First Aid Tent - 3 Uses Only

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Roman
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First Aid Tent - 3 Uses Only

Unread postby Roman » 26 Aug 2008, 07:47

Why does the First Aid Tent have only 3 uses per battle, whereas all the other war machines have night infinite uses if they are not destroyed? I don't think the First Aid Tent is particularly overpowered and it ought to also have infinite uses per battle. Is there any way to mod this in?

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Asheera
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Unread postby Asheera » 26 Aug 2008, 10:45

With more than 3 shots, the First Aid Tent would be overpowered at creeping, since you'll wait for it to resurrect all your lost troops before ending the battle.
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Unread postby Roman » 26 Aug 2008, 11:32

Asheera wrote:With more than 3 shots, the First Aid Tent would be overpowered at creeping, since you'll wait for it to resurrect all your lost troops before ending the battle.
You can resurrect all your troops with spells and that isn't considere overpowered...

BTW: I don't remember any more, but if you have your First Aid Tent wait/defend, does it use up one of its three actions?

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Unread postby Asheera » 26 Aug 2008, 11:40

Roman wrote:You can resurrect all your troops with spells and that isn't considere overpowered...
Because it costs mana, you can't do that infinitely. Whereas, with unlimited First Aid Tent shots (which reset after each battle)...
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.

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Unread postby Roman » 26 Aug 2008, 14:45

Asheera wrote:
Roman wrote:You can resurrect all your troops with spells and that isn't considere overpowered...
Because it costs mana, you can't do that infinitely. Whereas, with unlimited First Aid Tent shots (which reset after each battle)...
Later on in the game, mana is unlimited for practical intents and purposes. As it stands now, the First Aid Tent is an utterly useless perk in the late game, precisely due to its limit of 3 charges.

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Unread postby Metathron » 26 Aug 2008, 16:49

I agree, there should be no limitations or the limitations should be far less restricting. It's not like the first aid tent is uber fast and, more importantly, it's not like it resurrects a whole lot of hit points (100, isn't?).
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Asheera
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Unread postby Asheera » 26 Aug 2008, 16:54

It's not only the Hit points, the First Aid Tent also dispels Dark Magic curses up to a specific level, based on War Machine Mastery.
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.

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Unread postby danhvo » 26 Aug 2008, 19:47

Giving the Healing Tent unlimited use would be indeed very bad. The Healing Tent's resurrection is perfect resurrection, like the Archangels', meaning it doesn't reduce the stack's maximum hit points each time.

But I agree that the current restriction is too limited. I think the Healing Tent should scale with the hero like the Ballista, to make it more relevant in late game. Since the Ballista's damage is based on Knowledge and Attack, perhaps the Healing Tent's healing should be based on Spellpower and Defense. Something like 100 + 5*(Spellpower + Defense) at Expert Warmachine.

The Catapult doesn't scale either, but castle wall doesn't increase in hit points no matter how long the game lasts.

I favor giving Plague Tent unlimited use though, and it should not count against the Healing Tent's 3-use limit. As it is right now, this is at the very top of my list of useless perks. Who would ever get Plague Tent instead of Tripple Ballista? If I level up and get offered only Plague Tent and Tear of Asha Vision, on a map with no Tear of Asha, I would take the latter!

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Unread postby Wolfsburg » 26 Aug 2008, 20:25

Im with Danhvo on that one.

I'll tell you guys: an aid tent with expert war machines plus aid tent skill has 800hp, and perfect ressurection. On early game, there is no chance you can take something like that down. Plus war machine users are overpowered creepers to begin with, I dont really think they need anything more than what they have.

When you just focused your efforts to diminish that very special stack, you will know how helpless it feels to see them raised back without any mana cost, nor hero action.

On mid game, one can still put the tent to relative good use, but it does no wonders. On late game an aid tent is nothing but combustible material (even for a specialist such as Kaspar).

So, a slight nerf on the beggining, leave it as it is on mid game and a high increase in effectivness on late game would be the best answer IMO.

This would make this skill a reliable choice throughout the game.

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Unread postby Roman » 26 Aug 2008, 20:28

Also, the opponent can always destroy the First Aid Tent if it were too much of a nuisance - as it stands now, nobody would bother to do that.

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Unread postby Wolfsburg » 26 Aug 2008, 20:30

P.S - As Asheera said, those god damn tents dispell up to lvl three dark magic spells, such as confusion (Making a whole action of the hero, be simply a futile effort in some cases)

For the joy of early creepers against dark magic wielders.

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Unread postby Wolfsburg » 26 Aug 2008, 20:33

Roman wrote:Also, the opponent can always destroy the First Aid Tent if it were too much of a nuisance - as it stands now, nobody would bother to do that.
Have you being playing PvP lately? You just CAN'T put it down on early game, unless you are Sinitar or NAthir with expert destructive and a damn nice artifact, and no one actually bothers with it on late game. Which validates my point.

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Unread postby PhoenixReborn » 26 Aug 2008, 21:35

Yeah, I've been getting frustrated not with the tent but with the ballista.

In a two different matches my Dungeon vs. enemy Stronghold I've had fights on day 16 where my implosion only does 1080 damage and I can't take out that super strong flaming ballista in time.

I like Danhvo's ideas on the first aid tent...if you remember in 1.0 the master gremlins had unlimited resurrection of golems which allowed you to take out dragon utopias very very early. That's what would happen if you did same with tent.

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Wolfsburg
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Unread postby Wolfsburg » 26 Aug 2008, 21:42

Dont even get me started on the f... flaming ballistae! :devil:

(although their defense reduction was nerfed to 50% on 3.1, which is lovely news)
PhoenixReborn wrote: if you remember in 1.0 the master gremlins had unlimited resurrection of golems which allowed you to take out dragon utopias very very early. That's what would happen if you did same with tent.
Agreed.

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Unread postby Roman » 26 Aug 2008, 22:14

Alright, perhaps unlimited healing might be a bit too much. But only three charges is another extreme. Perhaps it shouldn't be unlimited, but it needs to be either more than three, or it needs to scale in terms of how much healing it does.

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Unread postby travelingoz » 27 Aug 2008, 09:43

Yes i have to agree, while kaspar is great early game, his special is next to useless late game.
At the moment you'd have to be crazy to take first aid over ballista!
Why can't the skill level with the hero? Say 2 shots to start and then an extra shot every 2~3 hero levels?
As far as dispel magic goes, that should be an extra ability so you could go first aid/plague tent and/or dispel magic?

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Unread postby KiOwA » 06 Sep 2008, 12:50

Wolfsburg wrote:Im with Danhvo on that one.

I'll tell you guys: an aid tent with expert war machines plus aid tent skill has 800hp, and perfect ressurection. On early game, there is no chance you can take something like that down. Plus war machine users are overpowered creepers to begin with, I dont really think they need anything more than what they have.

When you just focused your efforts to diminish that very special stack, you will know how helpless it feels to see them raised back without any mana cost, nor hero action.

On mid game, one can still put the tent to relative good use, but it does no wonders. On late game an aid tent is nothing but combustible material (even for a specialist such as Kaspar).

So, a slight nerf on the beggining, leave it as it is on mid game and a high increase in effectivness on late game would be the best answer IMO.

This would make this skill a reliable choice throughout the game.
Excellent idea! Perhaps if it scaled in healing power, based heavily on hero spellpower (kinda like lightning bolt), it might be more useful in the late game. Would be a nice additional reward for high spellpower (right now ballistae only require strength and knowledge).

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Unread postby konfeta » 06 Sep 2008, 17:56

If we are buffing First Aid Tent, you need to make it in a way that makes it impossible to get Triple Ballista with the First Aid.

Seriously, War Machines already has Ballista/Triple Ballista as one of the best skill choices in the game. Does it really need something on top of that?

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Unread postby blizzardboy » 06 Sep 2008, 23:08

The designers of this game have to take into account player vs computer and player vs player. War machines are already obnoxiously powerful in 1v1 player combat as it is; a first aid tent that has infinite heals would make it even better. Sure, it might not matter as much if you're playing an extra large map on heroic against computer; but it means the world if you're doing 1v1 on a medium map.

I would be forced to kick a player everytime they chose Kaspar as a hero.


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