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I have been looking at it and I just really am questioning some of the decisions, although theres no question that it enhances gameplay.

It *looks* like every hero has been nerfed into the ground - abilities that used to give power every level now give only give power every 3 - 6 levels. This is just really bad as it makes the heroes all less unique.

If a hero is specializing in cannons I don't want it to be a mere +15% at level 18, it should be maybe double damage by that point. Despite how good the mod is i would rather just play without the HOTA expansion due to this hero change that frankly makes all the heroes generic.

I also don't like the decision to accumulate troops indefinitely as opposed to resetting every week. It is a meaningful choice the player makes whether to focus on building troops or building infrastructure. But I can live with that, as it does allow a player that goes behind to catch back up.

What do you guys think?
Post edited December 29, 2017 by trademark.895
avatar
trademark.895: I have been looking at it and I just really am questioning some of the decisions, although theres no question that it enhances gameplay.

It *looks* like every hero has been nerfed - abilities that give power every level -> abilities that now give power every 3 - 6 levels. This is just really bad as it makes the heroes all less unique.

I also don't like the decision to accumulate troops indefinitely as opposed to resetting every week.

Does anyone know a way to reverse these terrible design decisions? If a hero is specializing in cannons I don't want it to be a mere +15% at level 18, it should be maybe double damage by that point.

What do you guys think?
Are you confusing the HD mod with HotA?
Yes, I meant the expansion. I am glad the HD mod still works without using the expansion. I really like the idea of cove and new stuff but this is just a dealbreaker for me.

I was hoping maybe I had misunderstood what he did or maybe it was just worded badly either in the original game or in the mod. But if he actually just HALVED the power of most of the heroes...
Post edited December 29, 2017 by trademark.895
avatar
trademark.895: Yes, I meant the expansion. I am glad the HD mod still works without using the expansion. I really like the idea of cove and new stuff but this is just a dealbreaker for me. I was hoping maybe I had misunderstood what he did or just worded it badly
HotA is something you either love or hate, though I personally like how the OP stuff has been nerfed, especially Conflux.

No, I'm afraid there is no way you can edit parts of HotA at this point unless you're its developer.
I don't know, if every single hero has been nerfed its not really just nerfing what was OP but nerfing heroes as a class. It is now just spells and units as opposed to playing a unique hero. Very sad

The decision on whether to go for gold or experience was already slightly weighted towards gold to my way of thinking without effectively removing each heroes unique bonus.
Post edited December 29, 2017 by trademark.895
avatar
trademark.895: I have been looking at it and I just really am questioning some of the decisions, although theres no question that it enhances gameplay.

It *looks* like every hero has been nerfed into the ground - abilities that used to give power every level now give only give power every 3 - 6 levels. This is just really bad as it makes the heroes all less unique.

If a hero is specializing in cannons I don't want it to be a mere +15% at level 18, it should be maybe double damage by that point. Despite how good the mod is i would rather just play without the HOTA expansion due to this hero change that frankly makes all the heroes generic.

I also don't like the decision to accumulate troops indefinitely as opposed to resetting every week. It is a meaningful choice the player makes whether to focus on building troops or building infrastructure. But I can live with that, as it does allow a player that goes behind to catch back up.

What do you guys think?
Some of the 'nerfing' I think went overboard. Particularly the nerfing of the necromancy skill/ability. I understand why they felt they had to change this because it was a bit overpowered before but I think they went way too far and this has resulted in Diplomacy being OP to absurd degrees. Other than that though I don't have much problem with what they have done.
The other issue is the new Cove town. It, like everything else they did for this expansion is very professional-looking and I play Cove (with Jeremy the cannon specialist) a lot but thematically it does not make much sense to me. Why isn't a pirate town ALWAYS on a coast/near water?! Why is swamp that town's native terrain?! Why would pirates be using sea serpents, assayids(spelling?) and Nix when these creatures would clearly be a constant enemy of pirates?! Why is the magic class called "Navigator"?!

I am hoping against hope that they eventually fix the other problematic skills such as Eagle Eye, Learning, etc. and release the Forge town (even though it will probably not be perfect).