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Heroes Community > Library of Enlightenment > Thread: Magic heroes too weak?
Thread: Magic heroes too weak? This thread is 4 pages long: 1 2 3 4 · «PREV
Anil
Anil


Known Hero
posted May 12, 2016 12:00 AM

Might Heroes always better than Magic Heroes.
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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted May 12, 2016 12:12 AM

Really? For in smaller maps a magic hero can storm away enemies.
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 19, 2021 06:28 PM

Yes and no. A lot depends on the game. Remember the Magician gets faster Expert Wisdom and if you could get Resurrection, Protection from Earth etc you can do to win the Might. Because the Might has less Power and Knwlg. But if someone on a random map shows a mighty has neighbor with magic, then the Magician doesn’t have time to develop. A magician always has the first Wisdom, Power, Knwlg and some element of wisdom e.g. Earth then develops Att, Def, Warrior skills. Might has the opposite. Ok you said weak weak magician so I present for example Magician has 12 Rust Dragons, 54 Harpy Hags and 34 Evil Eyes vs Might has 10 Dracoliches, 5 Azure Dragons, 10 Ghost Dragons, 8 Dread Knights, 16 Vampire Lords and 16 Power Liches. The Magician loses the battle but leaves only 9 Dracoliches to Might. The Magician could have won the battle, but Might used Armor of Damned and casted a spell on Protection from Earth. The Magician doesn't have the Water skill. That's it! I was wondering that Protection from Earth should also have 50% resistance against Slow, etc. H4 came, and I realized that the game is also a development game. But many couldn't play H4. It's clearly different from the Magician and the Might.
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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 20, 2021 07:56 AM

Hmm I don't know.
Might heroes usually get much better skills, but magic heroes get so much Power and Knowledge. With some powerful damage spells and Res/AD they can become really dangerous.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 20, 2021 01:21 PM

Magic heroes can't win in the long term, BUT you can still attack with faster creatures or other strategies to survive a turn , cast a spell and retreat. Guerrilla warfare :v

In h4 this aspecT WOULD BE MORE BALANCED DUE TO SPELLCASTING NOT DEPENDING ON CREATURE SPEED... (damn caps lock twice)
...if not for the fact an additional imbalance is introduced, that retrating heroes are to be gotten back for free at the castle, instead of re-recruiting as in H3.

It would be interesting if you had to pay to get your heroes back at H4 too.
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 21, 2021 05:15 PM

No. When 99/99/99/99 vs 99/99/99/99. Both have the same skill and troop's strength. Philosopher thinks sensibly. But Tazar, Crag Hack, Jeddite, Sir Mullich, Malekith, etc Remember opening game is building, middle game means construction is complete, then strategy and endgame shows strong mathematics, thus Galthran is a suck, but middle game, we need him, if game ends in the middle game. Many players don't know how to play like the Jebus Cross in Twitch.  
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Zaio-Baio
Zaio-Baio


Promising
Famous Hero
posted October 22, 2021 01:47 AM

Some might heroes are better spell casters than the magic ones

For instance beastmasters have 50% chance to get earth magic on level 4. Magic heroes on the other hand can learn all magic schools, so its harder for them to get earth magic as fast as the beastmasters. So when you level up 2-3 beastmasters to level 4 you are almost guaranteed that at least one of them is going to get earth magic. And then you play with mass slow from week 1 and have a great and easy game.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted October 22, 2021 08:01 AM

Good! Ok you forgot Necromancer?

Necromancer with Air, 1-5lvl spells, etc vs Beastmaster with 1-3lvl spells and Scouting classes and mil. classes. Map has only one town, but you disabled all Tomes, etc thus Beastmaster can't get/learn a Protection from Earth, only Necromancer's town, if there is. Great MP! Many players don't know but test them. If you think imbalance, etc are great snow-speaking Then you need 4 wins, you start Necropolis, when game ends, you turn Fortress. Simple! EDIT: you create a random town and you hope random arranges Necropolis vs Fortress. Now you know unexplored Heroes, and Twitch hasn't thumb, esp. HotA. Rule, they said without 4 wins. BUT one RoE scenario showed Castle vs Dungeon or one AB campaign taught well.


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