Johrnarlor said:
- Archers: Like Dankmar already stated, archers are killing machines so more shields are a must.
Even in Heroes III archers ARE killing machines. The difference is that they are the first to get hit (by flyers or other archers). Maybe lowering just a little ranged damage would do. Regarding shields, hmm... they're not in the original game except for Skeleton Warriors, Crusaders and Champions. Skeletons, Zombies, Wights, Liches, Air Elementals, Fire Elementals might be scripted to receive less damage from ranged attacks (which is more logical for skeletal / certain undead troops and Air Elementals). Other units (right now I can think of dwarves, swordsmen, skeletons, gnolls, troglodytes and goblins) may be made so that they do not have "guaranteed" shield, so some troops have and some troops don't (randomly).
Johrnarlor said:
- Magic: magic becomes too much of a normal weapon. It should be something you use strategically. As for now, i can just melt entire armies and dragon utopias with dragons + castle to the ground. The spells are ok. It's not the effect they have what bothers me, rather the amount of times you can use them. I have **** loads of mana and i don't even get to use half of them in a battle. I don't know how the amount of mana you have is calculated but it's too much. I would rather go for the amount of Intelligence you have X 10. Just like in the original game.
So if you have 6 intelligence, you have 60 mana points.
Regarding the Intelligence * 10 formula, I agree. As for magic, that certainly needs some work. Mage characters need to balance somehow their performance in combat. Therefore, I would suggest a change in the current system. The current system tries to be as loyal as possible to the original Heroes 3 magic system but that is designed for a Turn-Based Strategy game not for a Role Playing one. Therefore, I was thinking of something more like in "The Gathering Storm - A Wheel of Time Mod". The Spellbook is a weapon (just like the "One Power"), but unlike "The Gathering Storm" you select the spell you want to cast via the Heroes III-like book menu not cycling continuously. Also I would suggest that somehow the Magic Arrow be altered in order to become the standard weapon for a Magic Hero-
Johrnarlor said:
- Growing strong: becoming strong is really easy. Just buy some troops and go clear your first dungeons and soon you'll have an army of archers, loads of gold and lots of skill and you're ready to get some dragons. I also noticed that you start already with a considerable amount of skills. Perhaps let the player start even weaker then in vanilla? With all mains skills on 1? And if you are a mage you'll have 4 intelligence, and if you are a warrior you start with 4 strength. Something like that.
Johrnarlor said:
- Dungeons: I really feel like there are too many dungeons on the map. It's full with them. Instead of having a lot of them on the map already when you start, perhaps start with NO dungeons and on the end of every day 3 are added. And instead of being removed after 30 days, lower it to 20 days or so. Otherwise it's too filled.
I do not agree on the first point (that they spawn after 3 days), but yes, less dungeons in the map would certainly be good.