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

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#315
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1) Regarding the Scholar - there are many good ideas on how to buff him. Currently, I'm leaning towards the following revision: the Scholar consumes scrolls for mana (scrolls should be returned to the game), as a way to replenish mana in the absence of Mysticism. Plus, at Expert level, it changes to any basic skill.

But I would prefer to introduce this in the next tranche and leave it alone for now. It's open for discussion, of course; we could introduce it immediately. Or, as an option, introduce only the replacement for now, and the mana replenishment later.

2) Regarding Tiras - he is now a cult hero, similar to Shanti in SoD. Therefore, he should be handled with care; it's better to buff the others. For example, we could give Tiras 5 wolves per stack, and others 7-8, and more goblins and orcs. Personal experience shows that Stronghold performs fine even without Tiras.

Also keep in mind that cutting the health bonus will negatively impact the authority of wolves in Cons-Utopias; currently, griffins and dragons often just ignore them out of fear, which is why they cause so much trouble.

3) The Inferno patch should be default. Thanks to it, Inferno gained a variety of starting heroes, and now, after Marik was nerfed, the relevance of this issue will only increase. Plus, the variance of layouts has decreased - the main problem with Inferno, which is why players neither give it to the opponent nor take it for themselves.

In other words, this innovation turned out to be very good; it solved many problems and created no new ones.

4)
Also, a separate checkbox for the Tavern patch is needed.
Better without checkboxes. Because the point of this checkbox would be "enable Tavern in the game." Maybe it's better to just enable it? :)\br>
5)
I would also really like to remove "replacing scrolls with gold" and make it so that scrolls aren't generated at all (like obelisks and cartographers).
I've thought about this. Maybe we can do that. The second option is outlined in point 1.

6) Regarding the Learner - in the current version, he increases variance; all sorts of Level 26 Tazzes start running around, and there's a heavy dependence on how quickly he's progressed (if not a starting hero). And on found huts, universities, flaxes, and level trees. As a result, in a lucky layout, he provides the hero with explosive growth given adequate leveling, while in an unlucky one - a slowdown in the development of combat skills and a broken skill at the end. Moreover, luck or lack thereof depends little on the player and is determined by objective factors.

Imho, it would be more balanced and less varied if he gave fewer percentages (I'm considering figures of 10-20-30%), but at Expert, it changes to a basic skill of choice. This will slow down the process of filling all slots (needs 2 more level-ups, as the bonus doesn't compensate), but it will stabilize the skill tree.

7) 2 Indra. Regarding the armorers - if we nerf Brogh, then it will be Tazz only. Because he is a head above all other swamp-dwellers. I suspect that even a nerfed Tazz will be picked, but there's hope for some balance with Vistan, Dragon, and Brogh. With the old Tazz, there is no such hope.

Same with Mephala - she'll already get a boost in the form of the marauder, so we shouldn't create a new imba.

Regarding Nyla, it's still up for discussion.

8)
I also want to know if there will be movement toward buffing magic heroes.
There are many ideas here; calculating the total effect will be difficult. Therefore, in the next tranche. For now, only the Healer.

9)
seems like a good idea, but I'd cut Speedy by about 30%.
How do you cut him? Or did you confuse him with Explorer?

There's a concern that Navigation won't be taken very often; after all, the old Speedy, besides its own functionality, consisted of two useful skills. How valuable a pure Speedy is remains unknown.

10)
by the way, what about water? and air?
Damn, I forgot :).

There was an idea to make DD a dual-school magic - in Water and Air simultaneously. This will boost Air (currently it's completely useless) and reduce the dependence on the presence of Water in the skill tree.
In reply to Wicc
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#316
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1. The popularity of Tyraxor has led to the fact that you can play with him without really thinking. The main difference with Shahti is that, to put it bluntly, the Dungeon castle is just bad on its own and only becomes viable thanks to the starting hero. In the case of the Barbarians, things are different.

By the way, I'd like to draw attention to Dirty's suggestion.

2. I will continue to defend my opinion about the Armorers. On HL templates, I will take Brogh even if he's nerfed because I highly value scouting. A nerfed Thazar, in my opinion, looks even worse than Alkin, which simply means pushing the hero into the background.

3. I am all for bringing back scrolls, but does this conflict with the concept of Warlord - saving players' real time?

4. With the disappearance of the Explorer, shouldn't we consider increasing the bonus of artifacts on MP?
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In reply to Wicc
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#317
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Wicc

9) How do you even cut it? Or are you confusing it with Explorer?

Yeah. I always thought Explorer was Speedy. In that case, I don't see the point of taking Navigator at all.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
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#318
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Wicc
9) How do you reduce its stats? Or are you confusing it with Explorer?
There's a concern that Navigation won't be taken too often, as the old Speedy, besides its own functionality, also consisted of two useful skills. And how valuable a pure Speedy is – is unknown.
Well, there is an advanced Speedy with some complex formula. :)
However, whether it's worth taking Navigation just because of Speedy is something I would think about.

Tyrxor. Let him come with goblins and 6-7 + 6-7 wolves. That should be enough for him. But Samurai believes that a Barbarian without Tyrxor will be like in SOD, and you think that it's perfectly fine. Everyone has their own opinion. But it seems that everyone understands that he has a LOT of wolves now.

Regarding scrolls. It's better to remove them completely than to come up with something new that might not work.
In reply to Dirty_Player
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#319
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Yeah, I always thought Explorer was Speedy. In that case, I don't see the point of taking Navigator at all.
Andrey, you do see the point of wearing boots for speed, right?
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In reply to Oelm
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#320
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Oelm
Andrey, do you see the point in wearing speed boots?

From the manual:
4) Speedy - Pathfinding + Scouting
bonus: moves at a speed of (0.5*MaxS + 0.5*MinS, 0.75*MaxS + 0.25*MinS, MaxS), where MinS is the speed of the slowest unit, and MaxS is the speed of the fastest unit in the army. In simpler terms, there is no longer a need for "speeding up."

Why waste a slot on a navel for some dubious speed boost, which can be easily achieved with taverns/inns throughout the game?
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to numOne
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#321
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Maybe Speedy could put the levitation boots on just for laughs? After all, the original idea was navigation for sailing the seas. Why invent something that doesn't fit? Just remove it like necromancy, and the problem is solved.
In reply to Wicc
#322
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Tiras is a decent hero. Instead of Tactics, give him something like Luck and that's it. Without 25%, as Vic correctly noted, he will be pressured quite hard in the Dragon Utopia...

P.S.: And what are the plans for the dungeon? After these changes, playing as them will only be possible for nostalgia or with a mandatory console command before the Castle :)
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#323
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1. The iconic status of Tyraxor means you can play him without really thinking. The fundamental difference with Shakti, however, is that if we call a spade a spade, the Dungeon town is trash on its own and is carried solely by its starting hero. In the Barbarian's case, this is not so.
I'll draw your attention to the hero pick statistics in the last CIS Championship. Almost all picks came from the Castle-Rampart-Stronghold-Dungeon set. That's a pretty good indicator that these towns are quite balanced.

You shouldn't confuse the strength of Stronghold on average across the board with the strength of Stronghold in, say, my hands. The fact that I can beat various swamps on Jebus with my eyes closed using them doesn't mean that's how it will usually go.

Moreover, I'm well aware of Stronghold's weak points, first and foremost its very poor respawns. Even on Jebus, you can easily find yourself penniless. Actually, their hitting power is compensation for the scarce resource drops; you have to leave the respawn early and seek fortune abroad.

So if you nerf Tyraxor without giving compensation, people will simply stop playing Stronghold. It's a rather vulnerable town.
uh-huh. I always thought Explorer was the same as Spd [Logistics]. in that case, I don't see the point in taking Nav [Navigation] at all.
Though I'd think twice before taking Nav purely for the speed.
That's a good thing — the skill isn't imbalanced, has its own use, doesn't fundamentally change gameplay, so it will quickly find its niche as a second-tier skill.
Still, the original point of Navigation is sailing the seas. Why invent something that doesn't fit?
It's precisely because of sailing the seas that the functionality of Spd and Nav is similar — at sea, movement points don't depend on army speed.

Removing it entirely wouldn't be good; Spd's functionality is interesting and should be kept in some form. The Nav option seems the most successful to me.
P.s.: And what's planned for Dungeon? After these changes, will it only be playable for nostalgia or with a mandatory Griffin Conservatory unit in front of the town?
Dungeon needs its lower Troglodyte limit raised, like in the latest version of TE — 20-25. Currently it's 15-25, which is very random.

Plus, Laura (Scout + Tactics and more Harpies) is debatable, and maybe some changes in the build tree. For example, Medusas as a dead-end branch.

Added after 4 minutes
4. With Explorer disappearing, shouldn't we think about increasing the artifact bonus on MP?
The second speed skill role will now be filled by Estates.

Added after 1 minute
I'll defend my opinion on the armored guys. On XL templates, I'll take even a nerfed Brogha because I greatly value scouting. A nerfed Tazar looks worse than Alkin to me, which just means shoving the hero into the trash bin.
That's the good thing, that opinions differ — it's the main sign of balance. To me, even a 3-degree Taz is still better than Brogha and all the others.
In reply to TERM
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#324
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TERM

P.S.: What are the plans for the Dungeon? After these changes, will it only be playable for nostalgic reasons or with the mandatory use of the "1" console command before the Castle? :)

Give Agito ranged attack instead of resistance, and increase the weekly growth rate of Beholders and Medusas to 16 and 10, respectively. Reduce the construction cost of Manticores by 1000. :cool:
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to Wicc
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#325
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Wicc
One should not confuse the strength of Strong on average across the board and the strength of Strong, say, in my hands. The fact that I can take out all sorts of swamps on Jebus Cross with my eyes closed does not mean that on average it will go the same way.
It does mean that. The player skill level is rising now and many know how to perform. You have to evaluate strength in general overall.
Wicc
Precisely because of sea navigation, the functionality of Speedy and Nava are similar - in the sea, the number of moves doesn't depend on army speed.
I knew you would say that.
Wicc
Dungeon needs the lower limit for Troglodytes raised, like it was in the latest TE version - 20-25. Currently it's 15-25, which is quite spread out.
Yes.
Wicc
Plus Laura (Scout + Tactics and more Harpies) is debatable and maybe some adjustments in the build tree. For example, Medusas as a dead-end branch.
Why do you feel the need to push Tactics onto everything? Laura needs Offense and only that, because damage-wise Harpies are a bit weak. And Dungeon doesn't need dead-end branches. Nothing gets built there as it is.
Also, it wouldn't hurt to give Adgit a shooting skill + some other skill like Ballistics or Defense and more eyes. Although he still won't replace Shakti. IMHO
In reply to Wicc
#326
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If you make Adjit the younger brother of Ivor (with Offense and Archery), equip Laura with Offense, and give all heroes 6-9 Harpies + 4-6 Evil Eyes, without reducing them for Laura or Adjit, then the Dungeon can carry games through its early breakthrough power...
In reply to numOne
#327
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The necessity of increasing the starting army for all Dungeon heroes except Shakti is completely obvious.

The same goes for Necropolis. If there is material for the transformer, then an extra 20 skeletons (for example) won't make a difference. But when there's nothing to convert, Necro without Goshka is in serious trouble.

"Wicc"
Dungeon needs the lower limit of Troglodytes raised, as it was in the latest TE version - 20-25. Currently it's 15-25, which is quite scattered.
It seems Troglodytes alone won't cut it here. You need to add Evil Eyes too.
"numOne"
increase the weekly growth of Beholders and Medusas to 16 and 10 respectively

But wouldn't that be too much, especially regarding Evil Eyes?
"TERM"
If you make Ajit Ivor's younger brother (with Offense and Archery), equip Laura with Offense + give all heroes 6-9 Harpies + 4-6 Evil Eyes, and not reduce them for either Laura or Ajit, then Dungeon can carry through with its breakthrough power at the start ...

After all, specialists in levels 1-3 should have fewer monsters in their starting stack than other heroes, otherwise they become too superior due to creating a strike stack. Especially if you give Archery to Ajit as well.
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#328
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Lore actually needs tactics more than offense. Harpies don't win with damage, but with maneuverability. And you need archers to block enemies right away. I want to make a couple of Shahti-Lore an ideological analogue to the pair Marik-Fiona, that is, a melee hero and a flying character.
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#329
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One should not confuse the strength of Stronghold on average across the board and the strength of Stronghold in, say, my hands. The fact that I can take out various swamps on Jebus with them blindfolded,.

Very debatable.:D Especially since the imbalanced nature of Stronghold is not on Jebus where it is, in my opinion, no stronger than Dungeon, but on XL, where the uber-power of the army compensates for many players' clunky game mechanics. If I'm not mistaken, the lion's share of vlk777's wins come from Stronghold.

The problem sounds like this — if Stronghold can achieve max uli on 113 without stashes, with a small amount of overeat, with average leveling and equipment, with 32 rank 3 wolves, then why give them 38?
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