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Posts from Barbarian

5.0 (4 ratings)
19 years ago
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I propose the Barbarian race./*sometimes an alternative option is in parentheses*/

Homeland - sands.

Hero rides a yak.

SPECIAL skills of Barbarian heroes:
1). Swift Troops: 10% initiative increase for the hero, the entire army, and war machines./*You'll call it a cheat, because such an ability for necromancers and humans is cast during battle and does not apply to the hero, but they also raise/lower morale, and the knight increases defense and attack, while the necro lowers luck!*/

2). Strong Leader: (I really liked the possibility of upgrading heroes as a combat unit in HoMM4) When the hero deals a hit, their level is considered doubled.

3). Shaman: The hero can perform rites unique to Barbarians (allows part of the MAIN Barbarian skill to work (see below)), using resources that increase damage, attack, speed, and initiative, but some of them simultaneously lower the defense of the hero's units./*One must pay for a good bonus with something.*/

MAIN Barbarian skill: Magic Resistance (a Barbarian who does not believe in magic):
I). Weak Magic Resistance - protection against damage-dealing spells is reduced by 10%, when attacking, the hero's level is considered larger by 2(1), the hero can perform level 1 rites.

II). Medium Magic Resistance - protection against damage-dealing spells is reduced by 20%, when attacking, the hero's level is considered larger by 4(2), the hero can perform level 2 rites.

III). Strong Magic Resistance - protection against damage-dealing spells is reduced by 30%, when attacking, the hero's level is considered larger by 6(3), the hero can perform level 3 rites.

IV). Powerful Magic Resistance - protection against damage-dealing spells is reduced by 40%, when attacking, the hero's level is considered larger by 8(4), the hero can perform rites at half cost.

Primary Stat Development:
Attack______45%
Defense_________40%
Spellcasting_____10%
Knowledge__________5%

Skill and Ability Development:
Light Magic_______________2%
Dark Magic________________2%
Summoning Magic_____________2%
Chaos Magic_______________2%
Scholarship_______________8%
Defense____________________8%
Sorcery_______________8%
Luck_____________________8% (or Unique Racial Skill 8%)/*since the racial skill is truly strong.*/
War Machine Management______10%
Leadership________________10%
Unique Racial Skill_10% (or Luck 10%)
Logistics________________15%
Attack________________15%

Non-standard Barbarian abilities:
Attack:
a). War Leader - when the hero hits, the hero's attack is taken into account if it is greater than the defense of the attacked unit. A branch of Marksmanship, requires developed Attack and Strong Leader.

b). Tactics Master - +1 cell when deploying troops before battle. A branch of Tactics, requires developed Attack.

Defense:
a). Native Army - the hero gains the ability to protect one stack until the end of the battle, or any of their stacks once, during an attack/spellcast by a hostile hero. Moreover, if the hostile hero casts a spell, the hero's (Barbarian) position is reset to 0 on the action scale; if they attack, they can only act after one of their own turns (in melee, the Barbarian is stronger than any other hero! Stuns them, for example). A branch of Evasion, requires developed Defense and Strong Leader.

b). Strong Reflection - +20%(10%) reduction in damage from hostile magic. A branch of Reflection, requires developed Defense.

Luck:
a). Lucky Hero - positive luck applies when the hero attacks. A branch of Soldier's Luck, requires high Luck

b). Old Shaman - when performing a rite that does not lower defense and is directed at one friendly stack, there is a 15% chance it will affect all friendly stacks. A branch of Lucky Hero, requires constant Luck and Shaman.

Leadership:
a). Joyful Leader - positive morale applies during any action of the hero. A branch of Aura of Speed, requires Expert Leadership and Swift Troops.

Logistics:
a). Eager for Battle - the hero always moves first in any battle. If the battle is between two Barbarians, the initiative of the opposing heroes is taken into account (various skills, abilities, artifacts that increase it). If the initiative is equal, the hero with more experience moves first. In a battle with oneself at the Sphinx, the real hero moves first. A branch of Death's March, requires Expert Logistics and Swift Troops.

//ADDED BELOW 26.11.06
Scholarship:
a). Clear Head - now when the Native Army ability is active and an enemy hero casts a spell on a creature in the Barbarian army, they can only act after one turn, and the Barbarian is not reset to 0 on the action scale. A branch of Magic Attraction, requires Medium Scholarship and Native Army.

War Machine Management:
a). Fierce Catapult - the catapult fires +1 time, and with each shot, those behind the castle walls take damage equal to 2*hero level and are shifted toward 0 on the action scale by 0.1 if the target is not destroyed and by 0.3 if it is. A branch of Sulfur Rain, requires Expert War Machine Management and Swift Troops.

Light Magic:
a). Light Knowledge - +2 knowledge. A branch of Light Secrets, requires Expert Light Magic and Shaman.

Dark Magic:
a). Dark Knowledge - +2 knowledge. A branch of Dark Restoration, requires Expert Dark Magic and Shaman.

Chaos Magic:
a). Chaos Knowledge - +2 knowledge. A branch of Chaos Secrets, requires Expert Chaos Magic and Shaman.

Summoning Magic:
a). Summoning Knowledge - +2 knowledge. A branch of Fog Veil, requires Expert Summoning Magic and Shaman.
//ADDED ABOVE 26.11.06

Sorcery:
а). Swift Leader - now Sorcery also applies during a hero's attack. A branch of Secret Knowledge, requires developed Sorcery and Swift Troops.

//ADDED BELOW 26.11.06
b). Incredible Spellcasting - when a Barbarian uses spells, the spellcasting level is determined by the highest current primary stat of the hero. A branch of Swift Leader, requires Expert Sorcery, Light Knowledge, Dark Knowledge, Chaos Knowledge, Summoning Knowledge.
//ADDED ABOVE 26.11.06

Next are Barbarian units (You'll call it plagiarism, I'll say HoMM5 is a plagiarism of HoMM1(2,3,4)). I've only decided on their abilities:
So far only about 6 units, but in total there will be 1 flying, 2 shooters (one of whom is a caster), 4 melee (one of whom is a shaman-caster).
Barbarians have high attack and normal damage, sometimes high due to variance, high health, BUT WEAK defense (almost all run around half-naked, and it's too hot in the sands to live in armor, which was never really used by Barbarians due to their nomadic lifestyle and offensive battle strategy), and low growth (units of levels 1-4) (until a specific level 15 building is constructed in the city (a rather expensive structure) - pastures, increasing growth by 50%(30%), there are no other buildings that increase unit growth (except for the Stronghold and Castle, naturally). Also some warriors are particularly susceptible to certain spells. Not expensive.

Level 2: Harpy (Similar to Furies, but they fly, have shorter movement distance and lower initiative).

Level 3: Orc (Shooter, upgraded shoots twice (to spite the bow masters)).

Level 4: Berserker (The Berserk spell lasts 2 times longer, magic resistance (standard ability) for this spell is 7.5%. For upgraded ones it's 1.5 times longer, and magic resistance works normally. They can discard armor, which they have (seemingly made from large animal bones), thereby significantly lowering their defense and increasing speed, attack, and initiative until the end of the battle. Regular ones need a turn for this, while upgraded ones need 0.3 turns).

Level 5: Ogre Shaman (Shaman-caster, regular casts Blessing and one of the rites, upgraded - Blessing, own same as Punishing Strike and 2(1) rites. High health, high attack, normal defense, but low initiative (but if he hits, it'll be brutal)).

Level 6: Cyclops (Large creature, shooter, area-of-effect hit during ranged attack. Casts Earthquake; the spell level depends on the number of cyclopes in the stack, specifically level=number in stack/(2*standard weekly growth), rounded down. The Blindness spell lasts 2 times longer. Upgraded ones have a 30% chance when attacking to cast Earthquake without spending mana, and the Blindness spell lasts 1.5 times longer).

Level 7: Troll (Large creature, chain hit (chance to stun for 1 turn and enemy does not respond), reduces defense by 50%, upgraded by 75% (the chain is massive, so it smashes armor to pieces)).

Specific Barbarian buildings:
1). Atheist's Pillar - increases protection against hostile magic for all player heroes. The increase is cumulative.

2). Rite Glade (hut) of different circles (from 1 to 3) - rites of different circles. THERE ARE NO MAGE GUILDS!!!!!

3). Pastures - +50%(30%) growth for all creatures.

4). Sharp Peak(blade) - +1 attack and +1 defense when defending in the castle.

Unique Barbarian hero skill: Nomad - if the opponent captures all player castles, a hero with this skill can survive without a castle (other player heroes perish) for one week longer + 1 day per level.

And the ultimate ability SUPER STRENGTH - the hero's attack is increased fourfold (meaning by 2, but taking Strong Leader into account).
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19 years ago
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Barbarians are decent, but they are too monotonous compared to their predecessors in Heroes 3 and 4. I would remove the ogres and replace them with those same Rukh and Thunderbirds. You were a bit late with the Berserkers – there is already a dwarf-berserker. In the first four levels, I would put goblins instead of harpies and orcs (because it doesn't harmonize well with the race itself). Ogres are unnecessary – it will remind everyone of the Heroes 3 crisis. It would be better to have orc shamans, like in Gothic, and trolls – to diversify the race from the Lord of the Rings universe! :) ;) :rolleyes:
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19 years ago
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Units: Level 1: Goblin Attack 3 Defense 2 Damage 1-2 HP: 4 Speed 7 Initiative 10 Abilities: Fury Hobgoblin Attack 5 Defense 2 Damage 2-2 HP: 5 Speed 8 Initiative 12 Abilities: Fury. Retaliation (2 attacks). Level 2: Orc Warrior Attack: 5 Defense: 5 Damage: 2-4 HP: 15 Speed: 5 Initiative: 7 Abilities: Double Strike. Orc Chieftain Attack 7 Defense 5 Damage 3-4 HP 18 Speed 5 Initiative 8 Abilities: Double Strike. War Cry (once per battle, can increase the morale of all friendly units by 3. Duration: 4.00) Level 3: Axe Thrower Attack 8 Defense 7 Damage 8-8 HP 20 Speed 4 Initiative 11 Abilities: Ranged. Axe Master Attack 10 Defense 7 Damage 10-10 HP 22 Speed 4 Initiative 12 Abilities: Ranged. Piercing Strike (50% chance that upon impact, the axe will not stop and will continue flying along its trajectory, like a spell). Level 4: Ogre Attack: 10 Defense: 10 Damage: 13-15 HP: 45 Speed: 4 Initiative: 6 Abilities: Impenetrable Hide (damage from ranged attacks is reduced by half). Ogre Mage Attack: 15 Defense: 15 Damage: 18-20 HP: 60 Speed: 4 Initiative: 6 Abilities: Sorcerer (General Punishing Strike, Punishing Strike, Stone Skin). Impenetrable Hide. Level 5: Roc Attack: 14 Defense: 12 Damage: 7-13 HP: 70 Speed: 11 Initiative: 15 Abilities: Flying. Large. Thunderbird Attack: 16 Defense: 14 Damage: 9-15 HP: 80 Speed: 12 Initiative: 12 Abilities: Flying. Large. Lightning Shield (when attacking in melee, lightning is reflected onto the enemy; the bird itself does not trigger lightning when attacking). Level 6: Cyclops Attack: 20 Defense: 20 Damage: 22-34 HP: 100 Speed: 5 Initiative: 7 Abilities: Ranged. Large. Attacks fortress walls. Cyclops King Attack: 23 Defense: 23 Damage: 25-35 HP: 110 Speed: 5 Initiative: 9 Abilities: Large. Ranged. Attacks fortress walls. Fear (chance to lose 100% initiative for 1.00 upon attack). Level 7: Monster Attack: 50 Defense: 35 Damage: 50-60 HP: 200 Speed: 5 Initiative: 7 Abilities: Reduces defense by 50% upon attack. Ancient Curse (immune to all friendly spells except dispel). Ancient Monster Attack: 70 Defense: 60 Damage: 75-100 HP: 300 Speed: 5 Initiative: 6 Abilities: Ignores 100% defense. Immune to all spells. Uproots Ents from the ground. Here is my suggestion. Almost everything has been copied, but slightly adapted for Heroes 5.
In reply to Imp
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19 years ago
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Here is my response, Imp. Specifically, you need to adjust the balance; it's a real drag to play against such overpowered units! And the creatures – they're almost exact copies from Heroes 3. That's silly – Ogres are outdated, Hobgoblins have no place in the game; show some imagination! Reduce the stats and stay within reasonable balance limits!:mad: Cyclops 25-35, Monsters 70-100 – that's just ridiculous!
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19 years ago
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Damn =) Dear Alex Ghost, I'm not claiming to be a Nival employee and I'm not participating in the "racial question" contest.

Here is my response to Alex Ghost (c)

1) Read what's written below. It says there that I didn't invent anything of my own, I just ripped off almost everything from HoMM3 and adapted it for H5.

2) Compare Haven - everything there is a copy, except for the first tier trash units.

3) Due to the existence of a parameter like initiative, you can make monsters attack very rarely, but very powerfully. I made the monster's initiative very low. Naturally, these monsters would be very expensive and growth would be 1, no more. Well, and Heralds with Pit Lords would rule here big time. That's regarding the monsters. As for Cyclops, they have normal damage, especially from a distance. And man, they'd have very few ammo...
In reply to Imp
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19 years ago
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Cyclops are fine, they'll do, but the damage of the monsters is too high, it needs to be reduced! Let their initiative be higher, but the damage should be at least reduced to 80 for a monster! And regarding Haven – since they are almost a copy, does that mean we should take everything from the 3rd Heroes game? No, because a large group of fans of the 5th Heroes will protest against Nival with accusations of talentless copying due to a lack of imagination! :(

Added 8 minutes later
Darth Saruman;48446
...and Barloga...:D
Don't get too carried away. :)
In reply to Alex Ghost
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19 years ago
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Alex Ghost;48490
Cyclops are okay, that's fine, but the damage of the monsters is too high, it needs to be reduced! Let them have more initiative, but at least reduce the damage to 80 for a monster! And regarding Haven - since they are almost a copy, does that mean we should take everything from Heroes 3? No, because otherwise, a large group of fans of Heroes 5 will protest against Nival with accusations of talentless copying due to a lack of imagination!:(

Added after 8 minutes

Don't get too carried away. :)

Yeah, that guy really exaggerated the damage...:rolleyes:

With that damage, an ancient monster would be comparable to mega-dragons from Heroes 3...:rolleyes:
That's not right!:mad:
In reply to Alex Ghost
19 years ago
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Alex Ghost;48490
Cyclopes are okay, they'll do, but the monsters' damage is too high, it needs to be reduced! Let them have more initiative, but reduce the damage, at least to 80, it's already a monster! And regarding Heaven - since they are almost a copy, does that mean we should take everything from Heroes 3? No, because a large group of fans of Heroes 5 will go to Nival with a protest and accuse them of talentless copying due to a lack of imagination!:(

Added 8 minutes later

Don't get too carried away. :)
Alex Ghost;48490
Here is my answer to Imp. Specifically, you'll ruin the balance, and it will be a pain to play against such monsters! And the creatures are almost an exact copy of Heroes 3. It's silly - Ogres have had their time, Hobgoblins have no place in the game, more imagination is needed!
In our post-industrial age, it is difficult to create something new in computer games. Simply, most of the ideas available at the current level of technological development with today's interfaces have already been implemented in games.
On the other hand, the development of technology increasingly gives rise to remakes of old hits, made in accordance with modern standards. For example, remember Morrowind, which was more of a remake of Daggerfall than its sequel. Return to Castle Wolfenstein, Warcraft 3 - old ideas, adapted to a new style. Not clones, but great games of the past, the potential of which makes people constantly return to them, re-examining what was created before.

Please, offer your ideas.
In reply to MoZeS
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19 years ago
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Wow, Moses, you really got fired up about the post-industrial age! :p I was almost moved to tears... Where in Russia are you observing such an age?! That's probably why you come up with these ideas about Barbarians – you yourself live like a barbarian in the heart of Siberia. But that's just a side note. You really hooked me, you clever devil!!
About your idea: it's really COOL, if the right people heard it... The only thing is that you need to think about the abilities of the creatures! The idea of a "through-and-through axe" (what a horror:eek: !!) was very appealing. You came up with a great idea about mega-tactics and special hero skills – that's the best part. I think that the idea of rituals as a way to modernize magic in the game (like runes) is also good.
What I didn't like is this: I respected the Barbarians the most in Heroes 3 because you could develop very quickly with these creatures and defeat the nearest opponent. Therefore, the idea of a small increase and enlargement of creatures (which would definitely multiply freely without any restrictions;) ) won't appeal to players who dynamically build their castles (and I'm sure that's exactly the kind of players who loved the Barbarians in Heroes 3!!). In my opinion, with the introduction of city levels in Heroes 5, there is now almost no choice in building a Capitol or upgrading creatures first – this is a loss. IMHO, it would be good if the Barbarians could break this system!!:D
My respect – you really put in a great effort, I probably couldn't have done it!!
In reply to GmiR
19 years ago
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Aha! So that's who was lagging online yesterday!:D
They will be dangerous because they are strong and have a lot of hit points, even if their growth is small!
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19 years ago
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Well, if they're Barbarians, then they're weaker in magic, but masters of combat... And I'd add some old, good wolf riders... And Thunderbirds... And it would make for a great Fortress... Well, there's still the ability to come up with more ideas and that's it...
In reply to Pablo N Ochoa
19 years ago
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Pablo N Ochoa;50018
There's also the ability to figure things out and that's it...

Please, read the entire thread!
Their abilities are listed at the beginning of the thread.
In reply to MoZeS
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19 years ago
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MoZeS;50020
Please, read the entire thread!
Their abilities are listed at the beginning of the thread.
How could I not have read it... I didn't say "come up with," but "add to..." I would create something with the units, like in the third game, where you could sell them... Or convert it into Hero Power...
In reply to Pablo N Ochoa
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19 years ago
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also, add Barbarians as a faction, like in the fourth game, with types like nomads and some kind of savages!:rolleyes:
In reply to Pablo N Ochoa
19 years ago
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Pablo N Ochoa;50029
How could I not have read it... I didn't say "invent," but "add to it..." I would come up with something related to the units, like in Heroes of Might and Magic III, where you can sell them... Or adapt it to the Hero's Power...

All the abilities are FULLY described there. What is there to add? Each skill has its own abilities. Or did you mean other abilities?

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