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New IaS Forum



AuthorNew IaS Forum
This forum can be for discussing and presenting ideas about strengthening all factions, all artifacts, and all units, or weakening them. In other words, an IaS forum for game mechanics and faction balance, or improving strength of all factions to open up new "paths to power" and options to fit individual play styles...
4. Any idea should have a purpose and describe the means of it's realization. It should also answer the question: "Why it needs to be done?".
or improving strength of all factions to open up new "paths to power" and options to fit individual play styles...
there are a lot of topic in GGF
I believe that the Necromancy racial trait possessed by Necromancers in this game should be based on that of HOMM5 , instead of HOMM3 . This is because skeletons are getting useless on higher levels , as their stats are dwarfed by those of higher levels . IMO , in should be something similar to the knights' Training Chamber ability , except that necros must still collect bodies , souls or soulshards or whatever , just like a tweaked version found in HOMM5 .
That way , like it was in HOMM5 , necros will be able to field extra troops of all types , and not just skeletons . In effect , making the game more balanced .

PS : Why can't we get dead man's luck ?
Admins tested balance.. and you want players to make ideas of changing balance as they want or think is good, but of course can't test?
Do you really think this is right?
Of course , for example , I , a faction level 5 necro , can field a maximum of 65 skeletons from my reserves . So , if necromancy in this game followed HOMM5 a bit , I can field either :

- 65 skeletons
OR
- x amount of skeletons , y amount of ghosts , z amount of vampires and so on.

Each unit will have its corresponding value , i.e. :
- 1 ghost is worth 2-4 skeletons
- 1 zombie is worth 2 skeletons or something like that
- so on as such for the other units

And just like LWM , there is a cap on the amount of reserves that you can bring to battle with you ...

So , then in battles , necromancers will have to collect bodies or soulshards in order to be able to field extra units . Although this is a bit like knights' training chambers , necromancers still have to collect bodies or soulshards or stuff .

I just made this suggestion because skeletons will most probably be useless from level 8 upwards , since their base valu is 1 att , 2 defend and will not stand well against punishment from units at upper levels , like crossbowmen and succubus mistresses or whatever .

Sure , some people will say its not fair to compare 2 units from different levels , but if extra skeletons are the only stuff that necros can bring to battle apart from their raise dead ability , then the future of necros might as well be doomed .

Just to dramatically prove my point , 100+ skeletons (all necro reserves) enter battle . They meet either titans , cyclops , monks , upgraded succubis , grandmaster bowmen , orc chiefs or whatever .

Any of them deals damage to skeletons
30%-70% of skeletons are killed instantly .
With skeletons relying on numbers to deal their dmg , certainly they can't dish out a proper counterattack .
OR
Goodluck befalls any of them
Any of them completely eradicates all of the skeletons .

See my point . Exactly why necromancy should be based off HOMM5 . So that my preciously collected reserves won't be wiped out . So that they can be converted into units with better base stats , incorporeality , health sucking ability , self-reviving ability or whatever ...
So , in effect , I'm not asking for necromancy to be given steroids . I just want necromancers to be able to barter their hard-earned reserves for something else other than lvl 1 skeletons , like Training Chambers , and like HOMM5 Necromancy .
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