Do casting creatures need nerfing?

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.

Do casters need nerfing? How much?

>30%
5
19%
10-20%
7
27%
no change necessary
14
54%
 
Total votes: 26

wayne
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Unread postby wayne » 20 Sep 2006, 00:50

Just a thought, all three options do not encompass everything, there's still 1-9 percent and 21-29 percent

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DaemianLucifer
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Unread postby DaemianLucifer » 20 Sep 2006, 00:57

wayne wrote:Just a thought, all three options do not encompass everything, there's still 1-9 percent and 21-29 percent
:lolu: :lolu: :lolu: This is one of the best posts Ive read so far :rofl:

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Sir_Toejam
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Unread postby Sir_Toejam » 20 Sep 2006, 01:39

well, i found the entries in the data files that affect mages and druids (took me all of 5 minutes), so if there is any consesus as to what exactly needs to be changed to what, it would take me all of 20 minutes to put together a mod.

you can continue arguing, or you can get it changed.

less defense, less hitpoints?

less spellpoints, more?

just specify what you want exactly and I'll be happy to whip it up in a jif.

or you could do it to your own satisfaction.

all you need to do is use winrar/winzip to open the data.pak file, go to this folder in the file:

data.pak\GameMechanics\Creature\Creatures\Academy

and extract the Magi.xdb file to a new directory.

then, edit the xdb file with any text-only editor (or an xml editor). when done, save it, then zip the whole thing up as a .pak file (use no compression, but do make sure to preserve the directory structure).

put the .pak file into your data directory; this will will be read in preference to what is in the data.pak file, so long as the time stamp is more recent.

done.

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ThunderTitan
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Unread postby ThunderTitan » 20 Sep 2006, 01:57

The way their dmg is calculated. Or as Cytox put it: "Except for the bug that they do more damage as seperate stacks than as a single stack with the same amt of troops."
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Sir_Toejam
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Unread postby Sir_Toejam » 20 Sep 2006, 02:43

of course, ask for the hard thing.

;)

that's the one thing that isn't easy to change, as it's based on a formula buried in the game engine itself. I have yet to find an easy way to modify how the split stack thing works.

things that are easy to change:

base damage

spell level (what level they cast the spell at)

creature stats (offense, defense, hps, etc)

what spells they can cast

even the purchase cost

just about every aspect of the individual critter itself.

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ThunderTitan
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Unread postby ThunderTitan » 20 Sep 2006, 11:45

Sir_Toejam wrote:of course, ask for the hard thing.
;)
Figured that much.
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Panda Tar
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Unread postby Panda Tar » 20 Sep 2006, 12:00

Yesterday, I was trying to catch up with Pixie's Wasp Swarm spell damage.

Those things cast a 20-damage spell when gathered in 10. When I had 20 of them, the damage was 28. :| Decreases a lot.
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Jolly Joker
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Unread postby Jolly Joker » 20 Sep 2006, 12:02

You can actually read all about it in the fan-made manual. :)

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Unread postby ThunderTitan » 20 Sep 2006, 12:17

Jolly Joker wrote:You can actually read all about it in the fan-made manual. :)
Yeah, that will make us think it's a good feature. :rolleyes:
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Jolly Joker
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Unread postby Jolly Joker » 20 Sep 2006, 12:49

No, TT, but it might save Panda the trouble to make experiments :D

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Unread postby MrSteamTank » 20 Sep 2006, 13:00

ThunderTitan wrote:Casters just need to stop getting less dmg as their numbers increase and the dmg balanced a bit. Should be more then enough.
I definitely agree with this sentiment. This is really all that needs to be done to casters in general. No other changes needed.

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Caradoc
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Unread postby Caradoc » 22 Sep 2006, 21:14

I would like to see some of the casters have a greater variety of spells to choose from. I also might adjust the casting level, which is now almost always set to Advanced. For instance, I'd give the Archmage a Basic Fireball.
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dragonn
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Unread postby dragonn » 22 Sep 2006, 21:22

Panda Tar wrote:Yesterday, I was trying to catch up with Pixie's Wasp Swarm spell damage.

Those things cast a 20-damage spell when gathered in 10. When I had 20 of them, the damage was 28. :| Decreases a lot.
And when there are 100 of them they do 42 damage:P I think there should be an initiative reduction effect to make it usefull...
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Sir_Toejam
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Unread postby Sir_Toejam » 22 Sep 2006, 21:34

I think there should be an initiative reduction effect to make it usefull...
hmm, so instead of a logarithmic drop off in spell power, a drop off in intiative with size instead?

if that's what you mean, it certainly makes sense.

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Sir_Toejam
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Unread postby Sir_Toejam » 22 Sep 2006, 21:37

I would like to see some of the casters have a greater variety of spells to choose from. I also might adjust the casting level, which is now almost always set to Advanced. For instance, I'd give the Archmage a Basic Fireball.
that's an easy mod to do.

for example, somebody released a mod over on elrath to give witches (both) a basic level eldritch arrow spell, which makes them a bit more useful at long distance.

I would recommend doing it on a creature by creature basis; have separate mods for each casting creature, so folks could pick and choose what they want.

then after they are all done, put together a compilation mod of the most popular ones.

that kinda thing.


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