Heej all, I just wanna to say that I think that HOMM V rocks!! I like it much better than the previous parts! The creatures just move incredible!!
The creatures I think are useless and ugly:
Demons / Gargoyles / Elementals (to colorful and happy) / Phoenix (looks like a dragon-kind)
The only bad thing is the special abilities from the creatures... I think they should be more creative with them! Just look at the creatures and you make up the following new special abilities (use your imagination and you find out what I mean with the special abilities, I wrote them down in my previous proposal so maybe you remember what the special abilities do.
This is my expansion-proposal after playing the actual game!
****EXPANSION WISHES****
HOMM5 CREATURES + 1 EXTRA SPECIAL ABILITY
MILITIA (WORKAHOLIC)
MARKSMAN (ARROW RAIN)
SQUIRE (FEARLESS)
IMPERIAL GRIFFIN (NONE)
INQUISTOR (TURN UNDEAD)
PALADIN (HOLY AURA)
ARCHANGEL (HOLY MARK)
FAMILIAR (AMNESIA AURA)
HORNED OVERSEER (FEED)
CERBERUS (DOOM HOWL)
MISTRESS (CHARM)
NIGHTMARE (ANTIPATHY)
PIT LORD (SACRIFICE)
ARCHDEVIL (DEMONIC PORTAL)
SPRITE (NATURE'S JOY)
WAR DANCER (MAGICAL BLADES)
MASTER HUNTER (ELEMENTAL ARROWS)
ARCHDRUID (SUMMON NATURE)
SILVER UNICORN (EMPATHY)
ANCIENT TREANT (BARK AURA)
EMERALD DRAGON (NATURE'S EMBRACE)
ASSASSIN (TRAP)
BLOOD FURY (FAST ATTACK)
MINOTAUR GUARD (MERCILESS)
GRIM RAIDER (SPEEDSTER)
DEEP HYDRA (NONE)
SHADOW MATRIARCH (AURA OF DARKNESS)
BLACK DRAGON (CHAOS AURA)
SKELETON ARCHER (SKELETAL)
PLAGUE ZOMBIE (TOUCHNESS)
SPECTRE (INFEST)
VAMPIRE LORD (CHILDREN OF THE NIGHT)
ARCHLICH (CREATE UNDEAD)
WRAITH (SOUL SLAVE)
SPECTRAL DRAGON (DISPEL ATTACK)
MASTER GREMLIN (BUILD)
OBSIDIAN GARGOYLE (MAGIC MIRROR)
STEEL GOLEM (SPELL THIEF)
ARCHMAGE (SCHOLAR)
DJINN SULTAN (AURA OF WISHES)
RAKSHASA RAJA (SPIRIT CAGE)
TITAN (LIGHTNING MAGNET)
EARTH ELEMENTAL (EARTHQUAKE ATTACK)
FIRE ELEMENTAL (FIRE MAGNET)
WATER ELEMENTAL (DROWN)
AIR ELEMENTAL (WHIRLWIND)
DEATH KNIGHT(NONE)
PHOENIX (NONE)
EXPANSION TOWN (Barbaric)
GOBLIN - HOBGOBLIN (CONCURRENCE / TAUNT)
ORC - BOAR RAIDER (BERSERK / ENDEAVOR)
WEREWOLF - WERELORD (DARK TRANSFORMATION / LYCANTHROPY)
OGRE - OGRE SHAMAN (BLOOD LUST / BLOOD BARRIER / CLONE)
ROC - STORM ROC (AIR RAM / LIGHTNING ATTACK / STORM)
CYCLOPS - ELDER CYCLOPS (NO MELEE PENALTY / NO RANGED PENALTY / AREA ATTACK / MAGIC EYE)
BEHEMOTH - ANCIENT BEHEMOTH (BRICK BREAK / STRENGTH)
EXPANSION NEUTRAL CREATURES
LEVEL 1
HALFLING (GIANT SLAYER)
DWARF (MINING / MAGIC RESISTANCE)
LEVEL 2
ARACHNOID (SPIDER CLIMB / WEB / SLOW POISON) [A large black widow spider]
SATYR (LUCKY / FORTUNE / MIRTH) [ More rough & nasty looking, they wear arm-blades]
LEVEL 3
SAND RAIDER (FREEDOM OF MOVEMENT / HASTE / QUICKSAND / SANDSTORM) [Nomads riding on sand-mantas]
MERMAN (SLIPPERY / SEA BONUS) [ These look like swamp-monsters not like mermaids.]
LEVEL 4
BEHOLDER (TRUE SEEING / AURA OF VISION / EYE RAYS)
RUNE MASTER (ELEMENTAL MANIFESTATION / ELEMENTAL IMMUNITY) [A dwarf with purple skin and crawling tattoos]
LEVEL 5
MIMIC (SHAPESHIFT) [ Doppelgangers]
TROLL (REGENERATION / SYNCHRONIZE)
LEVEL 6
GORGON (STONE GAZE / STONE SKIN / ANIMATE STONE)[No the cow! Medusa with a cooler name!]
BASILISK (FREEDOM OF MOVEMENT / AGEING GAZE)
LEVEL 7
SLAYER (ANCHOR / STEALTH / CRICITAL STRIKE) [A mantis monster, half mantis, half demon]
KRAKEN (BLIND / ALL AROUND ATTACK / SHIP TERROR) [A giant octopus monster that can move on land)
LEVEL 8
FROST WYRM (MAGIC IMMUNITY / BREATH ATTACK / FREEZE / WINTERS WRATH) [A blue dragon]
This game rocks!
This game rocks!
BLASPHEME!!!
- DaemianLucifer
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- ClownRoyal
- Peasant
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The only bad thing is the special abilities from the creatures... I think they should be more creative with them! Just look at the creatures and you make up the following new special abilities (use your imagination and you find out what I mean with the special abilities, I wrote them down in my previous proposal so maybe you remember what the special abilities do.
I'm not so sure every single creature upgrade needs a new ability. I could see tier 7 maybe getting another ability, and just in general getting improvements (aside from Titans/Black Dragons) because for the most part, Tier 7 sucks. Tier 6 is really where it's at for most factions.
I liked most of the ideas for the Barbaric faction and the neutral creatures, but the Frost Wyrm I didn't agree with. Heroes V already has too many dragons. Way too many.
Wyrm is acceptable since its not actually a dragon it is in the same family but a wyrm is a gigantic snake with wings, or like a giant snake breathing fire or a snake with to many feets. Still i think a wyrm is better as a mighty neutral along with the phoenix.I liked most of the ideas for the Barbaric faction and the neutral creatures, but the Frost Wyrm I didn't agree with. Heroes V already has too many dragons. Way too many.
- ClownRoyal
- Peasant
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But he said this:Orfinn wrote:Wyrm is acceptable since its not actually a dragon it is in the same family but a wyrm is a gigantic snake with wings, or like a giant snake breathing fire or a snake with to many feets. Still i think a wyrm is better as a mighty neutral along with the phoenix.I liked most of the ideas for the Barbaric faction and the neutral creatures, but the Frost Wyrm I didn't agree with. Heroes V already has too many dragons. Way too many.
LEVEL 8
FROST WYRM (MAGIC IMMUNITY / BREATH ATTACK / FREEZE / WINTERS WRATH) [A blue dragon]
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I think gigantic mammoth/elephant with a canopy on the top with soldiers would be cool for the tier 7 for the stronghold race. I'm so sick of seeing behemoths. They are such ugly units and would like a different style of unit rather than another ground pounder. We have enough of them.
My tier 7 for stronghold would be
Mammoth/War Mammoth
Hp - 260/300
Damage - 20-40/20-40
Attack - 21/25
Defense - 21/25
Speed - 7/7
Initiative - 9/9
Shots - 0/12
Mammoth abilities:
Siege(can target walls/towers),Charge,Immunity to Moat Effects
War Mammoth abilities:
Siege,Charge,Immunity to Moat Effects,Autoshot(at the beginning of the war mammoths combat turn he gets an automatic free ranged shot for 15-30 damage with no ranged penalty)
A melee/ranged hybrid siege unit would be such an interesting unit that no previous homm has ever done. The only unit that is such an interesting hybrid in homm5 would be the scout/assassin with his ranged poison move and melee capabilities. This game definitely needs more specialist units and NOT another ground pounder like the behemoth.
My tier 7 for stronghold would be
Mammoth/War Mammoth
Hp - 260/300
Damage - 20-40/20-40
Attack - 21/25
Defense - 21/25
Speed - 7/7
Initiative - 9/9
Shots - 0/12
Mammoth abilities:
Siege(can target walls/towers),Charge,Immunity to Moat Effects
War Mammoth abilities:
Siege,Charge,Immunity to Moat Effects,Autoshot(at the beginning of the war mammoths combat turn he gets an automatic free ranged shot for 15-30 damage with no ranged penalty)
A melee/ranged hybrid siege unit would be such an interesting unit that no previous homm has ever done. The only unit that is such an interesting hybrid in homm5 would be the scout/assassin with his ranged poison move and melee capabilities. This game definitely needs more specialist units and NOT another ground pounder like the behemoth.
- DaemianLucifer
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DaemianLucifer wrote:My understanding is that the creature in brackets is what this unit should resemble.ClownRoyal wrote:But he said this:
LEVEL 8
FROST WYRM (MAGIC IMMUNITY / BREATH ATTACK / FREEZE / WINTERS WRATH) [A blue dragon]
@MrSteamTank
Nice proposal,and I like it.
You dislike my whole proposal and you like that elephant??
BLASPHEME!!!
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I like the portal idea of a devil. How about whenever he teleports he leaves a portal until his next turn where other units can go through and end up coming out wherever the devil went to. This way the devil can sort of 'lead' the charge of the infernal's army.
It would definitely add a completely new dimension to the devil imo.
It would definitely add a completely new dimension to the devil imo.
- ThunderTitan
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Kinda powerful, but if it works both ways then it shouldn't cause too many problems.MrSteamTank wrote: How about whenever he teleports he leaves a portal until his next turn where other units can go through and end up coming out wherever the devil went to. This way the devil can sort of 'lead' the charge of the infernal's army.
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- theGryphon
- Spectre
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- DaemianLucifer
- Round Table Hero
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It may be a bit too good. On the downside everybody travelling through would end up bunching up around the devil(in other words a nice AoE target) so it may be balanced in that way.ThunderTitan wrote:Kinda powerful, but if it works both ways then it shouldn't cause too many problems.MrSteamTank wrote: How about whenever he teleports he leaves a portal until his next turn where other units can go through and end up coming out wherever the devil went to. This way the devil can sort of 'lead' the charge of the infernal's army.
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