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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Regarding the Magic System
Thread: Regarding the Magic System This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 10, 2014 11:55 PM

Stevie said:
You want a real solution? Make the spell better. In my book WoL is not Tier 5. Even if it were tier 3 I wouldn't use it, simply because it's snow. If you were to give WoL a decent damage output and maybe even a good perk to make it my Top 3 spell of choice vs demons and undead, then yes Tier 5. But right now I wouldn't cast it above bless or weakness.


I'm tired of this.

Guess you were not a fan of enlightenment and sorcery. Sweet nuking potential.
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dragon
dragon


Hired Hero
posted September 11, 2014 01:54 AM

For word of light or armageddon or curse of the netherworld it can be like in heroes vi second level blood gives that spells to your magic hero or if there isn't blood and tears for example when hero reaches certain level can gain those spells. And about uniqueness between spells we already had seven magic schools in heroes vi they only need to tweak a bit some spells and add some new and that's it.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 11, 2014 07:52 AM

RMZ1989 said:
But I understand why would you think that Anti-Magic is more situational than Word of Light if you haven't played the game against people and certain strategies.

Storm-Giant said:
While single player is important, I think multiplayer is significantly more important when talking about balance and spell system. Alci must be really old

Well I still feel you kind of miss my point. I'm not talking about balance and which spell is better. I'm talking about the fact that Anti Magic is a spell which generally will see quite little use during the whole creeping and exploring face. I'm not saying it doesn't have it's uses - certainly, it does make the pain that's Water Elementals a lot easier, to just give one example - but it's still not a spell that you use that often until you reach the Hero vs. Hero phase of the game. In my optics, that does make it situational. I'm not saying it's bad. In fact it can even be great, which is why I think it's fine as a level 4 spell.


Elvin said:
Why a wisdom skill/ability is important:
(...)  It is a good way to ensure that you won't get end up with poor or situational spells. With a random mage guild, 7 different elements and without knowing what your high level spells will be, investing in a specific magic school is a risk. A risk that a might hero will never have to face.

However, it's still a bad solution, for the single reason that no matter what magic school you choose, as long as you just choose one magic school, you will also have to choose Wisdom. And frankly, how many games don't you choose at least one magic school? This makes Wisdom a de-facto default choice, and you could add with regard to balance, puts magic heroes at a disadvantage to might heroes, because they will need to max out two skill to get full benefit of their magic skill, where might heroes don't suffer from such necessary "support" skills.
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RMZ1989
RMZ1989


Supreme Hero
posted September 11, 2014 08:41 AM

alcibiades said:
RMZ1989 said:
But I understand why would you think that Anti-Magic is more situational than Word of Light if you haven't played the game against people and certain strategies.

Storm-Giant said:
While single player is important, I think multiplayer is significantly more important when talking about balance and spell system. Alci must be really old

Well I still feel you kind of miss my point. I'm not talking about balance and which spell is better. I'm talking about the fact that Anti Magic is a spell which generally will see quite little use during the whole creeping and exploring face. I'm not saying it doesn't have it's uses - certainly, it does make the pain that's Water Elementals a lot easier, to just give one example - but it's still not a spell that you use that often until you reach the Hero vs. Hero phase of the game. In my optics, that does make it situational. I'm not saying it's bad. In fact it can even be great, which is why I think it's fine as a level 4 spell.


I understand your point, but Word of Light is level 5 spell, and I can't really see anyone using it for creeping either. First you won't be rushing Magic guild level 5, and second it is high cost spell.

You really won't be needing to cast it to be able to crush neutral armies with your army, and if neutral army is quite big you won't be casting it anyway since it won't be doing enough damage and you will focus on control/buffs/debuffs.
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Stevie
Stevie


Responsible
Undefeatable Hero
posted September 11, 2014 09:56 AM
Edited by Stevie at 09:57, 11 Sep 2014.

Elvin said:
Why a wisdom skill/ability is important:

Simple, spell variety versus spell specialization. Secondly, balance. It is a good way to ensure that you won't get end up with poor or situational spells. With a random mage guild, 7 different elements and without knowing what your high level spells will be, investing in a specific magic school is a risk. A risk that a might hero will never have to face. Naturally there are ways around this, this is just one of the safe approaches.


Completely and utterly disagree. Alci and I presented reasons before.

Elvin said:
Why some spells are better off being unlocked as abilities:

First off, they clutter the mage guild. If you have played H5 competitively, then you know what I am talking about. There is no middle ground with situational spells and they will screw you up more often than not. It's not even a matter of adaptability, it is a matter of the opponent getting a useful spell and you not getting one. Especially painful and unbalanced at higher levels. It does not matter if you play against the AI but it matters against a human opponent. With 7 magic schools, H7 cannot afford as many spells as H3 and there will undoubtedly be cases where it's either spell A or spell B in the same tier. One universally good, the other screws you over 60-80% of the time. Things might have been different with a higher number of spells but as it is.. no. That is, assuming H7 will opt for situational spells.


Oh I get it. You and JJ are pushing this on the devs... And you want to convince us now.. to accept spells into the skill system.. Heroes 6 all over again...

NO!

Why do you HAVE to mess up the skill system? Aren't there any other solutions? Like an one time spell reshuffle? Or maybe the option to have a one time spell purchase if you didn't get your desired spell? Why don't you work with the Guild, but with the Skills?

You guys just want to ensure that there's no way to end up with or without a spell. I think you should learn how to adapt to the situation, not adapt the situation to you.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 11, 2014 10:59 AM

Stevie, you don't seem to have grasped the way the HoMM 5 spell system works.
Basically, the spells you get in the Mage Guild decide which abilities to pick - to actually get better spells by picking an ability.

Example: The mage guild gives you Fireball on Level III. You now pick Basic Destructive Magic, if and when it gets offered to you.
This allows you to Learn the spell, once you visit the guild: Picking Basic Destructive Magic = Picking up a spell called Fireball from the guild doing 14+14*Power.
The kicker is, though, that this pick MAY allow you to pick Armageddon as well and also Firewall elsewhere (without having to spend more, but that is only an option at this time).
You now buy the ability Master of Fire. In essence this gives you a new Spell: Fireballwitharmorpiercing, that in addition to doing damage will halve the Defense of the hit.
Now, if you want the spell Fireballwitharmorpiercingandignitioneffect you will have to pick Advanced and Expert Fire plus Secrets of Destruction and Ignite.

By which time the above mentioned new spell will do 20+20*Power, halve the Defense of the hit and do 6 2/3+6 2/3*Power for 3 more turns, and you will also have picked up +2 Knowledge, but that may be all the effect you get from having spent SIX ability points.

You may however, get Armageddon as well, and if you have Black Dragons, well, then, here be Dragons, and abandon all hope, you sinners.

What a spell-ability does, is just isolating out a spell from random appearing into the discretion of the player whether he wants to pick it or not. The spell can STILL be influenced by a ton of factors, including other abilities, artefacts, skills and whatnot, but it is a fair trade.

Another example MIGHT be a spell like Earthquake, depending on the chances for magic heroes to get a skill/ability that would boost their catapult abilities to breach strong town defenses. If the chances were slim or non-exixtant, in the spirit of fairness, you wouldn't want it to leave randomness, whether a magic hero may or may not gain that spell and be either able to breach FFs or would have to wait a dozen turns until their creatures could do anything - so placing that spell into the ability tree would be a good idea IN THE SPIRIT OF BALANCE. It would STILL be the spell, and you'd STILL have to invest into Earth Magic, and the pick would be expensive, if you had no other Earth spells, but it might be a good one, if you had.

Also: Keep in mind that HoMM 5 had a limit on the abilities you could pick for any Skill. If that's kept, if the number of abilities was somehow limited again, picking such a thing would also mean you couldn't pick some other ability.

So you should just stop crying "HoMM VI", and think it through, based on the main condition that you want to avoid players being screwed over by the randomness that comes with the system.

And before you start: YES, it IS possible to change a spell like WoL into something different, that will always be useful. It doesn't have to be such a spell, and you should have noted, that I did NOT say, I want that spell in; I just said, IF THERE WAS this spell in the game, it would be a good example for a spell given as an ability - I didn't say I would want the spell in or I want a maximum of spells given as an ability.

It's just some sort of safety belt.

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PyroStock
PyroStock


Adventuring Hero
posted September 11, 2014 11:38 AM
Edited by PyroStock at 11:46, 11 Sep 2014.

Elvin said:
It's not even a matter of adaptability, it is a matter of the opponent getting a useful spell and you not getting one. Especially painful and unbalanced at higher levels. It does not matter if you play against the AI but it matters against a human opponent.


That same map could also leave your opponent more useful (maybe better synergy) artifacts/items in his area for his strategy (maybe he even gets lucky & completes a set) despite having the same quantity as you.  Perhaps his abandoned mines suck, but yours were gold mines.  Etc. Etc.  If any of that is too random for a player (especially for a duel map) then they can use the map editor & remove as much of the random element (like certain spells from mage guilds, scrolls, etc) they wish - just like in prior HoMM games.

Quote:
at least one favoured school in a faction's guild is good:


I'm ok with favored school(s).
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 11, 2014 12:02 PM

PyroStock said:

Quote:
at least one favoured school in a faction's guild is good:


I'm ok with favored school(s).
Whoever that said is dead wrong, because a favored school does first and foremost two things:
1) It's great for Might heroes - they have limited mana, so getting limited magic makes sense, and knowing beforehand in which basket to put your eggs, is a dramatic advantage for a class that should be at a disadvantage;
2) In a mage guild with otherwise random spells it decreases the probability for any others school being pickworthy - which is also a disadvantage for the Magic hero, but a disaster for replayability.

Question: Do you really want to play Haven heroes ALWAYS with Light Magic, Might heroes coming only and always with Light Magic, while Magic heroes really struggle to find something else that is worthy?

So, no. Favored school? Immediately kills the game. REALLY bad idea.

Also: you would have a lot of useless skills cluttering the skill wheel for magic heroes. For Haven, it was clear that there was a low probability for finding a second good magic skill, not to mention the 3rd. Might heroes wouldn't need more than Light Magic, so any other magic skill would DEFINITELY clutter the wheel with useless stuff.

So no again. Such a design for a first game? Maybe. But for the 7th game in a series???

I hope not!

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 11, 2014 12:34 PM

I agree that favored schools limits a lot gameplay. A good way to make a faction more skilled with the Magic School linked to the faction is through Faction heroes instead of the town itself. For example, if haven heroes have some kind of trait that gives them +x spellpower to Light Magic, then it fits the lore and at the same time you have more freedom to develop your hero.

But with 7 6 Magic Schools per faction, and if you discard favored schools, then you'll need Guilds giving a lot of spells per level in order to make sure your investment on a certain Magic School pays off. And having too many spells will lead to rendundancy and overlapping schools...bad idea I think
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 11, 2014 01:10 PM

Well, no, actually you just need to revise your strategy. Naturally, a Magic hero should be interested in developing Magic - after all, they are forgoing a lot of passive creature power to boost their magic stats.
Which also means, as a magic hero you have an interest in building your mage guild up, because, well, knowledge is power, and if you know the spells of your guild you can pick your way to skills and abilities you need to become a formidable caster.
True, you need the guild to give more spells, but I already said that: with four tiers of spells and 3-3-2-2 spells per school, I would start trying things with a guild giving 6-6-4-4 spells. First of all it looks good , but it also offers decent material to work with.
You obviously have an interest now as a Magic hero to build the guild. You may pick your first school based on the spells of the first two Tiers, and while your chances to get a fitting T4 are at 86%, when you pick a second school, you don't have to take the risk, if you build fast: you may see what the guild offers, and THEN pick school 2 and 3.

The high number of schools has one advantage: you can make some schools unavailable for Might heroes. Say Haven might may not get Prime and Water - just as an example. Obviously, this makes magic much more fickle for him, since it's possible that he can't pick anything really decent. It would also not unconceivable, that he can't pick all levels in all skills - HoMM VI had something like that already; this would make it even more, well, unpredictable.
And that would actually be really nice, for a change: to see Magic heroes somewhat shy away from that devil's stuff!
Right?

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PyroStock
PyroStock


Adventuring Hero
posted September 11, 2014 01:53 PM
Edited by PyroStock at 13:59, 11 Sep 2014.

Quote:
because a favored school does first and foremost two things:
1) It's great for Might heroes - they have limited mana, so getting limited magic makes sense, and knowing beforehand in which basket to put your eggs, is a dramatic advantage for a class that should be at a disadvantage;


I think you have that backwards.  A mage hero knowing which basket(s) to put his eggs (such as selecting Fire/Destruction or Earth/Summoning) to best utilize/optimize most of the powerful spells in his mage guild is equally if not more important.  If a Might hero is more dependent on his mage guild than his skills then something is wrong.

Quote:
2) In a mage guild with otherwise random spells it decreases the probability for any others school being pickworthy - which is also a disadvantage for the Magic hero, but a disaster for replayability.
Question: Do you really want to play Haven heroes ALWAYS with Light Magic, Might heroes coming only and always with Light Magic, while Magic heroes really struggle to find something else that is worthy?
...
Favored school? Immediately kills the game.


I & many others never found H3 or H5 "a disaster" for replayability and obviously it didn't "kill" those games, despite H5 having 2 favored schools for each town & H3 spells were never completely random in mage guilds (some spells you could never get in certain towns) and many heroes in H3 had favored spell schools & favored skills which were more likely to appear.  H3 has had the most replayability of the HoMM series.  I've never seen any H3 mod that adjusted these favors ever be popular (even to make it into WoG - which had some trivial/silly things like "Monster Mutterings" as options).  And I've never seen a H5 mod that adjusted the mage guild to be completely random - despite "new town" mods.

That aside, I could do without it as I'm indifferent to it as I like randomness hence my prior post.  But I think you are REALLY over-reacting.
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foxxxer
foxxxer


Promising
Famous Hero
posted September 11, 2014 01:53 PM


@JJ, the examples you stated are very specific in my opinion – for small maps where you don’t have many options. I haven’t played multiplayer in H5 so maybe I’m wrong but I don’t wanna see this (in H7) where you struggle with only one town and have to build your hero according to the mage guild. There should be an element of adaptability (not only playing the same approach all over again) but this is too much imo. I want to see big maps where you can capture 1+ neutral towns, visit Magic Shrines and University, and get scrolls. As I said I haven’t played Duel so I don’t know what kind of problems will appear there. Keep in mind that I don’t argue here against the single skill for learning spells or Spells converted into abilities just the examples you gave sound very limited.

@Stevie, I can’t understand what’s so wrong some spells to be transformed as abilities. For example Chaos/Dead/… Wards (H4) easily can be transformed to abilities. You pick Light Magic for main skill and you have an option to choose Dark Ward (Passive ability) as a perk which boosts your resistance x% against Dark spells. About WoL, I can’t see any problem this spell to be received as ability. Even can be received as a bonus spell when you pick some perk. There are many ways to be implemented it in the game without breaking the gameplay. It also can be introduced as passive perk to boost your Light damage toward undead, infernal and (I would include here) creatures affiliated to dark magic (understand Dark Elves and their allies).

I like SG idea about main MG and annexes but I don’t like the gradation (4 levels) and amount of spells per level (3-3-3-3). Five-level system is a tradition and you can you can feel how the “power of the magic” grow . The other thing is that the amount of lower level spells should be bigger than the higher ones. If we have something like 4-3-3-2-2 (L1-L2-L3-L4-L5) that makes 14 per school, 98 in total. H4 has ~140 spells in total so it won’t be an issue 98. Yeah, I know that there are overlapping spells like Haste and Speed, Magic Mirror and Pain Mirror etc. But technically Ice Bolt, Lightning Bolt, Fire Bolt, Implosion etc, can be considered for overlapping spells (only the damage is different). Same goes for Chain Lightning, Inferno, Meteor Shower, Circle of Winter where only depends how many stacks will hit and the damage distribution. I think good amount of creatures (elementals, undeads, construction, magical spirits etc) which can be summoned will be one of the solutions to avoid the overlapping.

TBH the more I read here the more I’m concerned about the whole magic mechanics. It seems that the 7 magic schools are real pain in the @ss and I’m pretty sure that the devs are confused too. That’s why Elvin made this poll. If we can exclude some situational spells from the MG lets do it. We have six Heroes games, there are so many implemented spells over the years that the devs shouldn’t be creative – just pick 98, balance them and everything will be fine. And if we have main MG (affiliated to specific element+Prime) + 2 optional annexes will avoid partially the randomness. If add to this only one skill for learning spells (Wisdom) then maybe this is the recipe.

@Elvin, please let us know how many spots for skills the heroes will have. If the devs have not fixed it yet, at least give us some idea about the range 5-6, 6-7 or 7-8. Otherwise we can throw ridiculous ideas here. If the devs want to know our ideas, have to specify at least that.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 11, 2014 02:02 PM

@ Foxxer
Maybe I misunderstand you, but in HoMM V you can't go ahead and simply pick magic skills and abilities hoping to get the right and fitting spells SOMEWHERE. I mean, you can, but that would be bad play.
The example you linked to is from HoMM V. You wouldn't pick Master of Fire, unless you actually had a Fire spell ALREADY.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 11, 2014 02:16 PM

foxxxer said:
TBH the more I read here the more I’m concerned about the whole magic mechanics. It seems that the 7 magic schools are real pain in the @ss and I’m pretty sure that the devs are confused too.

Same here, I'm not realy sure if I want to know H7 magic system since it already may be too late to change it :S
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 11, 2014 02:17 PM

PyroStock said:
Quote:
because a favored school does first and foremost two things:
1) It's great for Might heroes - they have limited mana, so getting limited magic makes sense, and knowing beforehand in which basket to put your eggs, is a dramatic advantage for a class that should be at a disadvantage;


I think you have that backwards.  A mage hero knowing which basket(s) to put his eggs (such as selecting Fire/Destruction or Earth/Summoning) to best utilize/optimize most of the powerful spells in his mage guild is equally if not more important.  If a Might hero is more dependent on his mage guild than his skills then something is wrong.


Quote:
2) In a mage guild with otherwise random spells it decreases the probability for any others school being pickworthy - which is also a disadvantage for the Magic hero, but a disaster for replayability.
Question: Do you really want to play Haven heroes ALWAYS with Light Magic, Might heroes coming only and always with Light Magic, while Magic heroes really struggle to find something else that is worthy?
...
Favored school? Immediately kills the game.


I & many others never found H3 or H5 "a disaster" for replayability and obviously it didn't "kill" those games, despite H5 having 2 favored schools for each town & H3 spells were never completely random in mage guilds (some spells you could never get in certain towns) and many heroes in H3 had favored spell schools & favored skills which were more likely to appear.  H3 has had the most replayability of the HoMM series.  I've never seen any H3 mod that adjusted these favors ever be popular (even to make it into WoG - which had some trivial/silly things like "Monster Mutterings" as options).  And I've never seen a H5 mod that adjusted the mage guild to be completely random - despite "new town" mods.

That aside, I could do without it as I'm indifferent to it as I like randomness hence my prior post.  But I think you are REALLY over-reacting.

I won't argue with you - I realize now that this is somewhat pointless. There is a good reason why no one tried a random mod in HoMM 5, but HoMM 7 won't be either HoMM 3 or HoMM 5 or HoMM 6 or any other HoMM, and it's fine that you disagree with me based on what you assume, but you maybe should reconsider. If not, fine as well, I won't argue.

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PyroStock
PyroStock


Adventuring Hero
posted September 11, 2014 02:19 PM

Storm-Giant said:
having too many spells will lead to rendundancy and overlapping schools


I disagree.  H3 had 70 spells and I preferred that large selection over a smaller selection of spells in later HoMM games.  The "less is more" mantra doesn't always work as we learned from H6.
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PyroStock
PyroStock


Adventuring Hero
posted September 11, 2014 02:31 PM

JollyJoker said:

I won't argue with you - I realize now that this is somewhat pointless. There is a good reason why no one tried a random mod in HoMM 5, but HoMM 7 won't be either HoMM 3 or HoMM 5 or HoMM 6 or any other HoMM, and it's fine that you disagree with me based on what you assume, but you maybe should reconsider.


I still don't see why a favored school/spell(s) suddenly would "kill" H7 & it's replayability... based on your assumptions instead of my assumptions (& H3/H5 history)... meh.
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foxxxer
foxxxer


Promising
Famous Hero
posted September 11, 2014 03:13 PM
Edited by foxxxer at 15:16, 11 Sep 2014.

JollyJoker said:
@ Foxxer
Maybe I misunderstand you, but in HoMM V you can't go ahead and simply pick magic skills and abilities hoping to get the right and fitting spells SOMEWHERE. I mean, you can, but that would be bad play.
The example you linked to is from HoMM V. You wouldn't pick Master of Fire, unless you actually had a Fire spell ALREADY.

Maybe you’re right. I haven’t played even single player in H5 too much – just campaigns and some maps. It’s not my Heroes game due to many reasons which I’m not gonna mention here, it’s not the right thread. Nevertheless I like the concept of skillwheel and I expected improvement in H6 but we know how ended this. I just don’t want to see in H7 the obligation to build my magic hero according to the town MG and as I said there are many ways to obtain the spells you want via adventure map objects. If the solution is one skill for learning, go ahead, I don’t mind. Just make the spells weak so you have to boost their power with specific magic school. Also I don’t want magic school restrictions for might or magic heroes. Restrictions for the towns MG is ok but not for heroes like H6.

If the problem you stated is only for Duel mode then that’s wrong. The game shouldn’t be adjusted to Duel mode but the opposite because you have three options – single, multi (Hot seat and TCP/IP-skirmish) and multi (TCP/IP Duel). Many people play single and/or traditional multi (including me) and just to adjust the game for the sake of duel mode, no thank you.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 11, 2014 03:25 PM

JollyJoker said:
Well, no, actually you just need to revise your strategy. Naturally, a Magic hero should be interested in developing Magic - after all, they are forgoing a lot of passive creature power to boost their magic stats.
Which also means, as a magic hero you have an interest in building your mage guild up, because, well, knowledge is power, and if you know the spells of your guild you can pick your way to skills and abilities you need to become a formidable caster.
True, you need the guild to give more spells, but I already said that: with four tiers of spells and 3-3-2-2 spells per school, I would start trying things with a guild giving 6-6-4-4 spells. First of all it looks good , but it also offers decent material to work with.
You obviously have an interest now as a Magic hero to build the guild. You may pick your first school based on the spells of the first two Tiers, and while your chances to get a fitting T4 are at 86%, when you pick a second school, you don't have to take the risk, if you build fast: you may see what the guild offers, and THEN pick school 2 and 3.

I guess you'd work with a healthy number of secondary skill slots for each hero, right? Something like 7-9. Oherwise investing into a secondary and maybe third MS would be suicidal

foxxxer said:
I like SG idea about main MG and annexes but I don’t like the gradation (4 levels) and amount of spells per level (3-3-3-3). Five-level system is a tradition and you can you can feel how the “power of the magic” grow . The other thing is that the amount of lower level spells should be bigger than the higher ones. If we have something like 4-3-3-2-2 (L1-L2-L3-L4-L5) that makes 14 per school, 98 in total. H4 has ~140 spells in total so it won’t be an issue 98. Yeah, I know that there are overlapping spells like Haste and Speed, Magic Mirror and Pain Mirror etc. But technically Ice Bolt, Lightning Bolt, Fire Bolt, Implosion etc, can be considered for overlapping spells (only the damage is different). Same goes for Chain Lightning, Inferno, Meteor Shower, Circle of Winter where only depends how many stacks will hit and the damage distribution. I think good amount of creatures (elementals, undeads, construction, magical spirits etc) which can be summoned will be one of the solutions to avoid the overlapping.

I didn't think too much in the numbers of my example, I was mostly defending the annexes idea, following what H4 started.

Of course, you could change the numbers of my example from 3-3-3-3 to 5-4-3-3 per MS. But I would be against lowering the amount of high level spells. If you only have 2 level 4 spells, with just 2 towns you could easily have both spells, whereas with 3 it's more probable to repeat the same spell in future towns, and having a complete spell book a harder task

As for direct damaging spells, don't forget you can differentiate them with perks, so the overlapping effect it's not that big.
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Stevie
Stevie


Responsible
Undefeatable Hero
posted September 11, 2014 03:40 PM

I think I just had an epiphany.

I want to be able to cherry pick what spells I get when I build the Mage Guild. That's the most logical thing to do. I don't want a random dice deciding my game. Because the difference between my enemy getting Bless and me getting Earthquake is literally me losing. And not to mention repleyability. Being restricted in any single way is a loss in repleyability. Yea, I want orcs being able to cast level 5 prime magic. 7 schools for all factions, no restrictions. All skills and perks the same, basically Heroes will be copy-paste versions of each other - anything different than that is restricting. I don't want to be tossed in situations that I cannot control and lose, I want to create the situation myself and always win. Did I mention how restrictive random spell drop is? But before that let me tell you how madly in love with Heroes 4 I am...

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