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Demigod
Re: Heroes Boost
I only read the first two posts. I agree, except with some numbers. The amount of the health increase seems a little high, maybe go 5, 12, 20 (after applying the command aura, if it also affects the hero himself). Item distribution should be more MI biased IMO, it's too hard to get good ones. And monster heroes would probably get them more easily than they would get epics and legendaries. After all MIs are manufactured by the monsters themselves, while they would need to get epics/legendaries from humans.
Obviously this would require some rebalancing. The dual wielding tigerman Poinas mentioned is already crazy powerful. Same for neanderthal rider heroes.
A slight increase in the amount of heroes would also be nice. They should still be somewhat rare, but right now they are too rare IMO.
Also a bit off topic, all champions should get an HP increase. Something like 50-100%.
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Act 5 Project member
Re: Heroes Boost
Since there is no system of morale ingame, perhaps a monster hero could convey a hitpoint regeneration and resistance aura [the latter, similar to the defense tree]. I don't know how effective this could be, but it does seem more appropriate to me than increasing the base hitpoints or speed of nearby mobs.
We should also ensure that these effects do not stack. Some of us play using xMax, and I have had six of the turtle heroes on me at once. I would think that +15% speed * 6 would have had me very thoroughly dead.
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Administrator
Re: Heroes Boost
We could spawn unique difficulty-bound heroes if we want. Just like the Manticore, DragonLiche, Hydra, etc... we just wouldn't be able to use new meshes for them.
I wouldn't want a set position for the regular heroes or a surefire way to spawn them, as I kinda like the random encounters (even though most, if not all, heroes are bound to an Act).
Still, having more unique superbosses seems like an exciting idea
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Citizen
Re: Heroes Boost
Beast heroes should maybe drop 2 charms since they won't drop anything else unless you implement guaranteed formula drops which I don't vote for unless you completely remove chances for formulas from normal mobs. But I'm happy with at least one guaranteed charm (or relic for other types) drop from heroes. Killing beast heroes who don't drop anything is starting to **** me off.
(Somewhat unrelated: does Yeti Fur have ridiculously high chance to drop or other charms very very low chance or am I just lucky/unlucky? I honestly don't need the Yeti Fur, only a couple artifact formulas need it and the resistance is pretty much only needed for the boss yeti and neanderthal.)
And yeah, it's weird if you see a hero with broken short sword and one of his minions has Soul Carver. 0.5 uniques is a bit high, though, and 0.1 MI too low, maybe swap them or something? MIs can have sucky stats but uniques are always the same with slightly varying stats.
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