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Building just one weakened unit in a Fortress for 15,000 resources is not cost-effective.


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KobRa_RR
Building just one fire-resistant bird in the Fortress for 15,000 is not profitable at all.
Well, then don't build it. Birds in the Fortress are not positioned as a main attack force, but as a tactical weapon – speed, immunity after upgrade. Accordingly, they are supposed to be built in the 2nd week, and in the first week, you should max out low-level melee units. Dragons have a similar role.
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Fly in the hot war became simply awful, and yet it has the same value as DD and TP. Wtf?)


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KobRa_RR
Fly in the hotel has become simply awful, and yet it has the same value as DD and TP. Wtf?)
Regarding DD and TP, I have some thoughts...

P.S. Cons and a bunch of resources also have the same value. Redwait's hat and the blue cap too.
In reply to Wicc
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Wicc
I also have some thoughts about Damage Dealers and Transporters...

I hope you're talking about translating them into the correct schools of magic? ;)

Added 1 minute ago
The new Damage Dealer mechanic saves 100 Mana Points due to auto-attack, but this is also a drawback when you jump into the darkness unnoticed

Added 2 minutes ago
Regarding the heroes: Jeremy is overpowered - he has a Log and a Cannon from the start, which normally cost 5000. He has become the absolutely best hero in the game, in my opinion.
Ghoshan with the nerfed Necropolis is no longer overpowered, + the symbol of the Necropolis Castle, I would bring it back, considering the worthy competitors in the form of Igry and Vidomina

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Wicc
Consa and a bunch of resources also have the same value. Redwait's hat and the blue cap too.

So fix it, what's stopping you?))


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I hope you're thinking about translating them into the correct schools of magic?
Nope. The team believes that moving magic between schools and tiers is ideologically incorrect. It is permissible to weaken the effect of overpowered spells or make their application more difficult. Ideally, add competitors in the same niche.

Changes to the Flight and Damage mechanics were not a goal in themselves, but a consequence of fixing the "shifted guard" rule. This is a very useful thing, and it's worth sacrificing some convenience in the application of individual spells for it. Moreover, they are still very strong, and weakening them benefits the gameplay.

Regarding Jeremy, there are plans to address this.

Regarding Goshun, 100,500 skeletons from the start are effective even without necromancy; have you forgotten how it was in HotA? When evaluating balance, it is useful to compare your proposals with the HotA necromancer and the SoD necromancer; many illusions will disappear.
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KobRa_RR
So, fix it, what's stopping you?))
If you fix all the objects whose value doesn't match their actual worth, the gameplay will change beyond recognition, and there will be significantly more dissatisfied players. It's easier to accept the fact that value is only weakly correlated with worth.
In reply to Wicc
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Wicc
I think I heard some undertones of female jealousy... :)

So, let me elaborate a bit. Initially, Hota was created as a fan-made add-on for the single-player mode, one of many mods for WOG. Over time, it was ported to its own engine, but the overall direction of development remained the same.

As of version 1.2, there was already the Dock, a large number of new objects, Campaigns, fixed maps, etc. The idea of online play existed, but in a latent form – it would be nice to have it someday.

Shortly before the release of 1.3, Wicc appeared and translated this idea into a constructive phase – "let's bring all this into a large online game." Changes were made to the balance of the factions, workshops were added, and so on – the Tvariny show match, the Tasting, etc.

At the same time, no one neglected the needs of the single-player mode – new objects were created (including those not intended for online play), maps were drawn, the graphics were refined, and another Campaign was released. The amount of work "for online play" is quite small and boils down to balance adjustments, which are not very noticeable to casual players. For example, who among them would notice the difference between 10-20 starting gnolls and 15-25? But for online play, this is a key change.

Regarding the Conflux and Necropolis – it's obvious that they needed to be changed because the factions are unbalanced. In all online rules for Heroes, they were either restricted or adjusted programmatically in one way or another, and Hota is no exception. The basis for the changes was not the rules of HotA, and not even the rules of WOG; a different version was devised, more compatible with the single-player mode and the overall atmosphere of Heroes. It is not positioned as a final version; adjustments are quite acceptable, provided there is an awareness of their necessity and an understanding of the degree of imbalance.

As for the statement that "the ban/change of certain objects seems questionable," I have read many different reviews about Hota's gameplay, and I can confirm the phrase "as many players, so many opinions" with hundreds of examples. Therefore, it is impossible to make something that everyone will like; the developers are making the game to their liking, trying to maintain a golden mean as much as possible.
Well, we're waiting for an answer. It's pointless to argue about "as many players, so many opinions." This is true in any matter.
Okay, I'll try to suggest a final version (it might solve many controversial issues. Although it might not...) and I'll stop asking questions in this direction.
Wouldn't it be possible to create 2 versions? One fully for online play, and the other for regular players (as mentioned above: casual players? you can call them that). Of course, a reasonable question arises: is this necessary for the developers? It's clear that probably not. But many programs have simplified versions (let's call them Lite).
So, what's the harm in trying? As they say in advertising: What if?
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Prim3
Would it be possible to make 2 versions then? One fully for online, and another for regular players (as mentioned above: casuals? that works too). Of course, a reasonable question arises here: do the developers even need this? It's clear that probably not. But many programs have simplified versions (let's call them Lite).
So, why not take a chance? As they say in the ads: Why not? What if!
Casuals' opinions on what HotA should be vary much more than those of online players. Therefore, it is more reasonable to speak of "HotA for Prim3". If you clearly formulate which changes you need, I think the developers will share some advice on how this can be done.
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Implement an M200 map in the editor that removes the Coliseum and the Mage Sanctuary. ------------------------------(and other objects that can cause imbalance) ------------------------------(often in M200, it generates 1 nymph for the first player, and none for the second, almost always), make the mountains smaller, I dream of seeing a well-made M200 map in the editor.
672466033
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s

Тут делимся книгами /topic/at/1139927/
In reply to Wicc
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Wicc
Casual players have much more divergent opinions about what HotA should be than online players. Therefore, it makes more sense to talk about a "HotA for Prim3." If you clearly state what changes you need, I think the developers will share advice on how to make it happen.
If possible, I'm all for it.
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Jeremy – replace the Lore skill with any other skill. Galtran – restore him, giving him starting stacks of 10-15.
http://ru.twitch.tv/lizard_wt
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Jeremy's strength isn't in his log, but in his cannon. He exhibits the same effect as Luna – massive damage in the early game, allowing him to capture objectives from "the next" week. The presence or absence of logs doesn't affect this.

Again, there's the example of Pir, who isn't always a starter even in Soda, let alone in HotA. Therefore, there's an intermediate balance value for the cannon's strength.

Regarding Goshan – considering the transformer, it will be something close to a hundred skeletons. And as a result, massive price fluctuations at auctions.

The idea is for Necropolis to have a weak start and a powerful finish; on the first week, it should be the weakest faction. Therefore, its start should only be strengthened if there are serious problems with getting out of the early game. But this doesn't seem to be happening.
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Jeremy's artillery could be removed, making him similar to Torosar. Or, the cannon could be replaced with a ballista. By the way, regarding the Moon faction. Are any fixes planned? For example, reducing the wall's damage?
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Well, since there’s some discussion going on here, I’ll post my thoughts here instead of in a private thread.
Again, there’s the example of Pir, who isn’t always taken as a starter in SoD, let alone in HotA. Therefore, there is an intermediate balance value for the power of the artillery.
But it’s not a given that this value will adequately reflect the artillery’s atmospheric role. Let’s say, if this theoretical value is = 3-5, then no one will lower the artillery to that level, and Jeremy will have to be nerfed.
As an extreme measure – in my opinion, it might be possible to remove Jeremy’s artillery and make him an analogue of Thoros.
As an extreme measure, it might be possible.
Or replace the artillery with a ballista.
But that’s unlikely. When a unique hero, who is a specialist, comes without an item related to his unique specialty, it looks, to put it mildly, strange.
Galthran – bring him back, giving him starting stacks of 10-15.
Not long ago, we managed to get rid of heroes with non-standard stack sizes. I wouldn’t want to go back to that, especially if there’s no guarantee that it will help. And if everyone gets 10-15, that will ruin all the Necropolis heroes except Gosha. He’s not worth it.
By the way, regarding Luna. Are any fixes planned? Like reducing the wall’s damage?
A more or less reasonable idea that was discussed was reworking the wall and the special ability, with a more even distribution of damage between them. But for now, there doesn’t seem to be any urgent need to nerf it. Maybe someday it will happen.

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