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

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In reply to Wicc
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#390
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It seems almost everyone who wanted to speak has spoken. A few more people responded via ICQ. So, let's summarize the results — not final yet, but close to it.

The following points were contested by a large number of votes:

1) Learning. Leave as is.

2) Armorers. I expressed my opinion on this, but since it's not obvious to the community, we won't touch it for now. We may return to this discussion later when it becomes more apparent to a greater number of players.

3) Healer and tent. During ICQ discussions, it turned out that this proposal has a number of pitfalls, so we won't touch anything for now. Healer disappears, tent does not change its functionality. We will return to this issue later if we decide to overhaul mages in general.

4) DD as a two-school magic. Imho, a good thing — it noticeably boosts Air and increases the chance of finding DD. But since you don't want it, we'll leave it as is; non-critical imho.

5) Scholar. I don't have a clear opinion on this myself. There are 4 options:
- leave as is
- forget on Expert
- on Expert, change to any basic magic skill (Wisdom, Sorcery, Intelligence, Mysticism, 4 schools)
- on Expert, change to any basic skill
I myself lean more toward option 3; needs further discussion.

It's a shame we didn't manage to discuss the quantitative parameters of the new skills — they should still be slightly different from those of classes (more in some places, less in others). So for now, I'll do it at my discretion, and we'll see how it goes.

Also, at the community's request, we will rework Ajit — Offense and Archery from the start, as well as 4-5 Evil Eyes from the start for Dungeon heroes (instead of 3-4). That is, Ajit will arrive with 19-22 Evil Eyes.
In reply to Wicc
#391
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Let's have Ajit without shooting, but with offensive plays!
In reply to Wicc
#392
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1) Remove the 25% hit bonus for monster specialists. For. 2) Remove classes as a concept, and transfer their functionality to individual skills. Agree. 3) Additional functionality for skills. Only for diplomacy. 4) Give armor and logistics specialists a 2.5% bonus per level. Let's not touch offensive specialists for now; they don't seem to be overpowered. Against. 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). Agree, in favor of optionality. 6) We need to somehow improve the Tavern; it's a very weak Castle. For now, I don't want to touch the heroes from the Tavern; it's still unclear what balance of skills will be established, and heroes alone won't help much, so we need to change the building tree and prices. For. 7) Let's put aside any complexes about the starting army and give Ufretin, Stricker, Edrick, and Korbak an army like the regular heroes of their respective Castles. Definitely for. Regarding dual magic damage – it's an interesting idea. Regarding learning: it seems that the optimal upper limit is 50%.
In reply to theShevanesian
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#393
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Since you mentioned my loss against ProtossArchon as an example, I would like to request a fix for the bug with the timer. Due to this bug, as well as general confusion, I was caught off guard and lost that match. Specifically, the timer disappears from the screen when time runs out. P.S. That match definitely reinforced my belief in the overpowered nature of Tiraqsor, although it was lost due to a mistake. At the same time, I had a total advantage in most factors throughout the match and should have been able to secure victory with two Utopias on 125. However, due to the mistake, I only captured them on 127, when it no longer made sense to advance to the opponent's main castle. P.P.S. How will the new feature be implemented? I have a few interesting matches saved, will I be able to finish them after the new build is released?
Земля нуля.
Все в ней нулево и кукольно.
In reply to Oelm
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#394
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Oelm
P.P.S. How will the new feature work? I have a few interesting games saved; will I be able to finish them after the new update is released?
Since the save file already contains all the scripts, changes to them will not affect the game.

The timer bug can usually be fixed by typing any text in the game chat. If that doesn't work, you should restart Heroes; the timer will appear.
In reply to Wicc
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#395
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Wicc
... If I see that my opponent has dug up Tazara, I feel sad. If I see that they've dug up Kreg, I don't care.
Yur, you seem to be forgetting a crucial point: with the current upgrade priorities, Swamp creatures generally level up better than Barbarians, and they have a higher chance of getting the desired skills, which weakening their special ability won't fix.
In reply to PReDS
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#396
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PReDS
Yur, you seem to be forgetting a crucial point: with the current upgrade priorities, Swamp creatures generally level up better than Barbarians, they have a higher chance of getting the desired skills, and weakening their special ability won't fix that.
This is also true.

However, the overall balance of Kreg-Taz isn't particularly important; what's more interesting is the relationship between Taz, Brogh, Vistan, Dragon, and Alkin. My opinion is that Taz with 5% will be much stronger than the other Swamp creatures.
In reply to Wicc
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#397
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Wicc
This is also true.

However, the overall balance of Crag-Haz isn't particularly important; what's more interesting is the ratio of Haz-Brog-Wistan-Dragon-Alkin. My opinion is that Haz-5% will be much stronger than the other swamp factions.
Wistan-Dragon-Alkin will provide a faster start. By the way, it wouldn't hurt to increase the Dragon's stack of gnolls from 10-20 to 15-20. Brogh is Brogh, as long as he has scouting.
In reply to Wicc
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#398
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Wicc
3) Healer and Tent. During the discussions, it turned out that this proposal has several drawbacks, so for now, we won't change anything. The Healer will be removed, and the Tent will retain its functionality. We'll return to this issue later if we decide to generally improve the mages.
We need to make it so that the Tent heals a monster by 100% on the Expert difficulty. I think this is worth taking the skill for.
Wicc
5) Scholar. I don't have a clear opinion on this. There are 4 options:
- leave it as is
- make it forget the skill on the Expert difficulty
- on the Expert difficulty, change it to any basic magical skill (Wisdom, Sorcery, Intelligence, Mysticism, 4 schools)
- on the Expert difficulty, change it to any basic skill
I personally lean towards the 3rd option; we need to discuss it further.
The replacement should be with a magical skill. Also, add Eagle Eye.

Added 50 seconds later
PReDS
Wistan, Dragon, and Alkin will provide a faster start. By the way, it wouldn't hurt to increase the Dragon's stack of Gnolls to 15-20 instead of 10-20. Brogh is Brogh, as long as he has Scouting.
Yes! Increase the number of Gnolls for the Dragon!
In reply to Wicc
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#399
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It might be too late to talk about experience now, but it seems to me that the optimal values are 10%, 25%, and 50%.
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
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#400
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Dirty_Player
It should be implemented so that the tent heals a monster for 100% on Expert difficulty. I think it's worth taking the skill for this purpose.



And it should apply to ALL controlled units, not just one.
С истиной где-то рядом...





Лето 2010.
In reply to Dirty_Player
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#401
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Dirty_Player
It should be made so that the Tent heals a monster for 100% on Expert difficulty. I think it's worth taking the skill for that.

And even better, it should resurrect! ;)
For this, the Tent itself should be like the one in Haven.
In reply to KobRa_RR
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#402
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Dubrovin Pavel
And ALL controlled units, not just one.
Come on, Pasha, this is too much :) Then a single Angel unit will kill everyone :)
KobRa_RR
And even better, it should resurrect! ;)
For this, the tent itself should be like in Haven.
Well, Tem, what's wrong with it healing 100%? Do you think people will start using Azurites with a tent? :)
In reply to Dirty_Player
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#403
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Dirty_Player
It should be made so that the tent heals a monster for 100% on expert difficulty. I think it's worth taking the skill for this purpose.

Let it cast Cure along with regular healing on expert difficulty, removing all negative spells, and give it 250 health, like a ballista – it would be a good counter to gunners.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to Wicc
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#404
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What about the catapult? I'd give it 1500 health, because you need to reward the attacker for their bravery (or recklessness)...

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