Skip to content

Posts from Ideas and suggestions.

No ratings yet — be the first to rate!
User Avatar
Auto-translated
I won't hesitate to create a topic because a brilliant idea suddenly came to mind. It's no secret that having a haven in a strategically important location can severely disrupt the game for one of the players or prolong it indefinitely. I suggest making it a paid feature, as in Heroes of Might and Magic IV, but also adding a system where the fee is charged based on the hero's level and the cost of the troops.
Стримы HMM5 на полных картах мод TE:
ru.twitch.tv/noom11

Alex_nv - draw - Vovan112013 летос 236

alex_nv wrote: Наконец то нормальная игра с открытием половины карты.
User Avatar
Auto-translated
I accidentally deleted my previous message. Is it possible to exchange artifacts between a hero in the garrison and a hero entering the city? On the map, there are 8 heroes, and it's impossible to remove a hero from the garrison without deleting another hero. If this isn't possible, could you add this option?

UTC+03:00, icq 593626431
User Avatar
Auto-translated
I have a theory (but I'm too lazy to test it) that the computer somehow manages to exchange artifacts within the city.
Auto-translated
I had an idea, and it might have already been implemented in Heroes 5. Introduce a building called a "mentor." Allow players to reset a hero's skills for a fee. If the topic of rebuilding the guild has already been raised, why not also rebuild the hero's skill tree and reset unwanted skills?
675832904
In reply to Chocolate Puma
User Avatar
Auto-translated
Chocolate Puma
I had an idea, although it might have already been implemented in Heroes 5. Introduce a building called a "Mentor." Allow players to reset a hero's skills for a fee. If the topic of rebuilding the guild has already been raised, why not also rebuild the hero's skill tree and reset unwanted skills.
In Heroes 5, there isn't as much variety in possible heroes as in Heroes 3 (using a hero who isn't native to the faction is usually very disadvantageous for several reasons; there are only 8 native heroes). And it's impossible to quickly train a new hero (there are no treasure chests, and an army on a level 0 hero cannot fight effectively against strong guards). Nevertheless, mentoring is very limited in terms of gameplay experience on tournament maps (the chance of generating a mentor exists only in treasure chests, of which there are usually only 2 on the map, and the number of resets is no more than 5 the first time and no more than one thereafter). Introducing it in Heroes of Might and Magic VII would make the game less diverse – everyone would play with a very limited pool of heroes.
Стримы HMM5 на полных картах мод TE:
ru.twitch.tv/noom11

Alex_nv - draw - Vovan112013 летос 236

alex_nv wrote: Наконец то нормальная игра с открытием половины карты.
User Avatar
Auto-translated
Some minor features that don't change the gameplay would be very useful: 1. Right-click on a hero's rest action. Then, hold down the left mouse button + ALT and click on any point on the map, and you'll see the exact number of moves to that point. This makes it much easier to calculate moves. The game becomes both faster and more precise. 2. During the opponent's turn, right-click on the "end turn" button, and you'll see how much time you and your opponent have left on the timer at that moment. This is very helpful for planning your next turn.
http://ru.twitch.tv/lizard_wt
User Avatar
Auto-translated
I'd also like to suggest another idea – to slightly modify the quest log. 1) It should display the artifact to be found in the quest as its icon in the log. 2) When you click on it in the log, it should show where to take the artifact to complete the quest. It would be similar to how it works when you're doing a Town Portal – you view the cities, and the map shows the location of the selected city.

UTC+03:00, icq 593626431
User Avatar
Auto-translated
I agree with the previous speaker; I've often thought about this too.
User Avatar
Auto-translated
Rather than specific ideas and suggestions, these are just general impressions from playing HotA.
The gameplay in HotA has improved noticeably recently.
My thoughts on Inferno and Necropolis remain largely the same: no one lets you play as Necropolis, and they rarely appear in random games. I've had more opportunities to play as Inferno, and the Castle has become much faster-paced. Even with the change that requires building a magic school to upgrade fairies, it's actually a plus. Now, if a hero explores and acquires the default wisdom on the first week, they can comfortably purchase the Magic Guild on the second week to acquire air, earth, and guarantee finding armor, tactics, and a free skill of their choice. This results in always having an ideal hero and fairies for boosting weaker units. And if you're lucky enough to find shrines with psychics, it becomes even more powerful, as maximum-level units can appear on the first week with 6+ psychics and 7+ stats on the hero. On the second week, they appear even without shrines (and this is without mass magic). I haven't tested Moon much, but I haven't played many small maps either; I think it might be more interesting than Inferno in those scenarios.
Now, let's talk about the other Castles that I didn't fully cover in our previous conversation.
I'll start with Swamp – it's undoubtedly my top-tier Castle, one that you can reliably choose when starting a game (assuming Necropolis and Inferno are always banned). Although, I might place it on par with Inferno.
The core gameplay of this Castle involves starting with a Dragon hero, gathering around 100 Gnolles by level 111 (and usually finding two or three more Gnolles in resource nodes on most maps). On average, I end up with a stack of around 110-120 Gnolles by level 112-114 (after scouting the map and consolidating the Gnolles into one force). These creatures break through almost anything: they have 7 speed, excellent damage and combat stats, and leadership on the main hero, which greatly simplifies things – infantry simply doesn't survive, and all resource nodes are easily taken by Gnolles, without needing to control Lizards or pray that a stack of neutral creatures doesn't accidentally wipe out your army. I was able to defeat a level 2 Guardian with a stack of 120+ Gnolles and a level 4 Dragon without a spellbook; a level 1 Guardian falls with any starting stack of Gnolles.
Here are a few more points about playing as Swamp. The standard two native heroes in the tavern, a Gnolles box, more than two Gnolles resource nodes, and early mass slow on the Dragon hero – all these common bonuses make the Swamp army a hurricane in the first week. Overall, I really enjoy playing as this Castle in HotA, but I suspect that others will soon discover its power, and it will become more difficult to play as Swamp.
Rampart is simply a strong Castle, and you can easily find it in the top 4. The Elves on all heroes greatly simplify things, and the Unicorns still run around like crazy. The three starting stacks also add to the early-game tempo.
I've played about 20 games as Tower. I really liked the changes to the starting setup; now, playing as Tower (considering the workshops) is very enjoyable. It hasn't become a top-tier Castle, but I think it can become a solid mid-tier Castle over time.
Citadel didn't make a particular impression; it's essentially a standard Stronghold with three starting stacks, except that tactics with Cyclops have been added, but I think it only works well if you have Cyclops artifacts.
Castle is also a mid-tier Castle. If you get a lot of money and resources early in the game, and if you get Archmages, it's incredibly strong; otherwise, it's below average.
I haven't played much as Inferno, so I don't have much to say.
Port is similar; I've only played about 7-8 games, but one thing is certain: Sea Wolves are amazing.
Finally, Dungeon. This Castle is at the bottom, and the three starting stacks didn't help it; it just fell behind the other Castles. I think either the starting setup needs to be cheaper, or Trolls need to be added to bring Dungeon up to a mid-tier level.

As I continue to play HotA and make new observations, I will update this post.
241-568-808
User Avatar
Auto-translated
When will there be tournaments with bidding for castles? Then the picture of castle balance will become clearer. I think that if you offer opponents to take Dungeon in exchange for your Stronghold/Tower/Castle, there will be no shortage of those willing to do so, even without a rollback, and even more so with it. Regarding the Swamp – well, I don't know, the Dragon is good, but calling it a top-3 is a bit optimistic, in my opinion. Offer your opponents to take Rampart in exchange for your Swamp – I think there won't be any refusals either.
User Avatar
Auto-translated
I think if you offer opponents to pick Dungeon against your Stronghold/Tower/Castle, there will be no shortage of takers, even without a reroll, and even more so with it...
in the current reality of Heroes, these castles are roughly equal and depend on the situation, and Dungeon will indeed be popular for a while, until players have played at least 10 games with that castle.
If I had to give a rough estimate, Tower-Dungeon would be 45%-55%, Castle-Dungeon 55%-45%, Stronghold-Dungeon 55%-45%, in my opinion.
Regarding Swamp - well, I don't know, Dragon is good, but calling it top-3 seems a bit optimistic to me. Suggest to your opponents to pick Rampart against your Swamp - I think there won't be any refusals either.
Dragon is very good, and with good map awareness, it's a pleasure to rush with it. (It clears out objects almost faster than anyone else).
241-568-808
User Avatar
Auto-translated
DaU
Let's keep the art and the amplifier.
Don't you think the amplifier is a bit too expensive? Maybe we should make it cheaper.
Auto-translated
Sorry if this is off-topic. Is it possible to install Horn of the Abyss separately from the original Heroes game?
Auto-translated
I think Nixies seem overpowered. Reducing the enemy's attack by 60% is too much. In the late game, with heroes having 35+ stats and a red orb, they are simply impossible to kill. Only the Grey ability counters them.
I think it should be reduced to 40%, and the base defense should be reduced from 20 to 16.
I'm also waiting for a nerf to Luna. For example, a bonus of x1.5 to damage instead of x2 would be perfect.
I would also like to see all artifacts fixed in terms of their value.
Auto-translated
So, a separate installation is possible; I found some good maps for HoTa. I'm interested in playing.

Statistics

Welcome our newest member: Emil