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Heroes Community > Library of Enlightenment > Thread: Might vs Magic and how to REBALANCE them
Thread: Might vs Magic and how to REBALANCE them
rechet
rechet


Hired Hero
posted June 09, 2004 06:09 PM

Might vs Magic and how to REBALANCE them

I'm aware of the various discussions about the relative power of might vs magic heroes, but I haven't seen much on the subject on what could be done to rebalance them.

As small/fast maps clearly favor magic heroes (being able to cast an extra lightning bolt can be decisive) and XL/slow maps favor might heroes, this rebalance would have to be done separately to both ends of the spectrum.

Here's some ideas:

"XL Rules":
- Increase the damage of high-level direct-damage spells (might heroes lack SP to cast them in numbers)
- Restrict might heroe's access to elemental secondary skills and/or wisdom (magic heroes compensate lack of punch in physical combat with versatility via spells)
- Slow down the growth of armies (casting Lightning Bolt causes 100-300 pts of damage or thereabouts, while a simple Bless can make those 300+ Marksmen do that same 300 extra damage - makes direct damage spells obsolete)
- Allow magic heroes to start with higher spell power/knowledge

Any other ideas?
____________
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Jukka Mikkonen a.k.a Sir Rechet

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viking
viking


Known Hero
Rock'n'Roll
posted June 09, 2004 10:23 PM

I thought it was might for small, magic and might for large maps.
I must have been wrong
____________
One powerful hero is good, two is better

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powerlich22
powerlich22

Tavern Dweller
Upbringer of the Power Lich.
posted June 10, 2004 03:01 AM

The whole problem with that is that eventually, the might hero will still overpower the magic one with larger troops. 300 damage isn't going to put a dent in level 6 creatures. One method is doing proportinal damage: You do damage to each member of the army instead of just one, with the number steadily getting lower as the army expands.
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Orion
Orion


Known Hero
Dark God of Ordered Chaos
posted June 10, 2004 03:18 AM

ah ha and that still not even going to harm one darkness dragon
then there is magic mirror  and resistance skills and all those artifact that stop or minimise spells
no if you want to balance it all magic heroes should cast spells with extra duration and at less cost for more power
and if at a high enough level cast two spells a turn also allow them to learn any spell regardless of wisdom buy only use the ones they have wisdom for so they can get a large amount of spells quickly all magic heroes comanders should also be offensive spell caster like the fairy dragon
____________
Though I walk through the valley of the shadow of death,
I will fear no evil, for it bends to my will  

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rechet
rechet


Hired Hero
posted June 10, 2004 09:26 AM

I just noticed that one can't ban Wisdom appearing for might heroes. Take a look at the "hero skill rebalance mod under construction" thread for details.

That leaves fiddling with elemental magics, intelligence and spell power/knowledge advancement rates.
____________
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Jukka Mikkonen a.k.a Sir Rechet

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Orion
Orion


Known Hero
Dark God of Ordered Chaos
posted June 17, 2004 03:39 AM

like i said give magic heroes the ability to cast to spells a turn that will really boost them up and just give them spells at less cost and recover more spell ponits a day
____________
Though I walk through the valley of the shadow of death,
I will fear no evil, for it bends to my will  

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rechet
rechet


Hired Hero
posted June 17, 2004 08:51 AM

Too bad that's not a possibility. I can only fiddle with the probabilities of skills appearing, not with the skills themselves nor other game mechanics. Not that I wouldn't like to, but..
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Jukka Mikkonen a.k.a Sir Rechet

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Orion
Orion


Known Hero
Dark God of Ordered Chaos
posted June 22, 2004 03:46 PM

yeah limitations are such a downer why couldnt a fully editable mapmaker have been included
____________
Though I walk through the valley of the shadow of death,
I will fear no evil, for it bends to my will  

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