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Heroes Community > Heroes 6 - The New Beginning > Thread: Regarding Stack Limits
Thread: Regarding Stack Limits This thread is 2 pages long: 1 2 · «PREV
Gweret
Gweret


Adventuring Hero
posted October 07, 2011 05:41 PM

Have any of you tried:
- Fire Magic III
- Immolation
- Arcane Exaltation III
- Meditation

+ fire ball damage on 30th level?

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vicheron
vicheron


Known Hero
posted October 07, 2011 11:07 PM
Edited by vicheron at 23:13, 07 Oct 2011.

Create more synergy between creatures and magic. Have more creature abilities similar to the Mark of Fire ability that Rune Priests had in Heroes 5. Give zombies/ghouls the ability to spread a disease that decreases magic resistance in living creatures. Give Golems the ability to store up energy from destructive spells that improves their stats and lets them discharge the energy against their next two targets. Make it so that when every creature entangled by a Treant takes damage from earth spells.

Create more synergy between spells. Make it so that if a creature is hit by a fire spell two times in a row, they get set on fire for the next turn. Make it so that hitting a creature with a water spell makes them more vulnerable to lightning spells for the next two turns. Make it so that creatures that are healed two turns in a row regenerate for the next turn.

Add skills that enhance the effectiveness of destructive spells. The Mark of the Wizard and Imbue Arrow abilities in Heroes 5 was nice. Add a skill that amplifies the magical vulnerabilities of creatures. Add a skill that lets you spend more spell points to make spells do more damage. Add a skill that lets you combine the effects of two spells into one. Maybe have combinations spells that create extra effects. For example, if you combine a fire spell and a water spell, it creates a cloud of super heated steam that damages all creatures that go through it for the next couple of rounds. If you combine earth and air, you create a sand storm that reduces movement and ranged damage.

Add spells that are more effective against creatures of certain tiers or types. There could be spells that are designed to kill high level creatures like the Hand of Death in Heroes 4 and spells that are designed to kill lower level creatures like a fire spell that burns longer and does more damage the bigger the target stack.

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MattII
MattII


Legendary Hero
posted October 08, 2011 05:06 AM

Well I don't know how it would work given the new mechanics, but for the old system I had the idea whereby you selected a spell selected a target stack, and then selected how many spell-points you wanted to spend casting it. So for example, if you had 8 power and cast Advanced Lightning Bolt, instead of doing 153 damage and costing 5 spell points, it would now cost 30.6 damage (rounded) for every spell point you were prepared to spend. Similarly, status affecting spells would become more expensive the bigger the stack you tried to cast them on.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted October 08, 2011 10:41 AM

Quote:
Well I don't know how it would work given the new mechanics, but for the old system I had the idea whereby you selected a spell selected a target stack, and then selected how many spell-points you wanted to spend casting it. So for example, if you had 8 power and cast Advanced Lightning Bolt, instead of doing 153 damage and costing 5 spell points, it would now cost 30.6 damage (rounded) for every spell point you were prepared to spend. Similarly, status affecting spells would become more expensive the bigger the stack you tried to cast them on.

That would be a great idea for some future "empowered" spells

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 10, 2011 08:27 AM

Quote:
Well I don't know how it would work given the new mechanics, but for the old system I had the idea whereby you selected a spell selected a target stack, and then selected how many spell-points you wanted to spend casting it. So for example, if you had 8 power and cast Advanced Lightning Bolt, instead of doing 153 damage and costing 5 spell points, it would now cost 30.6 damage (rounded) for every spell point you were prepared to spend. Similarly, status affecting spells would become more expensive the bigger the stack you tried to cast them on.


Although I like the suggestion, I think it could be disadvantageous for magic heroes. I always thought magic should not be dependant on stack size, that's where might comes in. Like in a long game, where stacks are huge, magic users would suffer.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 10, 2011 02:38 PM

So if I understand correctly this is something like the overcharged spells in, say, Wizardry? It's nice but will be very hard to balance and will turn the spell points into a de facto addition to the Spell Power (or its substitute depending on the situation). A hero with a large amount of spell points but low Spell Power will be somewhat equal to a hero with small amount of spell points but high Spell Power. Such spells will be devastating in the early game but potentially much less useful later as the caster's ability to deal large damage will manifest itself in just a few rounds. The thing could work but judging from how they balance the game so far, I'd rather not give them another tool to mess the things up.

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vicheron
vicheron


Known Hero
posted October 10, 2011 03:01 PM
Edited by vicheron at 15:10, 10 Oct 2011.

It would be interesting if there are ways of modifying a spell's effect by spending extra spell points. For example, if you spend triple the amount of spell points on a single target spell, you get to hit a second creature. If you spend twice the spell points on an area effect spell, you do no damage to your own creatures that are in the area of effect. If you spend 50% more spell points on a spell that does damage over time, you increase the damage by 50% but halve the duration. There could be similar effects for healing/beneficial spells.

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MattII
MattII


Legendary Hero
posted October 12, 2011 06:47 AM

Quote:
Although I like the suggestion, I think it could be disadvantageous for magic heroes. I always thought magic should not be dependant on stack size, that's where might comes in. Like in a long game, where stacks are huge, magic users would suffer.
Except that the longer the game goes on the bigger the magic heroes' spell-point-pools gets.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted October 13, 2011 07:14 AM

Quote:
Quote:
Although I like the suggestion, I think it could be disadvantageous for magic heroes. I always thought magic should not be dependant on stack size, that's where might comes in. Like in a long game, where stacks are huge, magic users would suffer.
Except that the longer the game goes on the bigger the magic heroes' spell-point-pools gets.


True, this would actually give quite a strategic approach for magic users, deciding whether to go big and sacrifice spell points early or wait a bit. In a long game, status affecting spells might not be that efficient on large stacks....so this focus would be on direct damaging spells and summoning spells (like quantity of creatures summoned depending on how many spell points you want to use)...

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vicheron
vicheron


Known Hero
posted October 13, 2011 11:08 PM

It would be pretty easy to introduce D&D's metamagic system to Heroes.

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