My homm V Balance Patch Ideas

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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Gus
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Unread postby Gus » 21 Jun 2006, 17:25

yeah, but it has its own thread, so we can find it when needed ;)

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Unread postby MrSteamTank » 21 Jun 2006, 20:04

ThunderTitan wrote:I rather have other creatures buffed then hunters nerfed. Only the Paladins ability needs some nerfing.
That is a bad idea imo. Buffing other creatures to match the overpoweredness of one creature? Why not nerf that 1 creature as it is definitely easier. It's not even much of a nerf. It would be reducing their dmg to and improving their survivability. They would still be the highest dmg to toughness ratio unit in the game but not by such an extreme amount.

Hunters in general do more dmg than their hp and that is insane. No unit in any homm was like this. With the small battlefield you basically pray you get the first turn or else it's game over.

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Unread postby ThunderTitan » 21 Jun 2006, 20:30

No, i don't think Hunters are overpowered. They're only usefull when they can shoot. Once something reaches them they're dead meat. Especialy with the small BF.
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Unread postby DaemianLucifer » 21 Jun 2006, 21:35

ThunderTitan wrote:No, i don't think Hunters are overpowered. They're only usefull when they can shoot. Once something reaches them they're dead meat. Especialy with the small BF.
But no one will reach them since theyll be cornered by either treants or unicorns and pixies.So theyll act at least three times before you reach them.And if theyre cornered by unicorns,they wont worry about AOE spells too.Hunters need to shoot just once,with reduced damage and master hunters need reduced damage.

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Unread postby ThunderTitan » 21 Jun 2006, 21:43

Ok, Hunters having 2x shot is too much. But boxing them in wasn't exactly what they had in mind when they made them. Weakening them just for that would make them weak when you don't do that.
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Unread postby DaemianLucifer » 21 Jun 2006, 21:50

ThunderTitan wrote:Ok, Hunters having 2x shot is too much. But boxing them in wasn't exactly what they had in mind when they made them. Weakening them just for that would make them weak when you don't do that.
And who is going to leave their archers exposed?Except for titans and liches.

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Unread postby ThunderTitan » 21 Jun 2006, 21:52

DaemianLucifer wrote: And who is going to leave their archers exposed?Except for titans and liches.
People playing against dragons, or other breath attack creatures?
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Unread postby DaemianLucifer » 21 Jun 2006, 21:58

ThunderTitan wrote: People playing against dragons, or other breath attack creatures?
And theres exactly two of them(not counting upgrades).So,unless you play against a sylvan or a warlock in last stage,or someone very lucky,you will box your archers.The only thing you have to worry about is AOE spells,unless youre a sylvan and have unicorns.

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Unread postby ThunderTitan » 21 Jun 2006, 22:05

DaemianLucifer wrote:The only thing you have to worry about is AOE spells,unless youre a sylvan and have unicorns.
And other range units. And Unicorns don't resist so well as to make AOE spells useless.
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Unread postby DaemianLucifer » 21 Jun 2006, 22:08

ThunderTitan wrote: And other range units. And Unicorns don't resist so well as to make AOE spells useless.
Of course,and other ranged units.And 20% is quite enough for you to decide to put your units in tight formation rather then quite loose one.

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Unread postby Gaidal Cain » 21 Jun 2006, 22:14

And even thgen, it's only 30% extra Magic Resistance, so Area effect spells should still be effective. The only thing you really have to worry about is the enemy having better shooters than you, but then you don't turtle in the first place anyways.
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Unread postby DaemianLucifer » 21 Jun 2006, 22:20

Gaidal Cain wrote:And even thgen, it's only 30% extra Magic Resistance, so Area effect spells should still be effective. The only thing you really have to worry about is the enemy having better shooters than you, but then you don't turtle in the first place anyways.
I think that the resistance is full.I seem to remember the unicorns receiving no damage from my fireballs when the "resisted" text flashed.

By the way,how does the magic dampener wrok on a creature that is between two stacks of unicorns?Does he receive the resistance from one,or from both or do they cumulate?

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Unread postby ThunderTitan » 21 Jun 2006, 22:25

Isn't it a 30% or somethng chance to resist outright?
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Unread postby Gaidal Cain » 21 Jun 2006, 22:27

ThunderTitan wrote:Isn't it a 30% or somethng chance to resist outright?
Correct. DL seems to be forgetting that rule you so like to refer to...
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Unread postby ThunderTitan » 21 Jun 2006, 22:28

Gaidal Cain wrote: Correct. DL seems to be forgetting that rule you so like to refer to...
Wait, in H4 the unicorn gave 30% MR? Huh....
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Unread postby Gaidal Cain » 21 Jun 2006, 22:32

No, but in H4, MR reduced damage done by damage spells and didn't make them fizzle totally
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Unread postby ThunderTitan » 21 Jun 2006, 22:34

Oh, right. But the unicorn still had the Aura with 30% chance to resist, right?
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Unread postby Gaidal Cain » 21 Jun 2006, 22:36

Not in H4. At least not if my memory serves. There was an aura ability in H3, but I think it was only 20%, and it didn't effect the unicorn itself.
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Unread postby DaemianLucifer » 21 Jun 2006, 22:46

I didnt confuse them,you confused me with your post.

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Unread postby ThunderTitan » 22 Jun 2006, 12:39

The previous Unicorns didn't grant 20/30/etc. % MR, just a % chance that the spell won't affect you at all.
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