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Posts from NHF – new heroes for Heroes V 3.1. Auto-translated

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#2831
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You can set a percentage increase depending on the level. For example, 1% for every 5 levels.
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#2832
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Hmm, I like the idea of giving Veres knights without the "deadly strike" ability. For example, black knights, after removing that ability. But with the possibility of upgrading them at the Fortress for a good price. As a result, this ability could be made useful and less random (level 6 creatures in the early game, a small number of creatures with deadly strike in the late game, which could be a nuisance for the enemy in the final stages, but a nuisance that can be countered if desired).
 

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In reply to Nargott
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#2833
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Nargott
The "deadly strike" ability cannot be considered imbalanced unless you use a cheat in the form of constantly saving and reloading to manipulate the random number generator.
It's not really fair to simply eliminate half of any stack, regardless of its size, with only a 25% chance, without checking the ratio of parameters.
Give a small chance to a weak hero, divide it into several stacks, and you get a chance to at least halve the stack once: 44% for two stacks, 58% for three stacks, 68% for four stacks.
If the ability worked with a standard check, I wouldn't have any complaints about it. :)
Nargott
But 4 units of tier 6, yes, that's an imbalance.
With the possibility of obtaining them in the very first days, huh.
In general, in the first week, you can get several tier 6 units through Necromancy. But for this, you need to "accumulate some corpses" to break through the necessary pits/djinns/wyverns/ancients.

I would only allow them to be raised after building a structure in the city, for example, the Temple of the Underworld (a requirement for building a building for the Undead).

I would rework the Knights' abilities according to the following logic:
Heavily armored cavalry with a decent shield, consisting of such terrible creatures that even Necropolis couldn't find a place for them. :D

And as for Veres himself, here's roughly what a revision of his specialization might look like (a couple of options off the top of my head):
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In reply to DirtyLiar
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#2834
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DirtyLiar
It's not really fair to simply reduce half of any stack, regardless of its size, with only a 25% chance, without checking the ratio of parameters.
We give a weak hero a Random Skill, divide it into several stacks, and we get a chance of at least halving the stack once: 44% for two stacks, 58% for three stacks, 68% for four stacks.
If the ability worked with a standard check, I wouldn't have any complaints about it. :)
Using the same logic, one could argue that a single caster unit is overpowered. It's "not really fair" when 1 monk casts a buff on 10 angels. Or when 1 paladin removes mind control. Or when 1 single peasant unit removes retaliation or blocks the passage for a crowd of knights. And so on. There are things that play a role in certain situations, regardless of the amount of units, and this is a perfectly normal phenomenon, in my opinion. The fact that they are supposedly imbalanced has not been proven by anyone yet. Some people simply like this state of affairs, while others don't.

As far as I remember, the Random Skill doesn't have a speed of 8, and it doesn't turn corpses into retaliation units, so the chances of actually hitting anyone in the aforementioned scenario are quite slim. If we're talking about breaking through, then it won't be possible to break through for a long time in this way, unless with cheat loads. And even then, the effect of halving is questionable, because if there are few Random Skill units, they won't be enough to finish off even the halved stacks. Moreover, when attacking sufficiently strong neutrals, there will be many stacks.

In short, in my opinion, the overpoweredness of this ability is a myth.
Разработчик Heroes 5.5 WarGame Edition.
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#2835
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Nargott
Using the same logic, one could argue that a single caster unit is overpowered. It's "not quite right" when 1 monk casts a buff on 10 angels.
It's "not quite right," yes, if it's cast with the same efficiency. But the durations differ between 1 monk and 10, for example.
Although I don't like it either, I would tie the effect of the buffs to SP.
But this is not a triggered ability.
Nargott
Or when 1 paladin removes mind control.
This is not a triggered ability.
Nargott
Or when 1 peasant removes retaliation or blocks the path for a group of knights. And so on.
One fighter with a machine gun can certainly delay a large enemy force in a narrow place for some time. At the cost of his own life, of course.
But again, this is not a triggered ability.
Nargott
There are things that play a role in certain situations, regardless of the amount of units, and this is a perfectly normal phenomenon, in my opinion. The fact that they are supposedly imbalanced has not been proven by anyone yet. Some people simply like this state of affairs, while others don't.
There are things, yes.
But at this specific moment, I'm talking about triggered abilities. Which, for all units, trigger depending on the ratio of the attacker's and the defender's parameters.
But for the Necromancer, it doesn't. It's a chance not tied to anything.
Nargott
As far as I remember, the Necromancer's speed is not 8, and corpses don't trigger retaliation, so the chances of actually hitting anyone in the aforementioned scenario are quite slim.
Not 8, yes. 7+Tactics+boots+Aura (rarely). Plus - RD + BDP (Necromancer). There are plenty of chances.
Nargott
If we're talking about breaking through, then it won't be possible to break through for long in this way, unless with cheat loads. And the effect of halving is also questionable in this case, because if there are few Necromancers, they won't be enough to finish off even the halved stacks. Especially since when attacking достаточно strong neutrals, there will be many stacks.
No, breaking through is much more reliable with Vampire level 2 units in the corners.
I'm talking more about the trickster.
Nargott
In short, the overpoweredness of this ability, in my opinion, is a myth.
I hold a different view.
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#2836
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"DirtyLair"
These abilities trigger for all units depending on the ratio of the attacker's and defender's parameters.
Not for all. There's also incorporeality. And also the bear scare, which hardly depends on parameters (against small targets). Even one bear has at least a 50% chance of scaring away any number of units (of small size). And also the unicorn's resistance aura. A key stack being affected in this way is no less noticeable than being halved. There are plenty of examples of units with and without upgrades that are effective.
Not 8, but 7+Tactics+boots+Aura (rarely). Plus - RD + BDP (Necropolis). There are plenty of chances.
But this is no longer a weak hero.
We're talking more about a cunning hero.
Or a cunning hero that is practically realized in this way, or just a theory? Is there any statistics that such a cunning hero is overpowered?
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#2837
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Ment
Hmm, I like the idea of giving Veres knights without the deadly strike ability. For example, black knights, after removing that ability. But with the possibility of upgrading them at the Fortress for a good price.
As a result, this ability can be made useful and less random (level 6 creatures in the early game, a small number of creatures with deadly strike in the late game, which can be a nuisance for the enemy in the final stages, but a nuisance that can be countered if desired).
The idea is interesting, but the Fortress might not be available. But it's much more interesting for the player to play as RC than as CH (an uninteresting unit).
You could try suggesting a different way to improve them.
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Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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#2838
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Guys, regarding the balance. The concept for the NHF mod is essentially ready (12 new heroes per faction). All that remains is to balance it, and then we can release version 1.0. I really hope for your help with this.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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#2839
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DirtyLiar

As for Veres himself, here's how a possible adjustment to his specialization might look (a couple of options off the top of my head):
Can I post the edits as code, images, etc., directly in the message?

There was a suggestion: remove the riders - not the horses. My answer: There are so few horses in the game that Veres might end up with no ranged units at all...
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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#2840
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In my opinion, all the heroes are already quite well-balanced. As for Veres, the probability that a unit of cavalry will be nearby at the beginning of the game is extremely low. And besides, the idea that his "Deadly Strike" ability is overpowered is a myth; without the "Soldier's Luck" skill, it doesn't trigger very often.
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#2841
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There is also a negative aspect to the Death Strike ability: with regular damage, Death Knights will eliminate a much larger number of creatures...
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Карты для HeroesV:
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In reply to Dyrman
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#2842
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Dyrman
A deadly attack also has a negative aspect: when dealing normal damage, Death Knights can eliminate many more creatures...
And a grenade in the hands of a monkey won't be of much use :D - I mean that you need to know how to use the creatures' abilities correctly, and even considering the fact that there are situations where Death Knights can eliminate many more creatures with normal damage, the ability is still strong, and the described drawback is not that significant, I think.
... И древний лес, роскошен и печален,
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...
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#2843
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Dyrman
There is also a negative aspect to the deadly strike: when dealing normal damage, Death Knights will destroy a much larger number of creatures...
As far as I remember, in that case, the ability will definitely not trigger. That is, the strike is always beneficial.
But there is also a downside: the rounding is done downwards, meaning fewer than 50% of the creatures are killed. For example, out of 3 dragons, the ability will only kill 1, and against 1 dragon, the ability will not trigger at all.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#2844
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Nargott
As far as I remember, in that case, the ability definitely won't trigger. That is, the attack will always be advantageous.
Oh, come on??? It's quite possible that this was fixed before version 3.1.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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#2845
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I suggest replacing the Kunyak's specialization with "Liberator," which would grant the hero the ability "Remove Shackles," functionally similar to the Paladin's ability "Lay on Hands."