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Heroes Community > Heroes 6 - The New Beginning > Thread: Dmg Spells overpowered?
Thread: Dmg Spells overpowered?
sylvian_prince
sylvian_prince


Hired Hero
the ranged hanter
posted August 08, 2012 12:59 PM
Edited by sylvian_prince at 13:00, 08 Aug 2012.

Dmg Spells overpowered?

In my opinion, the Destructive spell are now overpowered.
played with Sanctuary, and AI lvl 14 strick my Pearls with lightning achieving 950 air damage!
about 45 pearls(more than half of my army) destroied.

true, sanctuary have vulnerability to air but its only 20% not 200%!
tried myself those tactic and achive about 500 dmg, still to much.

whats the point building an army if with one lightning strick the army destroied?

I know the main reasone they have boost the dmg spells is to balance.
but i can't see what's balance with it...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 08, 2012 01:21 PM

So what kind of spellpower did he have?  Amulet of thunder may also be a possibility.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted August 08, 2012 02:44 PM

You've had a taste of the Magic damage bug (which increase Magic damages (not only spells) by a factor 2 from time to time), certainly. This bug exist since a long time... I hope it will be corrected before HeroesVII.
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sylvian_prince
sylvian_prince


Hired Hero
the ranged hanter
posted August 09, 2012 07:19 AM

not such an impressive-14.
without taking to account my 12 defense.

so ther is a spell bug? didn't nottice that ever before the 1.5.1
this dmg ok to mid-end game.

but on the beginning...

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Scream
Scream


Adventuring Hero
posted August 29, 2012 01:33 AM

I'm finding the alternative to be the case. A lot of people seem to have haste, high luck/leadership, mass stone skin, and mass regen. This means their armies get to move and attack twice. Get to go further, and harder, and are nearly impossible to kill.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 29, 2012 08:04 AM

Depends, it is rare that a might army will rush and kill you in 1-2 turns as it was possible with H5. And definitely not with most factions Btw someone did figure out how that bug works, if you use pressed attack then your hero and magical units will deal double damage on the next turn or the next time they act after that.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted August 29, 2012 08:18 AM

Yeah, can't obliterate troops so quickly like H5.

I do feel that damaging spells are too high, like Sylvian_Prince mentioned....Lightning spell too high....(it's like empowered deep freeze from H5)...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 29, 2012 09:59 AM

Yes but remember that armies grow faster in H6, not to mention the high amounts of magic reduction from the unit and hero scores. In essence it comes down to hero level and period of the game, destructive is bound to be stronger early than late. But what I see is that magic feels at its peak around midgame, where the hero has gathered enough levels to invest in his favoured magic.
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freespirit
freespirit

Tavern Dweller
posted August 29, 2012 10:15 PM

What the doubled damage through forced attack is a bug? I always thought its a feature. Especially because this exists since Heroes 6 is out and it never got fixed. Without that Dmg spells feel underpowered. I like a 6k Firebolt. What am i supposed to do if i want to use dmg spells and forced attack? Because forced attack in itself is an awesome spell.

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Scream
Scream


Adventuring Hero
posted August 30, 2012 02:34 AM

A lot of things haven't been fixed ;P
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Thunder_Titus
Thunder_Titus


Disgraceful
Famous Hero
Inventor
posted August 30, 2012 03:10 AM
Edited by Thunder_Titus at 03:11, 30 Aug 2012.

Quote:
A lot of things haven't been fixed ;P


Your right Scream  

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted September 05, 2012 06:36 PM

Hmmm....

Air -> 57% blood
Fire -> 65% blood
Dark -> 67% blood

Earth -> 70% tears
Water -> 56% tears
Light -> 82% tears

Prime -> 67% neutral

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ChrisD1
ChrisD1


Supreme Hero
posted October 08, 2012 10:42 AM

well they are strong for a medium sized army, but in big armies they don't do much. still dmg spells are strong in order to balance for the lack of magic units in the game,which support a magic hero. magic heroes have high magic and utilize better magic units than might units.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 08, 2012 01:10 PM

The thread was written in times when spells following a pressed attack would do double damage. That said I find destructive with blood mastery to be pretty good. Fireball + immolation is immensely powerful and chain lightning, implosion or blizzard are fairly good on their own. I have seen spells kill 4-5 champions at a time which makes me glad there is a cooldown.
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infinitus
infinitus


Supreme Hero
posted October 08, 2012 02:06 PM
Edited by infinitus at 14:09, 08 Oct 2012.

Distraction spells powerful, auxiliary heroes level up easy. If they die just cheap buy in town. Hit and run mast be strong as never before ... Not even need hit and run but hit and die and buy in town
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 08, 2012 02:22 PM

But this time no one is at a disadvantage (or advantage).

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 08, 2012 02:27 PM

Also it's not so cheap if you are high level. Not to mention, if you are attacked by a kamikazi you can simply leave out the regular units back and keep those with spirit form.
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Map also hosted on Moddb

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