Posts from NHF – new heroes for Heroes V 3.1.
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The dynamic nature of the game depends more on the map. And many people like to savor the game before the finale.
Those who enjoy a long game can do so on any mod; the question is, what is the balance tailored for? In the original game, the balance is clearly designed for a relatively long game with a finale around 2 months. This means that at shorter timeframes, the balance is disrupted (for example, Chaos magic), and therefore, the game becomes less interesting.
An example is the perk for "Recruiting." What is +5% troops per day, rounded down? Not that much, if we're talking about a dynamic game and short timeframes. But what if the game lasts for a month? It's overpowered. On the other hand, if it's, for example, +2%, it could be a good perk in a long game, but absolute garbage in a fast-paced game. Are we suggesting that we should consider long timeframes when creating useless perks? No, quite the opposite; if the opponent drags the game out, they are to blame. Dragging the game out is also a strategy that should have its counters.
Although, in principle, this is exactly the kind of perk that could simply have different numbers for different projects, but the same general meaning.
Make it so that Erin (the Necromancer) starts the game with 1 Witch, because right now she only gets one after a week, while other heroes get them right away.
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This is just my humble opinion.
I think that if different classes have the same skills and the same skill tree, then the point of having classes is lost. The connections in the skill tree should initially take into account the percentage chance of stats appearing for each class and be structured in such a way as to create a choice (either you upgrade a skill with high synergy with your stat, but it may not be the most useful skill in itself; or you upgrade a skill with little or no synergy with your main stats, but for some reason it may turn out to be extremely useful, for example, damage per turn for the Dark Elves).
That's just my humble opinion.
But the focus of the faction's troops shows that it is unlikely to work well, just like a racial skill. Plus, only two schools of high-level spells appear in the cities.
This defines the classes. Therefore, it is stupid to give other magical schools a higher chance of appearing when there won't even be spells of that school...
At least for this reason, there won't be opposite classes.
Added 4 minutes later
Now the skill tree provides a fairly good choice in different directions. In addition, I want to leave the factions with their uniqueness, even if it's in the same rare skills, without classes covering all the "gaps" in the skill tree.
Added 4 minutes later
Regarding damage per turn for the Dark Elves. And it's good that the percentage of defense won't change.
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That's correct, if the classes are opposites of each other.
In this case, I didn't quite express myself correctly. I meant not classes within one faction, but heroes from different factions.
That is, in my opinion, individual skill trees for different factions should take into account the stats of that faction.
A Mage will remain a Mage even in another class.
But I'll repeat, but in a different way, that there shouldn't be big differences within factions. For example, an Academic won't be a 100% Warrior, and if we want a Warrior, we play, for example, as a Knight.
If there were two classes within the Academic faction: a Mage and a Warrior, this would mean that they are opposites. And this shouldn't be the case, because a Warrior is a different faction, and we would lose the uniqueness of the faction.
Added 4 minutes later
For example, let's say there are an Academic and a Wizard from the Academy.
The first remains as is, the second receives a bonus to magic due to knowledge.
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Then I don't see the point even more... You'll create a new entity, but the change in gameplay will be minor.
The Necromancer has a good chance of getting combat skills (defense, attack).
But instead of making him a pure warrior, we should shift the focus from defense to attack, while balancing knowledge and magic.
Added 3 minutes later
There was once an idea in this thread to give some heroes within a Faction other classes. For example, give the Djinn race within the Academy Faction a different stat distribution.
Added 54 seconds later
The task now is to change the skill tree as little as possible.
Although everything can be done as a separate module, as suggested above.
Added 9 minutes later
Here's the icon.
Added 7 hours 2 minutes later
For some reason, I had the idea to make all skills primary and balance their strength. Will the game often repeat the skill distribution...?
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For some reason, I had the idea to make all skills primary and balance their strength. Will the game frequently repeat the same skill appearing...?
The perks are arranged in structures with connections not only for aesthetics and order but also to reduce the element of randomness. Getting one basic perk out of 3 can be difficult, and getting it out of 7-10 is only possible with luck. And besides, without a structure, the entire skill progression disappears, in favor of a roulette.
With a structure, the task is reduced to getting the parent perk of level 1, and then upgrading the desired perks of levels 2 and 3 almost automatically (there are no branches, or there are only 2, not 3).
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
I agree, I'm in favor of having a structure, and it makes sense when one skill is a development of another (for example, Storm Wind from the Lord of Storms).
Some skills are simply impossible without a connection (enchanted ballista, exploding corpses, etc.).
If there are only 6 skills in a school, and they don't repeat each other in the order they appear, the amount of randomness will be small (but is that really the case?).
Added after 3 minutes
Perks are arranged in structures with connections not only for beauty and order, but also to reduce the amount of randomness.
Regarding randomness, we need to look at the repetition of skill appearances with 6 skills.
If they are constant, then we need to look for a different scheme.
Added after 5 minutes
As I understand it, when leveling up, the game doesn't care whether it's a level 3 perk or a level 2 perk that is being upgraded (the difference is only between level 1 and 2/3).
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If there are only 6 skills available in school, and their appearance doesn't repeat consecutively, the randomness will be small (but is it really?).
As for me, there's nothing beautiful about it. When it's illogical for one skill to lead to another.
As I understand it, when leveling up, the game doesn't care whether it's a third-level perk or a second-level perk that's being used for leveling (the difference only matters between levels 1 and 2/3).