Less buff points of interest on the map
Something that is easily changed with map design but I found that there are too many points of interest throughout the map to the points where they lose their interest and clutter the map unnecessarily. Also most of those points of interest are temporary buffs which are in my view the least exciting bonus you could possibly get.
Comments: 16
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16 May, '22
Mrop2000Especially the ones that give movement bonus for just a few rounds make me feel like in order to move efficiently across the map, I must localize and interact with, instead of just going to my intended destination
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16 May, '22
aoetjeOh lord yes, I would say less clunk overall, the maps have too many things to collect, pick up etc. Lacks some planning.
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16 May, '22
HarryFrazeeAlso a lot of them do the same thing, so it kinda feels like a gimmick to trick us into thinking there's more things than there are. For instance there's like 10 different places that give slightly varying small amounts of xp, seems a bit pointless
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18 May, '22
WorthlesstowelIβm not sure I agree with you. Permanent buffs are extremely important, and have always been from the first Heores and Age of Wonders games.
Itβs a trade off a player is willing to take: spend time collecting buffs, or going quicker to the intended destination.
What I do agree with, are the temporary buffs, specially the ones that give you positives and negatives. Not fond of them. -
20 May, '22
JuAlso, there should be finer descriptions of what PoIs do. Some give permanent increases, others +1 movement, but there are so many you cannot keep track of them and playing becomes a click-fest.
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30 May, '22
McDudaLess map entities that provide temporary buffs are in order. Possibly extend the duration of the buff from 1 battle to 2 battles. Alternatively, add a new hero skill/artifacts that further extend the duration/increases the power of temporary buffs from map entities. Thus, such locations will still be viable even in the endgame.
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31 May, '22
OwlaKazamI agree that the temporary buffs make for odd gameplay. It seems like flip-flopping commanders (to collect powerful temporaries) is a viable strategy vs AI (not sure about online multiplayer). It feels odd, and should at least be made more clear how much temporary mojo a (scouted?) enemy wielder is bringing to a fight. They are a lot more powerful than the permanent buffs, yet can make you play silly (avoiding a small town/neutral creep), to bring a bunch of temporary bonuses and magic to the critical battle. I also only leave 1 troop as defense, or sometimes throw a 1 troop wielder at an AI to make sure those benefits are wiped when I engage.
I do like the importance of holding the permanent magic granting spires though, or paying a resource at a statue for a permanent wielder boost. -
13 Jun, '22
MTaurI agree overall. They are just spammed all over the place and it's overwhelming. Maybe HoMM did it like that but I have a hard time remembering what I have and haven't picked up and it's just a neverending parade of buffs and I can't remember any of it. I also feel like I'm always fumbling around in the dark and can't figure out good paths until a second try. In theory you should be able to stack a lot of them and micro-manage a win out of a tough fight but it feels exhausting just thinking about it given that there are dozens instead of a few big, memorable ones.
Since it's a predetermined map, and not a procedurally generated roguelike exploration, it seems like the overall map should be "explored" but not seen. Getting Distracted By Shiny Things Simulator. YMMV I guess, but I think total darkness is a better match for random generated. -
13 Aug, '22
luddegodofpainEarly game a +2 to order/creation/arcane can tilt a battle heavily in your favor, and in lategame it can be the difference of casting onslaught every turn or not. To to mention the heavy temporary buffs like stone circle/essence anomaly which really skew the odds in your favor.
As for the xp shrines, yeah their effects are samey, but they all look very pretty and tie the maps together.
Also, if you play this game less casual and actually need to outperform another player, you would not go to every single interactable but manage your time and pick whatever suits your situation.
That said, we need more variance in the effects of buffs. Shrines that buff a specific spell for the next combat, training grounds which buff human or faey (or whatever equivalent for your faction) for the next combat -
07 Sep, '22
Shataraterevar MergedI find it problematic that there are so many objects on the map that gives temporary buffs with duration 1 battle. They are nice and individually they are fine, but it leads in later turns to enormous buff stacking, getting heroes to have like +100 Defence and Attack for one battle only. That leads to suicide decoy behaviour, when you attack with a suicide hero before main one just to get rid of them. Same in defence vs AI (vs player it wouldn't work) you build 1 defence tower or any unit in a town to basically get AI to get rid itself of those buffs. And you have to, an overstacked hero is very hard to beat. It also diminishes the importance of upgrading units and gathering artifacts.
I like those buffs in general, so maybe give them a time limit? Like 3 or 5 turns ( I mean that they expire still after one battle but also after those turns). And I mean to apply this to all those buffs that are supposed to last one battle (the Essence ones too). I think that would fix it. -
10 Sep, '22
FreezeZ Admin"Too much temporary buffs leads to stacking problem" (suggested by Shataraterevar on 2022-09-07), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Oct, '22
WillBuff options that stay until you take a fight of "about equal strength" or greater, but where the buffs themselves are weaker, could make more sense.
But I think that this issue will be somewhat solved when more map editor features are done (since maps can be modified however you want). -
03 Dec, '22
GalilejiAgree. My main concern is with temporary buffs: they are pretty useless and cluttering,
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02 Mar
ArseniyDisagree. It is up to the map creator.
Every item/element may become clutter on the map if used without thought.
Having an option for map creators is good and mustn't be removed. -
21 Mar
dos5gwAre the buff values random? How can I remember what each interest point do? Sprites are gorgeous but It's a nightmare when the surroundings are so bloated. I find myself doing circles blind-collecting them before each combat.
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20 May
JacobI would somehow distinguish points that gives permanent bonuses from those temporary ones. In that way it will be easier to plan movement for wielders we wish to improve after just recruiting them.
Maybe text on Alt highlight just like visited indicator would suffice.