Thanks a lot. I will use some of his ideas into the next version of my patch. Now I can't wait for people to try it down along with me. His alterations are decent and are close to what some people in here have already been suggesting. Like Wind dancer speed deff boost reduction to 1 from 2. He also altered spells, like slow/haste.. again I am not trying to balance whole game, I am only balancing upgrades. And I do so without removing Nival's decisions. My patch shouldn't touch the game a lot.markkur wrote:@ Lubomir
Since I'm more the adventurer, I was talking with what I call a Battle-Master, and he shared this thought;
"As a starting point, might be a good idea would be to see what albolabris & Elvin did on their respective "modded" duel/arena maps, they've thought through a lot already."
Here's one link, should you want to investigate further. As I said, I'm not a duel-type of player but since this map and it's changes were well accepted by the community, it should be a very good resource for your efforts and should represent to some degree the opinions of a lot of serious players.
Elvin's map
http://heroescommunity.com/viewthread.php3?TID=34559
Unofficial balancing patch between upgrades v 0.35
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- Round Table Hero
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My initial reaction without having played the patch:Lubomir wrote: And I do so without removing Nival's decisions..
It seems like giving Inferno a 50% Armageddon strategy is pretty hefty change of Nival's decisions.
Like Markur said, many variables influence which upgrade is best. For example Lord's are nice on smaller maps and better against high level units, while the other one is better on large maps and better against low level units.
To me, the biggest deterrent to choosing Lords is their low movement radius. +1 movement instead would make a big difference.
I don't understand the Necropolis changes at all. Archlich's area attack disrupts Sylvan and Academy from grouping in the corner and they have a good spells. The no melee penalty and HP boost is just overkill. This is a no brainer choice now.
As for skeletons, it doesn't matter so much whether you choose Archer or Warriors when you have legions of them from Necromancy.
The Arcane Archers needed the nerfs, but they look like some heavy handed nerfs.
The rest seems okay on paper. Now if only someone could make a balance patch for Runes.
Hi . Maybe we can call it hefty change, maybe we can't depends on if Nival ever considered Inferno having Armageddon strategy. There is no way for me of knowing that, I only see these burning creatures from deepest hells having no immunity to fire and yet I see Inferno rated as the poorest town, poorest start most of all. And yes yes yes I do not mean to balance the towns overall, this was all only idea how to make these 3 creatures more useful, more pickable. Now let us try Inferno as it is, will we not? I definitely feel like giving at least two creatures fire-immunity. With demon I am convinced already - it's funny that exploding creature could be harmed by fire.mr.hackcrag wrote:My initial reaction without having played the patch:Lubomir wrote: And I do so without removing Nival's decisions..
It seems like giving Inferno a 50% Armageddon strategy is pretty hefty change of Nival's decisions.
Like Markur said, many variables influence which upgrade is best. For example Lord's are nice on smaller maps and better against high level units, while the other one is better on large maps and better against low level units.
To me, the biggest deterrent to choosing Lords is their low movement radius. +1 movement instead would make a big difference.
I don't understand the Necropolis changes at all. Archlich's area attack disrupts Sylvan and Academy from grouping in the corner and they have a good spells. The no melee penalty and HP boost is just overkill. This is a no brainer choice now.
As for skeletons, it doesn't matter so much whether you choose Archer or Warriors when you have legions of them from Necromancy.
The Arcane Archers needed the nerfs, but they look like some heavy handed nerfs.
The rest seems okay on paper. Now if only someone could make a balance patch for Runes.
With Archlich what you say makes sense, it might get changed for the next version. But you know lich masters having rise dead spell? And it helps a lot in creeping having one more "ressourector" in the army.
Anyway thanks for reaction, don't you want to start a multiplayer game?
Last edited by Lubomir on 15 Sep 2013, 07:48, edited 1 time in total.
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- parcaleste
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Yes. downloading can be a bit tricky. Thank you for helping me test it though, I have found one mistake I did - Archlich has initiative 11 instead of 10, I will correct it to the next version.
I spent yesterday testing, my patch doesn't seem to affect the game too much, but I haven't tried Inferno yet.
There are few suggestions to the next version:
- Archlich removed no-malee penalty
- Crossbowman inititave 7 from 8 (simulates long reloading time )
- Nightmare defence 20 instead of 18
- Pit lord will no longer have armageddon spell if it shows up to be an overkill. Armageddon strategy may not be an overkill with succubus misstress, demon and pit lord - these three aren't that strong, dwarves are much better. Fire immunity seems like nice add-on, since I am not planing to add speed. To me they should stay slow, in contrast with pit spawns. I do want them to be different. But they still may get slight mana boost or some new spell.
- dryad speed lowered from 7 to 6.
- druid elder advanced stone spikes from basic
- high druid may get its initiative back to 10 from 9, depends on testing
- savage treant - hp 171 from 175
- Brisk raider att/deff 13/11 instead of 12/9
- elemental gargoyle - dmg 1-1 instead of 1-2
- battlemage advanced fist of wrat instead of basic
- Djin vizier att/deff 12/12 instead of 13/13
- Sky daughter advanced lighting mastery
- foul wyvern initiative 11 from 10
I was using Elvin's changes in his good old temple tourney.
I spent yesterday testing, my patch doesn't seem to affect the game too much, but I haven't tried Inferno yet.
There are few suggestions to the next version:
- Archlich removed no-malee penalty
- Crossbowman inititave 7 from 8 (simulates long reloading time )
- Nightmare defence 20 instead of 18
- Pit lord will no longer have armageddon spell if it shows up to be an overkill. Armageddon strategy may not be an overkill with succubus misstress, demon and pit lord - these three aren't that strong, dwarves are much better. Fire immunity seems like nice add-on, since I am not planing to add speed. To me they should stay slow, in contrast with pit spawns. I do want them to be different. But they still may get slight mana boost or some new spell.
- dryad speed lowered from 7 to 6.
- druid elder advanced stone spikes from basic
- high druid may get its initiative back to 10 from 9, depends on testing
- savage treant - hp 171 from 175
- Brisk raider att/deff 13/11 instead of 12/9
- elemental gargoyle - dmg 1-1 instead of 1-2
- battlemage advanced fist of wrat instead of basic
- Djin vizier att/deff 12/12 instead of 13/13
- Sky daughter advanced lighting mastery
- foul wyvern initiative 11 from 10
I was using Elvin's changes in his good old temple tourney.
I'll wait and test the next version.
One thought; I think making all Inferno fire-proof or at least resistant makes sense. I always thought it's strange they have no immunity. Why Nival went that way Idk, but a guess it might be, it made them too strong against Dungeon? That might be a load of rubbish though; they might have just tinkered with stats like Elvin, yourself and others have, in trying to get what seems right.<L>
Btw, <imvho>If the downloads are a hassle I'd go Mediafire at least so far I've had no complaints, since you can hover the cursor and see the link.
One thought; I think making all Inferno fire-proof or at least resistant makes sense. I always thought it's strange they have no immunity. Why Nival went that way Idk, but a guess it might be, it made them too strong against Dungeon? That might be a load of rubbish though; they might have just tinkered with stats like Elvin, yourself and others have, in trying to get what seems right.<L>
Btw, <imvho>If the downloads are a hassle I'd go Mediafire at least so far I've had no complaints, since you can hover the cursor and see the link.
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I think immune to fire makes sense on Inferno, I just don't think it's good enough to justify choosing the alternate upgrades. I would still choose the grey versions of the units even if they had immune to fire. As for Armageddon, I don't think that would be a good spell for Pit Lord to use in most situations. She needs something better.
Yes Lubomir, I'd also like to test the next version.
Does Elvin's patch only apply to his map?
Yes Lubomir, I'd also like to test the next version.
Does Elvin's patch only apply to his map?
Thanks, mediafile link here: http://www.mediafire.com/download/ch6h2 ... hanics.rarmarkkur wrote:I'll wait and test the next version.
One thought; I think making all Inferno fire-proof or at least resistant makes sense. I always thought it's strange they have no immunity. Why Nival went that way Idk, but a guess it might be, it made them too strong against Dungeon? That might be a load of rubbish though; they might have just tinkered with stats like Elvin, yourself and others have, in trying to get what seems right.<L>
Btw, <imvho>If the downloads are a hassle I'd go Mediafire at least so far I've had no complaints, since you can hover the cursor and see the link.
I corrected Archlich's initiative to 10.
I too have no idea why no creature from Inferno is fireproof or resistant. What I do see however is Nival's decision "NOT TO TOUCH" first upgrades. They believed that in time the second upgrades showed up players have been too used for the first upgrades, so one of the managers strictly forbade doing any changes.
Unfortunate, I have to say. They tried to upgrade some creatures (vampires, elves, Rhakshas) so they made very good alternative upgrade and without possibly of altering the first one - the result is as it is today, with us at the moment trying to change it .
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mr.hack - does this mean you'd like to throw a multiplayer map? You know it will cost us lots of time... but we may have nice time. I'd like 4 players including myslef. I do not think my patch will apply to his map, since his map alters the same stats as my patch - they will be in conflict!
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No, it was NOT dorpped. I was travelling some. I read your feedback, proceeded into new version.mr.hackcrag wrote:Is seems like this patch was dropped.
Does anyone know of any other respectable balance patches out there?
- Changes in version 0.35:
Academy- Battlemage
Spell fist highered mastery to advanced from basic.
Djin Vizier
att/deff 12/12 instead of 13/13
- Brisk raider
att/deff 13/11 instead of 12/9
- Crossbowman
inititave 7 from 8
Power/exp 197/19 instead of 201/20
- Nightmare
defence 20 instead of 18
Power/exp 1425/100 instead of 1415/100
- Dryad
Speed 6 instead of 7
Power/exp 163/16 instead of 174/16
Druid eldar
Advanced stone spikes
Power/exp 850/62 instead of 846/62
Savage Treant
Hp 172 instead of 175
Power/exp 2027/136 instead of 2032/136
- Sky daughter
Advanced chain lighting instead of basic
Power/exp 685/54 instead of 680/54
- Foul Wywern
Initiative 11 from 10. No more always Paokai.
Power/exp 2584/161 instead of 2571/160
- Battlemage
Code: Select all
https://www.mediafire.com/?5hi8f4wz7sj58j9
Hi, nice to see that you updated your mod. Will share my thoughts shortly.
That nerf on the Djinn Viziers seems ok.
Inferno
It better to neft the High druids, their channeling ability is broken.
No need to nerf the Savage treants, they arent as useful as the basic upgrage.
No need to boost the fist spell imo. Those battle mages are ment to be used lategame for shooting.Lubomir wrote:
- Changes in version 0.35:
Academy
- Battlemage
Spell fist highered mastery to advanced from basic.
Djin Vizier
att/deff 12/12 instead of 13/13
That nerf on the Djinn Viziers seems ok.
Seems ok too.Lubomir wrote:Dungenon
- Brisk raider
att/deff 13/11 instead of 12/9
It nerfs havens earlygame ( thats not that good anyways) and it forces the player to start with vittorio. Better nerf their dmg potential.Lubomir wrote:Heaven
- Crossbowman
inititave 7 from 8
Power/exp 197/19 instead of 201/20
Inferno
They already have - 1 initiative, i would rather not touch them.Lubomir wrote:
- Nightmare
defence 20 instead of 18
Power/exp 1425/100 instead of 1415/100
That dryad nerf is fine.Lubomir wrote:Sylvan
- Dryad
Speed 6 instead of 7
Power/exp 163/16 instead of 174/16
Druid eldar
Advanced stone spikes
Power/exp 850/62 instead of 846/62
Savage Treant
Hp 172 instead of 175
Power/exp 2027/136 instead of 2032/136
It better to neft the High druids, their channeling ability is broken.
No need to nerf the Savage treants, they arent as useful as the basic upgrage.
The boost of the sky daughers seems fine, same for the Wywerns. Paokais retaliation strike is bugged, it deals full dmg on all stacks. Thats the main reason ppl like them . The scavenger ability is also useful.Lubomir wrote:Stronghold]
- Sky daughter
Advanced chain lighting instead of basic
Power/exp 685/54 instead of 680/54[/list]
- Foul Wywern
Initiative 11 from 10. No more always Paokai.
Power/exp 2584/161 instead of 2571/160
Thanks for your reply. I believe you got what's my patch about. Many people write to me about balancing whole towns or levels whatsoever. I am not balancing the game! I do like some inbalancness, in a way it is acceptable and fun. All what I do is, I am making both upgrades somehow useful.
Always.
Based on your feedback, I am considering these updates for the next version:
- high druid has already been nerfed, see previous changes, it now has initiative 9 and not 10.
- crossbowman - taking back initiative to 8.
Always.
Based on your feedback, I am considering these updates for the next version:
- high druid has already been nerfed, see previous changes, it now has initiative 9 and not 10.
- crossbowman - taking back initiative to 8.
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