User talk:Csaros

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Pumpkin Patch - User Requests

Monoliths

Hello,

I love the changes made to HOTA!

Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?

Kind regards

  • I'm gonna say probably not. The best that could possibly be done is probably something similar to quest messages "The Grail may be found in the %s regions of the world." or "The Grail may be found in the %s regions of the underworld.". But I don't think this could work with more than 1 exit for a portal. I'll put it in the To-Do list, but I'll honestly say I don't think this can be done. Csaros (talk) 17:38, 1 October 2024 (UTC)
  • Update: Melkor showed me that ERA has a similar feature. I'll try to figure out how they did it. Csaros (talk) 18:10, 6 October 2024 (UTC)

Fix Faerie Dragon damage calculation

Faerie Dragons don't increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).

Request - Mysticism Buff / Mana Regen Items Buff

+Changes Requested: Increased to 6/12/18 (Wouldn't even grant a Fly) - 10/20/30 (Fly + Lightning Bolt, or 1 Dimension Door) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.

Reasoning: Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn't feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character considering that you can just regenerate Mana to Full while spending a day in Town or by drinking from a Magic Well. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn't feel game breaking.

I honestly believe that even making it 10/20/30 points per day wouldn't overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or considerably more in longer games on bigger maps), and could still regen it so much more quickly in one go even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.

Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and maybe would be kinda ok/good in the late game. You can just regen Mana too easily with other options...

+Mana Items: In relation to the above, mana reg. items are really weak except for the combined item "Wizard's Well". Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.

Hope my suggestions didn't sound overly "stiff/businesslike" :D

I'm greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!

Kind Regards,

Eldrin

Request - Various Spell Changes

Seeing as you can edit Spell Schools:

+Remove Obstacle - Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn't really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I'm unsure if that's even possible to edit in.

+Force Field - Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn't feel very 'Earthy'. Mana Cost reduction to 11/8 or 10/7 + maybe an additional +1 Round Duration at Expert (if possible to edit in). Its a really situational 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.

+Slayer - All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn't really feel like it would need to belong to Fire, and Fire School has already 5 other quite powerful 4th Tier spells, the most out of all 4 Elemental Schools.

+Magic Mirror - It's still the worst 5th LvL spell. 40 Mana is too high for a chance of MAYBE reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost, the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that's all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.

Thank you for all your hard work! Can't wait for the Mysticism changes!

Kind Regards,

Eldrin