up for discussion), but don't forget the skill on the expert difficulty; instead, change it to any basic skill of the player's choice.

That's too much, of course. The skill is already useful, and this would be an even bigger bonus.
This bonus could be given to the scholar, as you once suggested.
In this version, you lose 2 levels for it. Plus, it's a relatively simple way to strengthen the skill from a technical point of view. You can always remove it later if needed.
In reply to Samurai
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#308
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Samurai
Tiraxor and his Barbarians are weaker than Swamp, Necropolis, or Inferno (in most builds). So, they are somewhere in the middle of the list in terms of castle strength. What's the point of nerfing them?

In my opinion, if they reduce the +25% HP, Tirax will be #1 in strength, on almost all builds. Barbarians are a solid castle even without Tiraxor's wolves.

"by the way, what about water and air?"

- DD (Damage Dealer) should be added to both air and water, as already mentioned. And I would bring back the Magic Mirror - move it to level 3 and make it 30/40/50 - it would be good in stack wars.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to numOne
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#309
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numOne
I would bring back the magic mirror – move it to level 3 and make it 30/40/50 – it would be quite useful in stack wars.

In any case, antimagic will be preferable. Because the mirror won't reflect mass spells, etc. It makes sense if the mirror is made into a mass magic spell. And in general, I think that rebalancing magic deserves a separate topic.
In reply to Dirty_Player
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#310
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Dirty_Player
In any case, antimagic will be preferable. Because the mirror won't reflect Mass Slow and so on. It makes sense to make the mirror a mass-magic spell. And in general, I think that rebalancing magic deserves a separate topic.

It should be done so that the mirror reflects mass magic, including expert dispel. The point is that with air magic, the mirror will look no worse than antimagic - you can revive, teleport, etc., but casting Mass Explosion on a mirrored unit is not ideal. This is especially relevant for battles where a stack of ducks is facing a stack of skeletons, for example, and the rest of the troops are just there.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to numOne
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#311
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A few additions:
1. Artifacts related to the Eagle Eye - I agree
2. Straker - Ufretin and the like. I'll correct myself, I would like to change the standard army not to something standard but to something like Pikeman-Dwarf. That is - Straker: Skeletons-Zombies-Zombies.
Ufretin: Centaur-Dwarves-Dwarves. I urge you not to act crudely.
3. SHAKHTI - please fix his minimum threshold for him. 80 Troglodytes from the start - that's not even Shakhti with one stack, that's 2/3 of a stack.
4. Why does Tyraxor have to be killed? As has already been said - even playing Tyraxor in a blitz tempo, something like 300 seconds per turn, it's quite possible to counter other towns that are played on full control. Tyraxor is the death of the Barbarian town in all its glory, dancing on the corpses of Crag Hack, Shiva, Jabarkas, Gretchin, and Gundula. No competent player will allow playing Tyraxor on a mirror template. And yet, WT is moving precisely towards mirror templates. Yesterday I took the maximum hive with 115 native army - battered Wolves (32), Bear, Roc, single Orcs, Goblins, plus Eyes and Minotaurs from another zone. 30 Wolves, the Bear, all Rocs survived. So why are 38 Wolves needed from the start? To mock the other poor towns. I don't know about Inferno or Necropolis, but non-Brogh Stronghold will be torn to shreds.
Земля нуля.
Все в ней нулево и кукольно.
In reply to Oelm
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#312
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Tiraxor: Goblins-Wolves-Wolves :)
But you need to do it the other way around: Wolves-Goblins-Wolves, so that when they split up, he comes with a wolf. The same applies to the others.
In reply to Dirty_Player
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#313
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Yes, that's an option.
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Все в ней нулево и кукольно.
In reply to Dirty_Player
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#314
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and the Tiraxton start will begin with catching wolves in a hidden location. Give him a useless skill, like they did with Rashka – and that will be the end of it.