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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Magic Resistance or Protection?
Thread: Magic Resistance or Protection? This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 22, 2014 09:17 AM

Resistance. Its the classic.
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Pavijan
Pavijan


Adventuring Hero
posted November 22, 2014 08:38 PM

Storm-Giant said:
I really like how H4 dealt with this issue. In H4, there is only magic resistance, but it works in both ways: x% of resisting harmful effect spells OR x% of direct damage spells reduction.

It's a good compromise between fairness and fun, IMO.


I agree. This was definitely the best way to do that.

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andy_dandy
andy_dandy


Adventuring Hero
posted December 17, 2014 08:32 PM

Pavijan said:
Storm-Giant said:
I really like how H4 dealt with this issue. In H4, there is only magic resistance, but it works in both ways: x% of resisting harmful effect spells OR x% of direct damage spells reduction.

It's a good compromise between fairness and fun, IMO.


I agree. This was definitely the best way to do that.


Amen!

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 28, 2014 07:00 PM

Resistance all the way, baby.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted December 28, 2014 09:13 PM

Resistance is the realm of creature abilities, Protection is the realm of the hero.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 01, 2015 01:24 PM
Edited by dredknight at 13:26, 01 Apr 2015.

I straight go for resistance!
I have not played H6 but I did Might and Magic Online which is somehow similar in battlemod. Protection just makes the things same like defence and the thing about resistance that always makes you wonder if the hero will lay down THAT magic or not is just priceless!

In the series might heroes are always better because of 2 things.

1. Resistance can go very very high pretty easily (reference: Dwarven artifact set in Heroes V) which counters hardly the Mages which are not so powerful anyway. Negating their only way to interact on the turn basically reduces their presence on the battlefield to null.

2. Most of the valuable magics are accessible by warriors without the need for high Spell power (H5 and H3 - haste/slow/frenzy/blind).
Spell power do not scale very well (compared to Might skills + army).

A few ways to counter those 2 patterns :

1. Reduce the resistance levels given by artifacts/sets/skills and/or add PENETRATION skill  which will somehow reduce MR of the creatures. Such skill for example in H5 is Ocultism. Great idea but no so greatly done.
2. Someone doing proper scaling will do the job. For example - Haste should be 5/10/15% per mastery level +0.5% per SP. This way Magic heroes can get up to 30-40%  but will lead not so strong army due to lack of attack and def. For a better description check this post

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Madao
Madao

Tavern Dweller
desu
posted September 20, 2015 11:22 AM

Hmm, resistance vs protection?

In latest heroes games I saw something that irritated me - when you put an unit to defend in the turn, the unit also gets mresist up, which is dumb. Not only dumb, similar mechanics like incorporeal or no-retaliation strikes were ruined, which is sad and uncalled for. It ruined the feel of the game. Innovations shouldn't go that far.

Resistance is the way
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TD
TD


Promising
Famous Hero
posted September 20, 2015 11:27 AM

If I have to pick resistance definitely. I like the game to have random elements, but both should be in the game. I see no reason to exclude one or the other.

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted September 20, 2015 11:29 AM

Pavijan said:
Storm-Giant said:
I really like how H4 dealt with this issue. In H4, there is only magic resistance, but it works in both ways: x% of resisting harmful effect spells OR x% of direct damage spells reduction.

It's a good compromise between fairness and fun, IMO.


I agree. This was definitely the best way to do that.


yes, H4 far away in terms of magic system.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 20, 2015 11:44 AM

I think both should be in for the sake of diversity?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 20, 2015 11:56 AM

Quote:
I am not giving an option for both as the real question is whether you would like the old magic resistance to return or not. A heroes game with magic resistance will likely also feature magic protection after all.

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keldaur
keldaur


Adventuring Hero
posted September 20, 2015 03:07 PM

Random full resist is as stupid as it can get on a game where you can only cast once per turn with your hero. No thx, i prefer "the bland" balanced stuff.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 20, 2015 03:56 PM

Full yes but 30% is pretty fair, no?

Numbers are adjustable, mechanics aren't.
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Map also hosted on Moddb

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bloodsucker
bloodsucker


Legendary Hero
posted September 20, 2015 04:25 PM

I think "cursing" spells should be resisted (or not) and damaging spells should have a protection percentage. So you don't have a creature losing a fraction of their movement, that can be significative or not, but they always resist Implosions, Lightnings but only partially.

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keldaur
keldaur


Adventuring Hero
posted September 20, 2015 05:49 PM
Edited by keldaur at 01:14, 21 Sep 2015.

Elvin said:
Full yes but 30% is pretty fair, no?

Numbers are adjustable, mechanics aren't.
Do you mean a chance to resist 30% of the damage?
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TD
TD


Promising
Famous Hero
posted September 20, 2015 05:56 PM

@Keldaur I bet you are gonna love fickle magic in h7. Mere 50% magic resistance!

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keldaur
keldaur


Adventuring Hero
posted September 20, 2015 06:09 PM

TD said:
@Keldaur I bet you are gonna love fickle magic in h7. Mere 50% magic resistance!
I hate anything that works on a binary fashion as miss or hit. Hated it on heroes 5 with the ghosts for example.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 21, 2015 09:40 PM

That is what I had in mind, yes. You keep the element of surprise but the effect is not so powerful that it would make or break your game. Going a step further you can make it closer to what witchdoctors did in H5: Chance to reduce spellpower, chance to increase mana cost and a chance to decrease the hero's initiative. The latter would depend on the initiative system used but you get the idea.
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Map also hosted on Moddb

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Stevie
Stevie


Responsible
Undefeatable Hero
posted September 21, 2015 09:53 PM

The terminology kinda bugs me, but I think both should be in. Maybe have it as a primary stat with a Resistance skill? But since there are 7 elements...
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 22, 2015 12:09 AM

Resistance as a skill is interesting only because it forces you to pick between it or one extra combat skill. If you got it for free on level ups there would not be an element of choice, there would be less hero customization.
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Map also hosted on Moddb

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