Talking about HotA 1.7.2 balance changes

Horn of the Abyss – a well respected fan expansion mod for the good old Heroes of Might and Magic III, the current gold standard for the HoMM3 PvP gameplay just went into an interesting direction with their last patch – a direction of some very courageous balance changes, to say the least. And I do certainly have opinions on these – some positive, some negative, enough to fill an entire blog post.

Eagle Eye

[+] Eagle Eye gives the hero a 40/50/60% chance to learn each opponent's 1-3/4/5 level spell before starting a combat and when a spell is cast in battle. Allows the player to view 1-3/4/5 level spells in the opponent's spellbook in combat. If both heroes have Eagle Eye, it is mutually blocked (similar to Tactics)

So... they have buffed Eagle Eye. The previous design that lasted practically since Heroes 2 is so famously bad that it could as well have no effect at all and only the crazed mapmakers and hardcore singleplayer guys would notice any difference – this skill is THAT bad.

I am not sure how I feel about this take on the skill. I was personally a proponent of yeeting the skill out just like Resistance was yeeted out, and replacing it with something completely different. This... is still trying to run with the concept of Eagle Eye by making it work more immediately and then adding another effect on top just in case. It may be a solid enough buff – after all information on your opponent has a pretty good value... but this just looks clunky at a first glance.

My prediction is that the main use for the new EE will be suicide checking opponent's heroes just to check their spellbooks. On a main hero it will still be mostly a shitty win more or a hail mary – and this is way too much investment for a hail mary.

Learning

[+] Learning increases the hero's experience gains by 25/50/75%. Gives the hero an extra level-up immediately when picking or upgrading the skill

So... two changes. The big boost of Learning's bonus exp gain effect is, well, important here, but it isn't exactly the, uhm, “exciting” thing about this buff. Sure, instead of a fraction of an extra level you get three extra levels in the long run, which is not that bad in itself – especially considering the buffs of many, many specialties that I will get to talk about later. The second change, though... It is genuinely insane. And I mean it in the negative sense of this word.

Now, first things first, I do understand the design goal of this – HotA Crew wants to make this skill worth picking at any point of hero's development, not just early on by providing an immediate impact. And I do agree on this goal, just not necessarily with the method – because this method is boosting early pickup of Learning to an disproportionate amount. It allows you to rush to the guaranteed magic skill to check whether a hero will get that Earth Magic, it allows you to jump ahead up to four levels early on providing a significant tempo boost, and in the worst case scenario it will let you basically reroll bad level up options. Around level 7 things do get saner, but levelling Learning on levels 2 and 3 is kinda busted.

[+] Learning specialization now increases the skill's effect by 5% per hero level

And then we have to talk about Kinkeria. Thankfully HotA Crew didn't go fully insane, and as such specialty was toned down. The specialty gives her roughly one extra relevant level compared to what you would expect from a non-specialist... which I'd argue isn't that crazy of a specialty effect. Don't get me wrong – it is a very nice boon, and she will be a high value hero in many formats, especially considering she starts with Slow in her spellbook – but a lot of other heroes gain a bit more from their specialty than that.

Interestingly, on M200 templates Learning has been pre-banned in this patch:

[+] 2sm2c(2), Skirmish(M), Nine-day Wonder Templates: banned the secondary skill Learning and heroes Loynis, Moandor, Xsi, Darkstorn, Merist, Kalt, Kinkeria, Victoria

That early game boost from Learning does sound to be quite a bit too much on templates where you can't really afford to have more than one high-level hero and the early contact is the norm rather than exception – and it seems like the HotA Crew recognizes that.

My prediction is that on XL+U templates we will see more control heroes per player on average (I guess half a hero more, if not more) – and Jebus Cross will probably get a little bit faster with the breaks into the desert. This skill will have practically zero impact on one hero templates, where you usually got to fill up all eight skill slots already. More templates may end up having Learning banned due to power level concerns.

Ultimately I wouldn't be surprised to see Learning nerfed... though knowing the HotA Crew's track record with their release cycle, I wouldn't be surprised to see no action at all even if Learning becomes a problem. I do believe if the nerf would be in order, the best way to do so would be to replace the bonus level up with a 20% or 25% boost to the current XP value – it is as close as you can get to retroactively applying the bonus in my opinion without having to deal with Kinkeria's specialty.

War machines

[+] Artillery protects the Ballista and Cannon, preventing them from losing more than 40% HP in a single hit [+] First Aid protects the First Aid Tent, preventing it from losing more than 40% HP in a single hit [+] Ballistics protects the Catapult, preventing it from losing more than 40% HP in a single hit

Cool changes adressing one of the core issues of war machines – their fragility... but there is more!

[+] First Aid gives the First Aid Tent the ability to increase the HP of all creatures in the hero's army by 5/10/15% (rounded down) while the Tent is not destroyed [+] First Aid specialization now increases the HP bonus granted to creatures by the First Aid Tent by 5% per hero level

Aaaaaaand that is terrifying. I am not sure if turning First Aid into Armorer with extra steps is a good idea.

[+] Expert Ballistics allows the Catapult to accurately hit targets

I literally forgot that wasn't the case already. Good change, but probably not sufficient to make Ballistics an appealing skill choice.

[+] Ballista price reduced from 2500 to 1500; Cannon price reduced from 4000 to 3000

Good change. These two were arguably overpriced.

[+] Ballista damage formula changed from [2-3 * (attack + 1)] to [2-3 * (attack + 5)]

This is... mildly worrisome. On the one hand it makes Ballista do something for pretty much any hero – extra 10 base damage on average ain't bad after all. On the other, it is a yet another early game tempo increase – and while it won't be relevant everywhere, in templates where it will Ballista users will likely be very efficient map clearers. The specialty also got buffed – it now pumps up attack and defense of Ballista by 3 for every five levels of a hero, rounded up.

It is more than clear that HotA Crew wants players to use Ballistas and First Aid Tents more, and to actually level up Artillery and First Aid skills. While the changes with Ballista are mildly worrisome, I do find them overall positive. As for the Tent... I am not a fan, though despite my worries, I am unable to dismiss this change immediately. One thing for sure – war machines will at the very least see a little bit more experimentation.

Pathfinding

[+] Pathfinding now reduces the standard cost of an off-road step by 25/50/75 down to a minimum of 95/90/85

lol.

lmao even.

I hate this change. I despise this change. I do get it that Pathfinding was a mediocre skill at best (with the exception of the One Minute Madness template) due to competing with Fly spell, as well as Angel Wings and Wayfarer's Boots artifacts... but we really didn't need bonus Logistics.

My prediction is that it will be a very polarizing skill, and that it will be pretty darn powerful on any template with a major desert area – Jebus Cross and One Minute Madness come to mind... tho on 1MM it is very likely that I will end up banning this skill altogether, considering how powerful the original Pathfinding already was.

This change is just god-fucking-awful, and makes me regret that I am writing this post in English instead of Polish, cause for this I really could use a language with a proper swear game.

Sorcery

[+] Sorcery now increases spell damage by 10/20/30%

Not sure if this is a just strong enough buff, or if this is overtuned. I guess with a specialty it may get hilariously powerful in one hero formats, especially combined with any of the +50% elemental spell damage orbs... but eh, at least this skill is usable now.

Mysticism

[+] Mysticism now allows the hero to restore 10/20/30% of his maximum spell points per day, but no less than 5/10/15

No clue what is the rationale here, but sure, why not. I do find it unlikely that this will entice players to unironically pick the skill for main/control heroes – it is still reasonably easy to rest in town to restore your mana, after all.

Hero Specialties

I have already mentioned a few of them, now it is time for the rest of them. And there are quite a few changes there. Let's start with spells.

[+] Enhanced specializations that add +3% to a spell's effect for n hero levels, where n is the target's Tier: changed to +5% for Meteor Shower, Chain Lightning, Resurrection and Raise Dead; +10% for all other spells

I think I kinda do understand why this change has been done – to make damage spell specialists have a little bit more of an unique spice to them. I am not entirely sure if that +10% for stuff like Ice Bolt, Lightning Bolt or Frost Ring is a good idea, though.

[–] Forgetfulness specialization now increases the reduction of attacking creatures' number in target stacks by 10% for n hero levels, where n is the target's level

If I understand it correctly, at level 20 and Expert Water Magic it completely neuters all damage output of opposing ranged units, which is mildly hilarious... and that's about it.

[+] Cure specialization grants +10% effect for (8 – n) hero levels, where n is the target's Tier (affects stronger creatures more)

Somewhat niche, but a cool niche.

[+] Bloodlust, Stone Skin, and Precision specializations add +10/8/6/4 to the spell's effect on Tier 1-2/3-4/5-6/7 creatures [+] Weakness specialization adds +4/6/8/10 to the spell effect for Tier 1-2/3-4/5-6/7 creatures (affects stronger creatures more) [+] Disrupting Ray Specialization increases the spell's effect by 10

All interesting changes, though Stone Skin specialty buff feels a little bit too extra. Labetha mains rise up I guess.

[+] Slayer specialization adds +20/16/12/8 to the spell effect for Tier 1-2/3-4/5-6/7 creatures

Maybe we will see an unironically cast Slayer spell in PvP?

[+] Adrienne's Fire Magic specialization increases Fire spell damage by 50%

She's a campaign hero, she can get this kind of a buff 😂.

[+] Haste and Prayer specializations add +3/2/1 to the spell effect for Tier 1-4/5-6/7 creatures

Not sure if Uberhaste needed a buff, same goes for Prayer specialty (note that Loynis no longer has a dead skill cause Learning is good now).

And now it is time for the unit specialties.

[+] Enhanced the effect of creature-based specializations, giving +5% attack and defense for n hero levels, where n is the creature's Tier: now +10% for Tier 1 creatures; +30% for Ballista and +20% for other creatures

The buff for creature specialties is a decent idea. I have seen some worries about T1 specialists getting a bit too much early game power this way, but I think this is still fine. Remember that the stat increase is based on the base stats of the units – not modified stats. A level 10 Shakti with a good sword won't suddenly give 15 extra attack to Troglodytes 😂.

[+] Fire Elementals specialization: +1 to Attack, +2 to Defense, and +2 to Damage – > +3 to Attack, +4 to Defense, and +2 to damage [+] Earth Elementals specialization: +2 Attack, +1 Defense, +5 Damage –> +3 Attack, +2 Defense, and +5 Damage [+] Psychic Elementals specialization: +3 Attack and +3 Defense –> +5 Attack and +5 Defense

I feel like rest of these changes ain't going to be THAT relevant – at least outside of one hero formats or maaaaaaybe something focused on native army like Conquest or One Minute Madness. After all Conflux isn't exactly known for its army, and these specialties – while considerably boosted, ain't exactly a big deal...

[+] Water Elementals specialization: +2 to Attack –> +12 to Attack

...but I feel like this specific change might be a little bit overcooked. Water Elementals are an early game unit, upgradeable to a shooter. Despite everything, it can deal decent damage, and with a +12 Attack boost... well. Early game will get nuked.

[+] Black Knights specialization for Haart Lich: +5 Attack, +5 Defense, +10 Damage –> +10 Attack, +10 Defense, and +10 Damage [+] Devils specialization: +4 to Attack, +2 to Defense, and +1 to Speed – > +10 to Attack, +10 to Defense, and +1 to Speed [+] Behemoths specialization: +5 Attack, +5 Defense, +10 Damage –> +10 Attack, +10 Defense, and +10 Damage [+] Dragons specialization: +5 Attack and +5 Defense –> +10 Attack and +10 Defense

Honestly? Sure, why not, I don't mind this change. I do think that it will make things a lil' bit more interesting on templates that have these heroes. And hell, these are campaign heroes – they can afford to be a lil' bit cooler, can't they?

I feel like the people most excited for these changes are one hero players – they pretty much got some new toys to experiment with... though I've seen voices of worry or even decrying these changes are ruining the format.

Factory

Factory got buffed... or rather one half of it.

[–] In the requirements of Upg. Halfling Adobe, Town Hall has been replaced with Blacksmith [–] Mechanics damage increased from 2-4 to 3-4, and Engineers damage increased from 2-5 to 3-5 [–] Heroes' starting Mechanics count increased from 6-8 to 7-9 [–] Automaton and Sentinel Automaton explosion damage increased from 70 + 5x to 90 + 5x [–] Cost of Dreadnoughts in gold reduced from 2,500 to 2,200, and cost of Juggernauts reduced from 4,500 to 3,500 [–] Gantry cost in gold reduced from 15,000 to 10,000 [–] Marketplace removed from the requirements for the Gantry; Resource Silo removed from the requirements for the Upg. Gantry

All of this is geared towards boosting the “mechanical” half of the faction. And honestly – fair, though I am not sure if I like Automatons' explosion dealing 20 damage more. These are already super annoying to deal with as neutrals, and that extra 20 damage lets them hit more breakpoints, being able to blast more tier 6 units. I do think the changes will make the mechanical build more appealing on many templates.

Dragons!

yip yip

[+] Building Dragon Cliffs and Upg. Dragon Cliffs no longer requires the Enchanted Spring and Unicorn Glade [+] Building Dragon Cave and Upg Dragon Cave no longer requires the Labyrinth and Manticore Lair

This is a really interesting change that on native army templates lets you go for Castle+Dragons week 1... provided you can afford these, of course. The impact of this is yet to be determined, but my gut feeling is that Dungeon is eating much better here than Rampart. I do guess it might also have some impact on Jebus Cross, but I am afraid it miiiiiight be a tad too fast nowadays.

Spell Research

[–] Town Portal or Dimensional Door dropping is now guaranteed at the third (rather than fourth) spell research attempt at the corresponding Mage Guild level.

Less RNG with rolling control magic was deemed necessary, and now the game gets that little faster tempo-wise again. Not entirely sure if this is a good idea to push for that higher tempo that much, but oh well.

Small shit

[+] Increased the AI Value of Ghost Dragons, Scorpicores, Red Dragons, and Cyclops Kings; reduced the AI Value of Nagas

Makes sense, I don't know the new values just yet, but I don't think anyone will complain.

[+] Increased the default number of Sharpshooters on the map, which makes it impossible to generate them in weak guard spots on random maps

Probably the most uncontroversial change. Rolling Sharpies as your 6k value guard was pain.

[–] Default number of Master Genies in Ancient Lamps reduced from 4-7 to 4-6

I feel this is relevant for exactly Jebus Cross and some direct hacks of it. I don't think that people will feel the difference on mt_MP – the change is too minor, and the map is a mirror either way.

[+] Purchasing a skill from the University of Magic in the Conflux now costs resources in addition to 2000 gold: Air — 5 Gems, Water — 5 Crystals, Fire — 5 Mercury, Earth — 5 Sulfur

Has a bit of relevance on traditional XL+U templates I guess – and I'd say it is probably a good change, even if some people would liked to see a bigger nerf to this building.

[+] 0-3 random obstacles appear in Experimental Shop combat; in about 50% of cases, this blocks the standard methods of kiting Steel Golems

Apparently HotA Crew has a massive hate boner for the so-called Experimental Shop “abuses”. Their previous attempts at curtailing schematic strategies in this creature bank failed, so they decided to go for this strategy now 😂. Let's disregard the fact that creature banks are pretty much the most schematic element of the game lul.

[+] The Cloak of the Undead King is not allowed to be assembled by default. It remains allowed on the Anarchy and Clash of Dragons templates, as well as in a number of single player scenarios [+] The option of banning combination artifacts, which influences the possibility to assemble and disassemble them on a template, is added

It is more a new template format feature than a balance change, but it's still a good change – a new and useful tool for template designers.

[+] The Disguise spell effect now lasts not until the end of the day, but rather until the next turn of the player who cast it begins

Shit, now I will have to think again what is the worst spell in the game 😂

[+] View Earth and View Air effects are now saved until the end of the player's turn; information is available through the World View screen

[+] Added the ability to teleport through the Castle Gate of an Inferno town to ally Inferno towns, including when playing without the HD-Mod

Oh right, you can play HotA without HD mod, makes sense.

[+] Now, when teleporting through multi-sided monoliths and whirlpools, the hero always arrives to a previously unvisited monolith of the same type, if any. After visiting all monoliths of the same type, the order of teleportation through them becomes fixed

Irrelevant for PvP, nice for singleplayer.

[–] The Diplomat's Mantle now allows the player to flee (rather than capitulate only) after a spell cast by an attacking hero in the first round of combat

Ehhhhhhhhh, not a super notable thing to be added, but I still don't like this change. IMO Couatl hit and run is already kinda toxic when it gets somehow pulled off – even if it is a rare occurence. This is just Couatl hit and run but better, cause you can run it with a better speed tier units, such as Firebirds or even Archangels.

le conclusione

The overall changes seem to be somewhat geared towards speeding up early game and boosting tempo... and I am not sure if that's actually a good thing. Yes, we all know that people say that Heroes 3 needs faster games... but there is something called too fast. Pathfinding and Learning changes are scary – and in this context, specialty and Ballista buffs do show a little bit of a worrying perspective. The current balancing direction seems to be all gas and no brakes – and I do fear this may eventually break pacing of games.

Let's just say I didn't think I would see this kind of power creep in H3 and end it at that for now.

#Heroes3 #GameDesign