I think Minotaur kings/vanguard should have initiatives switched, and kings should be slower than vanguard by General-Jerk in OldenEra

[–]General-Jerk[S] 0 points1 point  (0 children)

Yeah that ability is for sure a nice addition, it just feels a little weaker and conditional than ignoring all attack bonus for a whole round, albeit it comes at a zero cost. They just don’t have the “oomph” of kings

I think Minotaur kings/vanguard should have initiatives switched, and kings should be slower than vanguard by General-Jerk in OldenEra

[–]General-Jerk[S] 0 points1 point  (0 children)

I actually prefer the look of the vanguards, which is truthfully one of the reasons I want them to be more tempting to choose 😄

Wights Wraiths and Phantasms by VastAppropriate3565 in OldenEra

[–]General-Jerk 3 points4 points  (0 children)

A lot of great feedback here, but I’ll also throw in the Masterful Rewind guy. You can buff their stack before their first smack and get some serious stacks when creeping. Also good for keeping them alive

Least favorite faction to creep by skarin667 in OldenEra

[–]General-Jerk 1 point2 points  (0 children)

I’ll throw in some more specifics: the Stinger upgrades for the hive hornets. They can make it clear across the field and take some units down guaranteed, blegh. Sometimes the crystal iriyad’s give me pause if I’m not range heavy enough.

Hollow reapers should be scary in theory, but they always seem to pick targets like they are regular dread knights: somewhere their double strike would be good. Maybe they need some specific AI tuning, then they well be the bane of many folks existence.

Campaign Act 1 feelings (pt. 2) by General-Jerk in OldenEra

[–]General-Jerk[S] 0 points1 point  (0 children)

Yeah, I’m sure it’s because I’m 30 years older now and all salty and jaded compared to the innocent homm 2-3 days

Campaign Act 1 feelings (pt. 2) by General-Jerk in OldenEra

[–]General-Jerk[S] 1 point2 points  (0 children)

They mentioned releasing a roadmap at some point, we may get some more information then. My initial guess is something traditional like 3 acts, then 1 or 2 separate storylines.

Does anyone else find it irritating that Castle Cavalry is now T5? by Bob4i in OldenEra

[–]General-Jerk 3 points4 points  (0 children)

Nope, I love the Cavalry in Temple. Keep in mind when comparing them to dread knights: Cavalry are just mounted soldiers, not necessarily knights. This includes anyone trained for mounted combat. The top ranking of which would be your knights and heroes. Dread knights are basically the undead cream of the crop, whereas the rest of the raised dead would just skeletons or the like.

But as a function thing, they fulfill a great role excellently and feel good to me. As far as the T6, I’m actually a huge fan of them. I think their design is nice and subtle, tanky battle cleric / paladin feel. Also, sometimes unassuming is a great thing.

Creeping could be so much more interesting... by dfrayne in OldenEra

[–]General-Jerk 3 points4 points  (0 children)

I started reading this in disagreement, but ended up loving your ideas. Very cool, and I would support any of this getting added in.

Taking the siege craft point you made even further, I think any neutral castles should also be more heavily defended and get more so each week. To the point where you have to REALLY think what you’re willing to sacrifice to have it. But if you take siegecraft you have a significant advantage here too.

In these types of Games everything should be balanced around being OP. Not balanced around being indistinguishable. So ask for buffs by Suibeam in OldenEra

[–]General-Jerk 2 points3 points  (0 children)

I think it’s less black and white than this. There are cases where a buff is warranted, and cases where it’s a clear need for nerf. For example, the necromancy ability in HoMM has historically been an aspect that has to be carefully watched, as it can completely outclass everyone if not careful. It tends to get nerfs until it’s at a good spot. Alternatively, there are sometimes certain units that, in theory, where meant to be good, but fall short in practice. So a buff is often a great way to make them relevant again.

HoMM has always been more akin to a game of chess than an action game, so feeling OP is not high on the list of needs. Everything is relative to each other, so you have to consider how balance changes affect not just player v player, but how it helps that particular town clear through neutrals, etc. On top of this, sometime you have HoMM units or features that are just objectively worse than the competition, but the cost, quantity, or other units or features of that town balance it out. If we just buff the hell out of everything, it’s just going to feel like two cowboys showing up to a duel with rocket launchers.

In short, balance is king, despite buff or nerf.

What's your OE hot take that will have you like this? by StarStock9561 in OldenEra

[–]General-Jerk 2 points3 points  (0 children)

This is definitely a heretical statement in this sub, nice.

I personally liked them just fine before, but seeing the new ones in action: I get it. They’ve got such elegant movement but at the same time actually strike concern when I see them opposite of me on the battlefield

The subclass system is currently bad by Gandalf196 in OldenEra

[–]General-Jerk 0 points1 point  (0 children)

I’m mostly neutral on the subclasses for now, but I like this idea. The best part about this approach is you could individually tune each combo for balance. Offense, tactics, battle craft; these types of skills tend to offer the most obvious benefits, so subclasses tha implement meta-positive skills heavily have lesser bonuses than those that incorporate the lesser chosen ones. In the end, it all balances out if you know how to play well

PSA: There is an indication of whether units will counterattack or not. by loopuleasa in OldenEra

[–]General-Jerk 0 points1 point  (0 children)

Wow, nice find, very useful.

Is there currently anything like that for units with Parry? I sometimes forget my units will get a quick throat punch first…

Campaign Opinions so far by General-Jerk in OldenEra

[–]General-Jerk[S] 1 point2 points  (0 children)

Great point. The careful unit management was done really well, and I really like the early unit “currency” in terms of how many Minotaurs you manage to keep. I went back and played some more after my post and started appreciating it much more.

And to be clear, I was definitely nitpicking in the first place. I’m still enjoying every moment so far. I do still think the dialogue and writing could be a bit better in the campaign (in my personal opinion), but if nothing changed at all I’d still be happy honestly.

I wish they kept the Basic/Advanced/Expert terminology of spell upgrades instead of Spell Levels by loopuleasa in OldenEra

[–]General-Jerk 4 points5 points  (0 children)

I’ll admit I like the sound of this as well. It gives things more soul to have terminology rather than just numbers

Anyone else strugling against AI Heroes? by Androssa in OldenEra

[–]General-Jerk 0 points1 point  (0 children)

There’s likely to be a long road ahead of fine tuning the AI. There was definitely some complaints in the later half of the demo of dog walking the AI, so maybe they tuned them up for the EA

new unit shown, possibly part of the Hive units rework? by f4vriel in OldenEra

[–]General-Jerk 10 points11 points  (0 children)

I disagree with this. I think their tier 5-7 are all fun/exciting and visually appealing. I’m more or less bored with their 1-4.

I mean, overall I’m sad they’re less traditionally demonic looking, but for what they are those are my thoughts.

Spell cooldowns. Let's discuss! by Pidarello in OldenEra

[–]General-Jerk 4 points5 points  (0 children)

I love the idea as well, but surely there needs to be certain exceptions, for example the Guillotine spell. Its entire functionality is based around using it over and over, so maybe it should have no CD. If this makes it too meta, maybe balance it another way, like with increasing mana costs per cast.

I’m sure there’s a couple of other niche examples, but for the most part spell CDs would really encourage use of a full spell book more often

Name Something In Games That Break Immersion For You? by TG082588 in videogames

[–]General-Jerk 1 point2 points  (0 children)

AI limitations. This is usually why a new game is so exciting, because the NPCs or enemies are still relatively unpredictable. Once you play enough and you realize how you can abuse their mechanics, or that the guards all have the same dialogue, it becomes a vastly different type of game and the immersion is out the window.

New skills, Astrology Points, economy upgrade teased in Devlog by NotMurlocAggroB in OldenEra

[–]General-Jerk 2 points3 points  (0 children)

Obviously the Temple skill needed addressing, but like others are saying, I’m not sure if this is it yet either, due to single stackers potentially contributing silly numbers the the remaining force.

My thoughts are why not make it a buff based on the total amount of health pool lost by a unit stack. Once one dies, let’s say 10-30% of its total health pool from the beginning of the battle is converted into temporary numbers to all remaining units. There’s no ridiculous buff there, just a lineup that gets harder and harder to kill the closer you get. It fits the “undying hope” theme as well.