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Heroes Community > Heroes 7+ Altar of Wishes > Thread: On Might & Magic Abilities
Thread: On Might & Magic Abilities This thread is 3 pages long: 1 2 3 · «PREV
Nocturnal
Nocturnal


Promising
Supreme Hero
posted September 10, 2011 02:45 AM

Quote:
The split between might damage and magic damage isn't very helpful either. There are fewer creatures with magic damage so magic power and magic defense are just a lot less useful. Necropolis and Sanctuary are the only two factions with 3 magic damage dealing creatures, while all other factions only have 2.


As the stubborn jerk I am, I still haven't played any demo and will wait for the actual game. But in H5 my main technical teacher was the fan manual and H6 won't have that with the release. So I want to ask; does magic defense only reduce the damage magic attacking units does, or does it also reduce the damage from opponent hero's spells? Cause if doesn't, it is really a waste like you said. But if does we will both have learned something.
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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted September 10, 2011 08:46 AM

The way I see it, might abilities are like spells. And spellcasters are now like might heroes in that they increase creature stats, just of other units. Same-y ? If might heroes reduce damage from might abilities, than magic heroes with magic defense bonus (?) don't really have an advantage.

It doesn't bother me that much that "no one will use magic heroes because fewer units are magical". It bothers me that there's danger each faction will have "best, period" type of hero. Only one Stronghold unit is magic. Why would you make magic hero your main, then ?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 10, 2011 08:48 AM
Edited by Elvin at 08:49, 10 Sep 2011.

Quote:
The split between might damage and magic damage isn't very helpful either. There are fewer creatures with magic damage so magic power and magic defense are just a lot less useful. Necropolis and Sanctuary are the only two factions with 3 magic damage dealing creatures, while all other factions only have 2.

Magical units are outrageously good as they are..

Quote:
As the stubborn jerk I am, I still haven't played any demo and will wait for the actual game. But in H5 my main technical teacher was the fan manual and H6 won't have that with the release. So I want to ask; does magic defense only reduce the damage magic attacking units does, or does it also reduce the damage from opponent hero's spells? Cause if doesn't, it is really a waste like you said. But if does we will both have learned something.

The H5 original manual was a disgrace but you have already condemned the one for H6 before you even see it. And obviously magic defense counts against all magical damage, the main reason destructive spells are underpowered. Champions already reduce magical damage by half..
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einomida
einomida


Known Hero
posted September 10, 2011 11:44 AM

What about a Spell Penetration effect for Magic Heroes, similar to irresistible magic in H5, but affecting buffs/debuffs aswell?

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted September 10, 2011 01:14 PM
Edited by DoubleDeck at 08:50, 11 Sep 2011.

Quote:
What about a Spell Penetration effect for Magic Heroes, similar to irresistible magic in H5, but affecting buffs/debuffs aswell?

I like your vibe, though even if future dungeon faction has something like that, their might counterpart maybe worse off, as magic dungeon would seem too strong...
Remember in H5 you could have academy with 2 attack and 30 knowledge.....H6 is a little different...the might and magic stats both increase regardless of class as your hero level progresses (in proportion though to your class)...magic heroes would have of course bigger advantage with spells, but might has warcries now....

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted September 10, 2011 08:05 PM

Quote:
As the stubborn jerk I am, I still haven't played any demo and will wait for the actual game. But in H5 my main technical teacher was the fan manual and H6 won't have that with the release. So I want to ask; does magic defense only reduce the damage magic attacking units does, or does it also reduce the damage from opponent hero's spells? Cause if doesn't, it is really a waste like you said. But if does we will both have learned something.

The H5 original manual was a disgrace but you have already condemned the one for H6 before you even see it.


How did you get that from what I have written? I said my main source for technical things was fan manual in H5. And it is obvious we won't have a fan manual with the release of H6. I did't even mention official manual. The reason I like fan manual is it has every possible detail about the game.

And thanks for the answer. Than it is obvious magical defense is really an important thing contrary to what said by the former poster.
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DSveno
DSveno

Tavern Dweller
posted September 12, 2011 05:41 AM

Quote:

Only one Stronghold unit is magic. Why would you make magic hero your main, then ?


Cyclop and Dream Walker?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 12, 2011 06:29 AM

Tsk tsk. Back in the day magic heroes did not need special units
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Map also hosted on Moddb

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted September 12, 2011 08:31 AM

And in H6 magic heroes do "grow" their might stats as well, just not as much as their might abilities...

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einomida
einomida


Known Hero
posted September 14, 2011 04:11 PM

I downloaded the demo finally. Played only a little so far.

But one thing's for sure, I don't like spells as skills, not one bit.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted September 14, 2011 04:31 PM

Quote:
Does anyone think a "skill wheel" (like in H5) is possible in H6? Too many choices maybe to make one....and all abilities are in isolation (ie. don't need an ability of another skill/school to get a certain ability.....eg. empathy for warlock needing enlightenment arcane excaltation)


I don't think we'd really need a skill wheel, since every possible skill is displayed right from the start.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted September 15, 2011 11:20 AM

Quote:
I downloaded the demo finally. Played only a little so far.

But one thing's for sure, I don't like spells as skills, not one bit.


You choose your spells now and that's the control the player will have now. So magic heroes choose spells, might heros choose warcries. In H5, you had heroes with loads of spells to cast, that now has fallen away and you choose a select few now...

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted September 15, 2011 11:34 AM

And the difference between spells and war cries is that spells are called spells and war cries are called war cries.
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forest001
forest001


Known Hero
posted September 15, 2011 11:36 AM

Quote:

You choose your spells now and that's the control the player will have now. So magic heroes choose spells, might heros choose warcries. In H5, you had heroes with loads of spells to cast, that now has fallen away and you choose a select few now...


and now you should make sure that you choose the right tools for the job, and that when you cast them they will make a difference

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted September 15, 2011 01:11 PM

Quote:
And the difference between spells and war cries is that spells are called spells and war cries are called war cries.


Wow! Good observation

Spells are stronger than war cries, but spells cost mana.

I found that magic heroes could use more mana or at least build mana pool up quicker, especially to cast their advanced or ultimate abilities that take alot of mana.....that's one the unfair things with magic heroes imo....

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