February 12th, 2018, 19:16
Posts: 54
Threads: 8
Joined: Nov 2011
What's the consensus on arms master? As champion hero grants 10 XP to each of 8 units, 80 xp total. It means that if your city produces unit every second turn arms master can turn them all to elites. Feels like a weaker altar of battle.
February 12th, 2018, 20:18
(This post was last modified: February 13th, 2018, 07:14 by Nelphine.)
Posts: 5,010
Threads: 17
Joined: Aug 2016
Generally either too slow (ai usually has summons not city troops with heroes so the city troops only get a turn or two of benefit) or not relevant (the human runs around with a doomstack and gets so much xp that the hero reaches demigod status so all the city troops reach elite status ten times over).
So yes it's definitely good, but it's best with a hero that doesn't actually fight, but rather stands at staging areas boosting troops who go off somewhere else after. Therefore I consider balanced.
March 11th, 2018, 09:11
(This post was last modified: March 11th, 2018, 09:15 by Juffos.)
Posts: 68
Threads: 0
Joined: Nov 2016
Should melee heroes be given a strength 1 bow attack with very few shots so that they could wield any magical bows found - archer heroes seem rare and it would be very frustrating to have a bow which would be useful even with a hero who fights in melee otherwise, eg Catapult Soul? Especially so as archer heroes can wield melee weapons.
The Barb, Amazon and Draconian would of course be exempt from this as far as I understand the game mechanics.
Also, how about Might improving bow attack strength as well? It is a martial pick and archer heroes might get it randomly, making it a somewhat wasted pick.
March 11th, 2018, 09:19
(This post was last modified: March 11th, 2018, 09:21 by Seravy.)
Posts: 10,463
Threads: 394
Joined: Aug 2015
Well, melee heroes can't use staves either, nor can magic users equip melee weapons or armor. I see no problem with that, Accessory is the only item type that any hero can wear.
Bow users aren't very frequent but there are several among early heroes so having absolutely none at all isn't that common. There are 3 of them among the 0 fame heroes (30% chance for one in this tier!), plus another at 5 and 10 fame. I guess gaining fame does reduce your chances of getting one, most high end heroes are not bow users.
Might raising bow damage is an interesting idea, we don't have an ability that does it at all. We do have extra ammo abilities instead, though.
Posts: 5,010
Threads: 17
Joined: Aug 2016
I definitely would NOT give melee heroes a range attack. Doing so would mean the 'shadows' ability that gives heroes thrown attacks could not be used, and that's probably the strongest power a melee hero can get.
Might increasing bow attacks sounds nifty, but how many of the archer heroes could ever get that?
March 11th, 2018, 10:39
(This post was last modified: March 11th, 2018, 10:40 by Seravy.)
Posts: 10,463
Threads: 394
Joined: Aug 2015
3 out of the 6 can. We can change them though to prevent that if really needed. (by replacing random abilities with a predefined one, or a different random ability group)
Albeit it might be just better to add "Reroll might if bow hero" to the ability generator if that's the goal... or "replace by Capacity" which otherwise doesn't appear on bow heroes, as it's a mage type ability.
Although some bow heroes have good melee attack and have a use for Might. Ranger in particular.
March 11th, 2018, 10:49
(This post was last modified: March 11th, 2018, 10:50 by Nelphine.)
Posts: 5,010
Threads: 17
Joined: Aug 2016
Do magical bows add to melee attacks? (Either attack or to hit or specials)
If no, then no archer needs might. The vast majority of a heroes power comes from their magic items.
Posts: 10,463
Threads: 394
Joined: Aug 2015
They don't but you can equip a sword or other melee weapon on an archer.
Posts: 5,010
Threads: 17
Joined: Aug 2016
Then you're just making the archer into a melee hero. Not worth it in my opinion.
But since I don't use Herod's 'normally' and so I refuse archer heroes anyway, I'll stay out of this.
March 11th, 2018, 13:45
(This post was last modified: March 11th, 2018, 13:48 by teelaurila.)
Posts: 386
Threads: 43
Joined: Dec 2017
Both archer heroes and bows do feel a bit lackluster. I keep archers only if they have other worthwhile capabilities, e.g. caster. And I keep bows only to arm up those heroes. Never have I made a bow item.
Rarely do bows seem to do much damage. I suppose it is the +to-hit malus, since attack numbers with bows don't seem to fall much behind from magical ranged. Archers already have 8 ammo, so rarely is capacity a big deal.
So perhaps all bows should give some bonus. Like Long Range. Perhaps more ammo, too. Or maybe +1 move. Assuming bows would start doing decent damage, ammo would matter more. (It's not that hard to make a kiter hero)
btw. There is one exception to bows being lackluster: Doom is awesome. (But I haven't played a major chaos built yet, so never made one)
|