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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Might vs Magic
Thread: Might vs Magic This thread is 2 pages long: 1 2 · «PREV
Gibblets
Gibblets


Adventuring Hero
Spontaneously Coherent Typist
posted November 28, 2010 10:39 PM

I agree with Xerox, however I came up with these ideas before reading this thread. The Might Hero needs other ways to intereact with the enemy. Maybe a Distract function where the hero harasses a single enemy creature stack, doing DoT and sapping some of the creatures Initiative or speed in H6.

A Duel ability where the hero seeks out the enemy hero and in the case of enemy spell casting hero keeps them busy fighting for their life and therefore can't cast spells in game, or drains some mana from the caster as they defend themselves with a mana shield. Because in my mind a Might hero should be the natural counter to a Magic hero, similar to the TotE Orc hero.

Or if it's a might hero there could be a quick combat involving just the heroes (H4 style with the hero boosting arties as well)) and whoever loses gets dragged back to their army unconscious and for the remainder of the combat their creatures don't get the heroes +attack and defense parameters. Would make the player choose between building a general or a combat powerhouse hero.

Speaking of Generals..    
Could also be an order system like in the newest Imperial Guard codex. Where the hero issues orders to individual stacks and they gain unique abilities. It could function very similarly to the rune system from H5 (minus the resource cost of course) maybe give it a % chance of success based upon Morale or some sort of leadership value.
____________
If it's true that our species is alone in the Universe, then I'd have to say the Universe aimed low, and settled for very little. - George Carlin

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted November 28, 2010 11:08 PM

I think the best way to do it is to offer useful traits/abilities (whatever they call those things that branch off skills) that are class-specific; i.e, a Cleric will have certain abilities a Knight does not have access to. Clerics could also gain abilities that further enhance the new Haven racial, since it would seem more in line with divine magic rather than knightly abilities.

I also agree that limiting the mage guilds was quite dumb; Fortress in H3 really needs some of the Level 4 spells and has no way to get them outside of conquering another town. That was one thing I was happy to not see brought to H5 from H3.
____________
They can take my swamp, they can take my town, but they will never take my FREEDOM!

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Aatos
Aatos


Adventuring Hero
Heroic Adventurer
posted November 28, 2010 11:36 PM

I think that Might heroes should not have any ability which the Magic hero has, and the other way around aswell. Unlike in H5 where even if you haven't learned any magic school you can still have the spells of the 1st and 2nd circle, and even if you don't have the Attack and Defense skills and find some item which adds to them it will be transfered to the creatures.
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To fail to plan is to plan to
fail.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 28, 2010 11:38 PM
Edited by Elvin at 23:41, 28 Nov 2010.

I favour magic over might but do not deny that the latter can be fun as well. I do believe that they can be equal but that takes a lot of balancing work, if you can limit how fast you can learm powerful spells or how much spellpower grows you can take magic's earlygame edge. Likewise if you can limit the amount of stackable might bonuses in the endgame it can kinda balance out. It wouldn't be 100% fair but I'm fine with close enough.

Another thing is reworking the spell effectiveness formula or nature of the spells. Assuming that the 'magic' army does not get easily slaughtered within a couple of turns like in H5 we could make a better percentage of spells actually work. For instance most summoning spells in H5 ended up as useless in lategame because might and instant bulls did not give you enough time to build up your strategy, you needed to be more direct whether in attack or defense. Or we could avoid putting in potentially useless spells like wasp swarm.

Then there's the matter of leveling. If you can keep getting improved spells and other cool things till lvl 30+ you can afford to delay the game more.

Edit: Forgot to mention, might friendly spells. In H5 a half turn cast could pump your army with +60% dmg even if you had 1 spellpower, if you decrease those it weakens lategame might a lot as well.
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted November 29, 2010 01:21 AM
Edited by Jabanoss at 01:21, 29 Nov 2010.

It beyond me how they could not have added both might and magic heroes for all factions in H5. It would have delivered so much more enjoyment, Myself for example loved being the dungeon, because they had nice units with excel at that which I favor, speed and strength. But since they only had warlocks, I could never be as strong as a Knight or Barbarian which was disappointing.
So for H6 I really hope they will have both M&M heroes for all factions (but it is very unlikely since they already have revealed the faction hero-types -_-)
____________
"You turn me on Jaba"
- Meroe

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted November 29, 2010 05:19 AM

I remember one effective solution against Magic and it was Bron in H3. When I wanted to be Might he was always a good choice starting out with Advanced Resistance and the other 7 slots open. I think there was a Dwarf hero the same and of course he had the dwarves that resisted magic fairly easily as well. I do not recall this variation in H5.
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"Do your own research"

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted December 03, 2010 09:50 AM

in HoMM5 it was Only the Magic that decided the outcome of the battle.. Might was pretty useless. Using empowered spells along with huge and endless mana bar, that was the victorious combination. And it was a big mistake to make 1 hero per faction insted of 2 (might/magic). As we know HoMM6 will have both of them, the fact that really makes me happy, just hope that weakening spells will not be the only balance solution.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 03, 2010 11:03 AM

Quote:
in HoMM5 it was Only the Magic that decided the outcome of the battle.. Might was pretty useless.

Apparently you did not play much or only did so vs AI.
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Map also hosted on Moddb

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veco
veco


Legendary Hero
who am I?
posted December 03, 2010 11:11 AM
Edited by veco at 11:13, 03 Dec 2010.

Dungeon vs Stronghold/Haven/Sylvan ftw

edit:
picture it this way: Warlock constantly casting empowered Meteors and all they way through shoutig "Not the face, oh gods not the face!!"
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none of my business.

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted December 03, 2010 11:49 AM

Quote:
Quote:
in HoMM5 it was Only the Magic that decided the outcome of the battle.. Might was pretty useless.

Apparently you did not play much or only did so vs AI.


Actually yes, mainly AI, but still , i remember the 4 hours campaign battle, which i won by endless "cloning" of my ghosts and 500 Bone Dragons simply couldn't reach my real ghosts. Took me ages but in the end i won.. Actually the result was pretty disappointing though, cuz it was the campaign against Nikolai, and he ressurected again for the 4th time with even stronger army.. Didn't read the map description that had to kill bone dragons on the map first, to reveal the darkness on the map...lol..

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 03, 2010 11:58 AM

Ouch.. Yes normally magic is the easiest way in campaigns since AI is easy to exploit. A human opponent with a heavy might faction can possibly wipe you out in 2 turns, of course it also depends on the week. Week 4-5 is anybody's game assuming the map is balanced.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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