Skip to content

Posts from Balance in HotA.

No ratings yet — be the first to rate!
In reply to Aiwe
User Avatar
10 years ago
Auto-translated
Aiwe
Regarding magic, it would be interesting to make the spells Town Portal, Dimension Door, and Fly common to all schools, so that the player isn't forced to take Earth and Air in every game. And the restructuring, imho, is good as it is currently done in SoD, except for the library in Tower.

Even if all other magic is left as in SoD, this immediately makes all schools usable. Slow doesn't play a fundamental role on Jebus Cross, and Bless with Curses are also good skills for the start. The only one that suffers is Air, since aside from Haste there's nothing else. Well, Fly could be left in Air. In my opinion, this would greatly enrich and diversify the game.

You would have made a good WT player ;)
User Avatar
10 years ago
Auto-translated
Well, they definitely won't become universally applicable across all schools. Moving spells between schools and creating forced multi-school spells is highly unlikely, and making all key spells universally applicable would be a disaster, reminiscent of versions that shall not be named. If anything happens in this direction, it might be fixing some unusable spells and introducing unique water/fire control spells.
User Avatar
10 years ago
Auto-translated
I don't understand why we can't draw good ideas from World Tree or somewhere else. Why moving Slow and Teleport to all schools is considered a bad idea, but adding 2 control spells to Fire and Air is okay?) Besides, neither Slow nor Teleport is ideologically tied to Earth/Air. I understand that it would be wrong to put Slow in Air, but these are clearly neutral spells.
10 years ago
Auto-translated
Unique water control already exists. Everyone still remembers the beloved ability to walk on water in Heroes of Might and Magic IV. In my opinion, after adding portal gates to the map, from which you can teleport to any castle without an Earth expert (and without Wisdom), water control spells are simply begging to be made universally available.
In reply to nik312
User Avatar
10 years ago
Auto-translated
nik312
There were many ideas surrounding a reasonable redesign. I don't recall seeing this specific one, and it doesn't seem to be the most reasonable of the proposed options, but let's keep it in mind just in case.

This option has probably already been suggested, but I'll write it down just in case: when you click on a spell in the guild, it offers to replace it with another (random) spell for a certain price.

Pridu
In my opinion, after adding portal gates to the map, from which you can teleport to any Castle without an Earth Expert (and without Wisdom), control spells naturally become universal.

No, adding Teleport and Dimension Door to all schools would definitely be nonsense. You just need to create another object on the map for Dimension Door and for new control spells, if they are added. Also, just in case, I'll remind you about a very cool object that was shown in the very first Photoshop screenshots of Heroes of Might and Magic, - a broken portal that moves the hero to a random point on the map.
10 years ago
Auto-translated
Aiwe
I don't understand why it's impossible to draw good ideas from Warlords or somewhere else. Why is moving Slow and Teleport to all schools considered a bad idea, while adding 2 control spells to Fire and Air being acceptable?

Besides, neither Slow nor Teleport is ideologically tied to Earth/Air. It's clear that it would be wrong to put Slow in Air, but here they are clearly neutral spells.
The icons for Slow/Teleport are clearly designed in the color scheme of their respective elements, so if they are moved without changing the icons, these spells will look strange and out of place "within" the frameworks of other elements (and will simply look like Air and Earth spells if you don't specifically remember that they have been changed).
The gameplay will have this side effect: each of the 4 elemental books will effectively provide full control on its own. This looks a bit strange, and it's unlikely that this is what anyone wants to achieve. In the case of adding new control spells, each book provides something unique, rather than everything at once.
Logically, only Slow is really associated with Air, while Slow and Teleport are not particularly associated with anything (especially since, in some Might and Magic games, Teleport is used in water).
Pridu
In my opinion, after adding portal gates to the map, from which you can teleport to any castle without an Earth expert (and without Wisdom), control spells are a natural fit for all schools.
Rather, the opposite is true - given that the gates are designed to resemble the Teleport icon, and the icon requires a change for movement, the gates themselves may need to be changed.
User Avatar
10 years ago
Auto-translated
I completely forgot to ask, I don't know if anyone has already asked about this, but why was the feature to rearrange 2-hex units on the battlefield removed? Did it ever occur to you that they start the battle one cell ahead? Therefore, they should have the same advantage on the battlefield! If you wanted to balance this somehow, you should have given them the function to step back one hex on the last cell of the battlefield by default.
In reply to Sav
User Avatar
10 years ago
Auto-translated
Sav
The icons for Flight, Dimension Door, and Teleportation are clearly designed in the color scheme of their respective elements, so if they are moved without changing the icons, these spells will look strange and out of place within the "frames" of other elements (and will simply appear as air and earth spells unless you specifically remember that the icons have been changed).
The gameplay will have the side effect that each of the 4 elemental books will effectively provide full control on its own. This looks a bit messy, and it's unlikely that this is what you want to achieve. In the case of adding new control spells, each book provides something unique, rather than everything at once.
Logically, only Flight is really associated with air, while Dimension Door and Teleportation are not particularly associated with anything (especially since Teleportation is used in water in some Might and Magic games).

Well, you could make it so that Dimension Door and Teleportation are only available in the books (Artifacts) of air and earth, or remove Dimension Door and Teleportation from the books altogether (Dimension Door will remain in the hat) and increase the chance of the Teleportation scroll. In any case, this will diversify and enhance the gameplay.
In reply to HellLighT
User Avatar
10 years ago
Auto-translated
HellLighT
I completely forgot to ask, I don't know if anyone has asked this before, why was the feature of rearranging 2-hex units on the tactical map removed? Did it ever occur to you that they are positioned one cell ahead at the beginning of the battle, so they should have the same advantage on the tactical map! If you wanted to somehow balance this, you should have given them the function to step back one cell on the last cell of the tactical map by default.
Simply because it was an obvious bug in the AI code. A feature that is only available through briefly enabling auto-battle is a flaw in the mechanics, not a feature. The fact that the advantage of 2-hex units is nullified by the tactical map was deliberately designed by the game developers. Their logic is understandable - the tactic skill allows you to arrange troops within N cells before the battle, and it is not clear why larger creatures should have more space for maneuvers (+1 cell) right in front of the enemy. But, giving a similar option through the interface wouldn't be that bad. It's a bit unintuitive, but with enough desire (in my opinion), it's possible.
Well, you could make it so that Town Portal and Dimension Door are only available in the Air and Earth spellbooks (artifacts) or remove Town Portal and Dimension Door from the spellbooks altogether (Dimension Door remains in the hat) and increase the chance for the Town Portal scroll.
No, it can't be done. I understand that from the perspective of an ordinary player, anything that comes to mind is possible, but there are certain rules of mechanics and a certain game logic that cannot be violated just like that. If a spell belongs to a certain element, it is enhanced by the element skill, given by the element spellbook, appears in the Pandora's Box for that element, and increases its damage (if any) from the orb of that element. The only option for the absence of a spell in the spellbooks is to ban the spell on the map. But then it will not be in the hat or in the pyramids either.
I don't understand why you can't draw good ideas from Warlords or somewhere else.
Good ideas can be taken. But not bad ones. Changing the tower upgrade tree is an acceptable idea that has been adapted. Introducing experience, classes, etc. is a change to the core gameplay of Heroes. Massively moving spells between levels and schools also changes the game beyond recognition. What seems cool to you from the point of view of balance/diversity may be completely flawed from the point of view of game mechanics, atmosphere, interface, continuity, etc. For a classic, high-quality add-on, such drastic changes are unacceptable. The approach for HotA is described in the information post of this section. For a better understanding, look at what has changed in the game from Armageddon's Blade to Death and Decay and continue the chain indefinitely. You will get an approximate range of possible HotA developments (minus changes to particularly ingrained elements, plus a little more attention to balance).
In reply to nik312
User Avatar
10 years ago
Auto-translated
nik312
It's simply because it was an obvious bug in the AI code. A feature that is only accessible through temporarily enabling auto-battle is a flaw in the mechanics, not a feature. The fact that the advantage of 2-hex units is offset by tactics was deliberately implemented by the game developers. Their logic is understandable – the tactics skill allows you to position troops within N cells before the battle, and it's not clear why larger creatures should get more space to maneuver (+1 cell) right in front of the enemy. But, giving a similar option through the interface wouldn't be so bad. It might not be very intuitive, but with enough effort (in my opinion), it could be done.

NIK, with all due respect for what you do, you can't remove one bug and leave another: I'm talking about the inability of a two-hex unit to move back one cell.
10 years ago
Auto-translated
nik312
Massive changes to spell placement across levels and schools also alter the game beyond recognition.
Which game? SOD is already unrecognizable in HotA (to varying degrees for everyone). Why not be bolder?
The fact that Haste and Slow are at level 1, while things like quicksand, minefields, and elemental protection/weakness are at levels 2-4 – that’s 100% garbage.
I think it’s perfectly logical to balance things by rearranging them by level.
And in general, I would prefer a clearer and more understandable logical approach to changes over chasing some abstract idea of “classicism.”
Because, honestly, for an innocent suggestion to allow the Witch and the Scholar to forgo a skill, the response is – no, that’s not classic, it’s not atmospheric...
In reply to baratorch
User Avatar
10 years ago
Auto-translated
baratorch
Seriously, it's just a reasonable suggestion to allow witches and wizards to decline a skill. But the response is, "No, it's not classic, it doesn't fit the atmosphere..."

And what about when you level up and are offered two new skills – would it be atmospheric to allow the option to decline both?

P.S. Lol, a guy in the neighboring thread also wrote about this object; it turns out it's called the "market of time" :)
In reply to Marcus Aurelius
User Avatar
10 years ago
Auto-translated
Marcus Aurelius
Would it be atmospheric to allow players to decline both new skills offered during a level-up? And what about an atmospheric object on the map that would allow players to forget one of their secondary skills, freeing up a slot for another?

market of time, a classic object conceived by the developers.
In reply to KobRa_RR
User Avatar
10 years ago
Auto-translated
KobRa_RR
market of time, a classic object, conceived by the developers themselves.
Where did you get the information about the developers? In the neighboring thread, a guy is suggesting bringing it back.
User Avatar
10 years ago
Auto-translated
Yes, I posted a message, checked out a related thread, and had a good laugh. :)

And also, please add an atmospheric turn order bar for battles. :)

Statistics

Welcome our newest member: recijeb