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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 ... 111 112 113 114 115 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 15, 2016 11:47 AM

@dredknight: only the 10 HP. On a side note: With regards to adding facebook info, I recommend focusing on spells or other stuff for a while, because it looks like there going to be quite a lot of changes to creatures in the next version (although there aren't going to be any changes that modify their tactical role or way of playing).


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lotihoti
lotihoti


Famous Hero
posted January 15, 2016 11:55 AM
Edited by lotihoti at 11:55, 15 Jan 2016.

just an idea for magno:

Do you think its possible to add destroyable things onto battlemaps (just like walls), so eartchquake gets more usefull.

Would be fun to have that...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 15, 2016 12:19 PM

I would like that, but not possible.
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strigvir
strigvir


Adventuring Hero
posted January 15, 2016 09:34 PM

Why does Rage of Elements require Summoning Magic? Can't shove Sorcery and Luck to Warlocks for the maximized damage potential. Empowered Spells + Mark Of Sorcerer + Caster's Luck + Rage of Elements would give a hefty damage increase otherwise.

And speaking of damage numbers, can we get Avenger as a class skill for Druids, but rearrange the skill tree in a such way so the druids wouldn't need to take skills they won't benefit from?
It'd look like this:
Imbue Arrow - Imbue Ballista
Deadeye Shot - Rain of Arrows - Know Your Enemy
Nature Wrath - Forest Guardian
Druids would start with Imbue Arrow, while Rangers - with Deadeye Shot. That way they will still have some freedom over the path without Druids being shoehorned into ballistas and Rangers could still go for the top part if they needed.

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Skeggy
Skeggy


Promising
Famous Hero
posted January 15, 2016 09:45 PM

Concerning vampirism, perhaps it would be good to contextualize it, something like, if hero has expert level of dark, summoning and destructive magic, only then can effectiveness of vampirism can maximally be raised up to 75 % of damage dealt. If the hero has only dark magic, vampirism can only be raised up to 50 % damage dealt.

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted January 15, 2016 11:42 PM

@devilfire

I think the current system of schools being highly specialized actually helps diversity. When schools do different things instead of being mainly reskinned versions of each other, it encourages players to either pick one and make the most of it, or pick multiple schools and become much more versatile.

If one school was adequate at everything, then every hero would just be might skills + one magic school, regardless of class, which would be boring and repetitive. Now, becoming a fully fledged magic hero with multiple skills and schools is much more rewarding, and can lead to the summon and buff or other cool situations that you mentioned.

In Heroes III, the schools all have buffs, all have debuffs, all have damage. Some are more effective than others, but generally you don't need to take more than one unless you're doing a campaign or you want a specific spell from another school.
Where schools differentiated, it was often due to one or two key spells, which didn't even always need mastery to be good (Clone, Teleport, Blind, and adventure spells, among others)
Thus, making a magic hero competent in all the magic skills would have diminishing returns, since a might hero with one school could do most of the same job while having a far stronger army. So there was only one hero archetype that was really worth using.

That being said, the schools in V aren't completely one-sided.
Light can do offensive or defensive buffs, healing, manipulate the field, and damage, (Magical Immunity and is also kind of a wildcard)
Dark can debuff, damage directly or through enemy's units, and manipulate the field using Blind or Puppet to block off key movements or units.
Summoning is mainly about field control and, well, summoning, but it does also have a defensive buff and some damage (magno gave it firewall iirc)
Even destructive can debuff (deep freeze, master of fire) and control initiative a bit with Master of Ice or Storms.

In short, a specialized magic system makes developed magic heroes more worthwhile since they can do much more than a might hero with only one school.
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lotihoti
lotihoti


Famous Hero
posted January 16, 2016 08:06 AM

Tiptoe_McGuffy said:
@devilfire

I think the current system of schools being highly specialized actually helps diversity. When schools do different things instead of being mainly reskinned versions of each other, it encourages players to either pick one and make the most of it, or pick multiple schools and become much more versatile.

If one school was adequate at everything, then every hero would just be might skills + one magic school, regardless of class, which would be boring and repetitive. Now, becoming a fully fledged magic hero with multiple skills and schools is much more rewarding, and can lead to the summon and buff or other cool situations that you mentioned.

In Heroes III, the schools all have buffs, all have debuffs, all have damage. Some are more effective than others, but generally you don't need to take more than one unless you're doing a campaign or you want a specific spell from another school.
Where schools differentiated, it was often due to one or two key spells, which didn't even always need mastery to be good (Clone, Teleport, Blind, and adventure spells, among others)
Thus, making a magic hero competent in all the magic skills would have diminishing returns, since a might hero with one school could do most of the same job while having a far stronger army. So there was only one hero archetype that was really worth using.

That being said, the schools in V aren't completely one-sided.
Light can do offensive or defensive buffs, healing, manipulate the field, and damage, (Magical Immunity and is also kind of a wildcard)
Dark can debuff, damage directly or through enemy's units, and manipulate the field using Blind or Puppet to block off key movements or units.
Summoning is mainly about field control and, well, summoning, but it does also have a defensive buff and some damage (magno gave it firewall iirc)
Even destructive can debuff (deep freeze, master of fire) and control initiative a bit with Master of Ice or Storms.

In short, a specialized magic system makes developed magic heroes more worthwhile since they can do much more than a might hero with only one school.


You truly said so - all schools have the ability to buff, debuff and damage... So there is no difference between them... we want to try to change that.

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devilfire
devilfire


Adventuring Hero
posted January 16, 2016 11:30 AM
Edited by devilfire at 11:44, 16 Jan 2016.

@Tiptoe_McGuffy

I explained why I think that the current system can be improved in general. I will give you a few examples that are more specific.

Some spells override each other while one is almost always better than the other. Some examples:

- Endurance and Deflect Missile - they do the same thing in a same way (both of them are defensive mass buffs) but DM is useful only against few units in the game - most of the towns have 1 shooter and 1 caster. Casters are more likely to cast and not every shooter is used for their damage (poison, crippling wounds, seduce etc.), while endurance is good all around (10 defense is 33 % damage reduction). You can make your own conclusion which one is better.

- Divine Strength and Righteous Might - the first is situational, the second is good all around but essentially they do the same thing in a same way (offensive mass buffs), but more often than not we will see Righteous Might because it works for everyone, not just the high damage gap creatures.

- Arcane Crystal and Blade Barrier - the main purpose is blocking with an object - essentially the same goal.

- This is even more obvious with Destructive spells - Fireball have the perk support while other don`t (and yes, Fireball can deal a lot more damage because of empowered spells that add x1.5, luck that add x2 and ignite that add x2 over three turns, it can turn out that you can deal 6 times the normal damage over three turns, while others can deal up to 3 times the normal damage, not to mention Fireball have a better AoE).
The only thing that really counters Fireballs is Fire Resistance, but then again, only 9 hero classes can take Shatter Light out of 22. not to mention it would be useless to take Shatter Light if you are not against a Light town. So most of the time you are going to see Fireballs all over the place while there will be no sight of the other elements (maybe some earth damage with Implosion and Meteor shower, but they don`t have the perk support too)

All in all some spells function in the same way and are too similar in general and the one will always be better than the other if they have to compete for the same place.

Now lets for example take Blade Barrier and give it to Light, but keep Arcane Crystal to summoning. You will use both depending on what school you have and it will unlock another option for you to use. Add to that the ice damage spells and perks. Now thats what I call a diversity. Now you will have to make a choice - do I need the slowing effect from the Master of Ice or I can pick another school that have slow in it, while using the Ice spells for the damage only.

I will give you another example. You picked every Fire damage enhancing item and perk in the game, but you are against Fire resistance and Magic immune creatures. You can always throw some Lightnings but why do you specialized into Fire then ? Now give divine strength to Destructive and you got another option -> go all in with your creatures because now you have the damage to do so. Its your choice.

Another example - you decided to take every bit of magic resistance that you came across. You enter the final battles only to see that your opponent have Light and Summoning and you counter just a few spells of his entire skill set. Now your Magic resistance is wasted. But with a mixed spell system it won`t be, because every school will have damage and debuffs that you can counter, so your Magic resistance will actually force your opponent to play differently because you will be able to counter 50-60 % of his spells.

Another good thing to mention is that now you pick Shatter Destructive spells and you are almost invulnerable to damage spells, so you are denying everyone who want to play as a damage dealing spell caster, while with a mixed system you will counter one damage type and a few useful spells, while letting your opponent play with a different damage type.

For example you picked Fotress, which are highly desistant to Fire, now pick a Shatter Lightning and take Emerald slippers in your inventory. You are still vulnerable to Ice, so your opponent can still exploit that if he want. Its a chess like game.

With the current system all you have to do is pick Shatter Destructive and there is nothing you can do about it. Its a checkers like game with no counterplays, no play arounds, no surprises or versatility.

As for the advantage of a developed Magic heroes it will be better with a mixed system because:

1. MH can use every single spell to their fullest, while the Might heroes will be able to use only a few to some extend (of course they can use Fireballs for their armor reducing effects or Lightnings for their stunning effects, but Mages will use them for their effects AND their damage)

2. MH will be able to get every spell school without crippling themselfs, which is not the case with Might heroes (because they need might skills and perks to function)

3. Magic heroes will have a wider arrange of spells to deal with different situations

4. This system will promote using different schools together because of the spread out spells and perks which mean that if you want to be a true master of the elements or buffer or debuffer or summoner you will have to combine them instead of picking only one and using the full benefits of it.

Many new combinations will open. For example if you give Decay to Fire school, couple it with Ignite you will have the possibility to play as a damage over time caster. You can do that now, but I highly doubt anyone would prefer to use Decay over Mass slow or Vampirism etc.

Mixed Spell system will mean mixed Perk System too, so you will be able to choose what you want to do with your spells. A good example of that can be Master of Storms and Ignite. Its not that Master of Storms is bad, its just not better than Ignite, but if Master of Storms didn`t compete for the same place as Ignite then you could freely pick it up without cutting the other, more benefical path.

I can keep giving examples but I will stop now. All in all there are too many spells that override and compete for the same spot. While we can`t really rework them, we can atleast split them to different schools so they can be used in different situations instead of the current system that the same thing is done by two spells in the exact same way.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 16, 2016 11:37 AM
Edited by dredknight at 11:58, 16 Jan 2016.

lotihoti said:

You truly said so - all schools have the ability to buff, debuff and damage... So there is no difference between them... we want to try to change that.


@Lotihoti dont hook just for that sentence he said. What he meant is that despite on school looking one sided they can also offer variation when a hero specialize in that school.

here are some examples: Destruction is primary damage but with fire,lighting,freeze perks you get debuf and crowd control.

Light is primary buffs but with assault teleport perk you get some crowd control. Same goes with VEngeance which gives damage (but you need to be expert + some SP).

Dark - primary debuff and crowd control. BUt if you go to expert you get some nice DOT from the poison spell + buff from vampirism.

Summoning - Summoning and field control mainly. Perks increase other proficiencies of the school. You either devote to  summoning with Conjuration or damage/constitution with the summon perk OR more Obstacle power with the Eearth energies perk.
You also get some buff from level 5 shield as a bonus.

Basically it does not matter how are you going to arrange the spells - Light, Dark, Summoning, Destruction or Air, Earth, Fire, Water.

One of the schools will excel at something other will fail.
On the other hand if you distribute the damage, buffs, debuffs, crowd control and field control equally between the schools then it wont matter which school you take as they will be mostly the same. Even worse each race will pick the best fitting school for their race!

The way it is now is best. Actually I am interested in trying the old approach as well, just for the fun (there is separated thread in the moderator forum so you may want to focus your passion there) but new approach is better.

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devilfire
devilfire


Adventuring Hero
posted January 16, 2016 11:46 AM
Edited by devilfire at 11:58, 16 Jan 2016.

@dreadknight I will be glad if you express some feedback on my last post. Your opinion is always appreciated.

Also they will not be distributed evenly. One school will always be better than the other, but it won`t be limited to the thing that it excel at. Like Fire will always be the best damage dealing school, but it will have some not so great buffs, while Water will have the best buffs, but not so great damage etc.

That way shatters will not be so hard counters as they are now (especially if you play against Might classes that have access to only one spell school).

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 16, 2016 12:01 PM

I think, isn't better to move Meteor Shower from Destructive to Summoning?, Summoning have Master of Earth Blood, which could increase MS damage, same like masteries of fire, storm and ice enchance spells in Destro. Or Even better move all Earth damage spells from Destro to Summoning.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 16, 2016 12:27 PM
Edited by magnomagus at 12:32, 16 Jan 2016.

Quote:
Rage of Elements would give a hefty damage increase otherwise.


That's why it is more balanced this way.

Quote:
Concerning vampirism, perhaps it would be good to contextualize it, something like, if hero has expert level of dark, summoning and destructive magic, only then can effectiveness of vampirism can maximally be raised up to 75 % of damage dealt. If the hero has only dark magic, vampirism can only be raised up to 50 % damage dealt.


Not possible, but also not really needed to balance it, the formula can be adjusted further if necessary.

@Zmudziak: It is not possible to have earthblood affect meteor shower, also meteor show is so great nobody would take sum+destro anymore.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 16, 2016 12:35 PM

devilfire said:

- Endurance and Deflect Missile - they do the same thing in a same way (both of them are defensive mass buffs) but DM is useful only against few units in the game - most of the towns have 1 shooter and 1 caster. Casters are more likely to cast.

Statistically is correct and not correct. at one side each army has 1-2 shooters but on the other side they hit 100% of the time while melee attackers do not and can be blocked.
Furthermore casters cast only when the magic will deal more damage than the attack. When the PvE stack became bigger they prefer shooting.
devilfire said:

- Divine Strength and Righteous Might - the first is situational, the second is good all around but essentially they do the same thing in a same way (offensive mass buffs), but more often than not we will see Righteous Might because it works for everyone, not just the high damage gap creatures.


Math says otherwise. Damage is better that stats because damage is after that amplified by the stats. Though some creatures do not benefit that much from Divine strength in no way it is worse than Righteous might. They are OK.
devilfire said:

- Arcane Crystal and Blade Barrier - the main purpose is blocking with an object - essentially the same goal.


but practically not. YOu cannot use blade barrier in some situations because it requires 3-square-empty-column so it can be casted. It is not very comfortable to use. On the other hand you cant use the Crystal to protect your archers as it does not offer much protection (1 square) and in case of being hit it will cripple them quite a lot.

devilfire said:

- This is even more obvious with Destructive spells - Fireball have the perk support while other don`t (and yes, Fireball can deal a lot more damage because of empowered spells that add x1.5, luck that add x2 and ignite that add x2 over three turns, it can turn out that you can deal 6 times the normal damage over three turns, while others can deal up to 3 times the normal damage, not to mention Fireball have a better AoE).



One sidedly you are correct but when comes to PvP you can ask matod how much was his damage output with fireball a few games ago.
Basically if some player picks Destruction type hero the other will make sure he has the proper defenses to protect from fire. THat is the primary goal of the opponent because it is the most damaging spell. Moreover spells like ice and lighting may penetrate the defense better due to the lack of that many protective artifacts.

devilfire said:

The only thing that really counters Fireballs is Fire Resistance, but then again, only 9 hero classes can take Shatter Light out of 22. not to mention it would be useless to take Shatter Light if you are not against a Light town. So most of the time you are going to see Fireballs all over the place while there will be no sight of the other elements (maybe some earth damage with Implosion and Meteor shower, but they don`t have the perk support too)


If shatters are so useless nobody will use them. Currently Shatters are mainly PvP oriented (partially help with some magical monsters on the map).

devilfire said:

All in all some spells function in the same way and are too similar in general and the one will always be better than the other if they have to compete for the same place.


A hero rarely collects all spells from one school. So if there is just one damaging, buffing, cursing etc.. spell your tactic will be mostly based on luck while when you have a bunch of some that has little variation you can always count on something concrete when you pick  a school.
devilfire said:

Now lets for example take Blade Barrier and give it to Light, but keep Arcane Crystal to summoning. You will use both depending on what school you have and it will unlock another option for you to use. Add to that the ice damage spells and perks. Now thats what I call a diversity. Now you will have to make a choice - do I need the slowing effect from the Master of Ice or I can pick another school that have slow in it, while using the Ice spells for the damage only.

Actually the possibility to not be able to use any of them is bigger as you have just one spell doing that in the school and it may never appear the Magic guild unless - Academy.
devilfire said:

I will give you another example. You picked every Fire damage enhancing item and perk in the game, but you are against Fire resistance and Magic immune creatures....
 Nobody does this in a life time. This is a lack of tactics. Refer to matod for the damage penalty he suffered.
devilfire said:

Another example - you decided to take every bit of magic resistance that you came across. You enter the final battles only to see that your opponent have Light and Summoning and you counter just a few spells of his entire skill set...

This is why tavern is your best friend.

devilfire said:

Another good thing to mention is that now you pick Shatter Destructive spells and you are almost invulnerable to damage spells, so you are denying everyone who want to play as a damage dealing spell caster, while with a mixed system you will counter one damage type and a few useful spells, while letting your opponent play with a different damage type.


Hero with one magic school in his inventory is not a real mage. Plus most of the time a mage count on occultism and sorcery to get through shatters.
devilfire said:

For example you picked Fotress, which are highly resistant to Fire, now pick a Shatter Lightning and take Emerald slippers in your inventory. You are still vulnerable to Ice, so your opponent can still exploit that if he want. Its a chess like game.


There is no such thing as shatter lighting. Harcodded. even if existed it would be waste of slots as there are only 2 lighting spells in the game.
devilfire said:

With the current system all you have to do is pick Shatter Destructive and there is nothing you can do about it. Its a checkers like game with no counterplays, no play arounds, no surprises or versatility.


Counter it with second school, plus you have the benefit of using Destruction in the PvE while the enemy cant use the shatter except vs YOU.
devilfire said:

As for the advantage of a developed Magic heroes it will be better with a mixed system because:

1. MH can use every single spell to their fullest, while the Might heroes will be able to use only a few to some extend (of course they can use Fireballs for their armor reducing effects or Lightnings for their stunning effects, but Mages will use them for their effects AND their damage)

2. MH will be able to get every spell school without crippling themselfs, which is not the case with Might heroes (because they need might skills and perks to function)

3. Magic heroes will have a wider arrange of spells to deal with different situations

4. This system will promote using different schools together because of the spread out spells and perks which mean that if you want to be a true master of the elements or buffer or debuffer or summoner you will have to combine them instead of picking only one and using the full benefits of it.


All the things above are valid for the current magic system.
devilfire said:

Mixed Spell system will mean mixed Perk System too, so you will be able to choose what you want to do with your spells. A good example of that can be Master of Storms and Ignite. Its not that Master of Storms is bad, its just not better than Ignite, but if Master of Storms didn`t compete for the same place as Ignite then you could freely pick it up without cutting the other, more benefical path.

What you mean is that all magic heroes will be jacks of all trade and at the same time Jacks of no trade due to their too different perks.

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strigvir
strigvir


Adventuring Hero
posted January 16, 2016 12:47 PM
Edited by strigvir at 12:51, 16 Jan 2016.

devilfire said:

All in all some spells function in the same way and are too similar in general and the one will always be better than the other if they have to compete for the same place.

If you move them to other schools, then the schools will have to compete with each other. It won't make Deflect more useful, just the school having it less desirable.

devilfire said:

I will give you another example. You picked every Fire damage enhancing item and perk in the game, but you are against Fire resistance and Magic immune creatures. You can always throw some Lightnings but why do you specialized into Fire then ? Now give divine strength to Destructive and you got another option -> go all in with your creatures because now you have the damage to do so. Its your choice.


You went all fire but didn't take Occultism, even though you know there are hard counters to it?

devilfire said:

Another example - you decided to take every bit of magic resistance that you came across. You enter the final battles only to see that your opponent have Light and Summoning and you counter just a few spells of his entire skill set. Now your Magic resistance is wasted. But with a mixed spell system it won`t be, because every school will have damage and debuffs that you can counter, so your Magic resistance will actually force your opponent to play differently because you will be able to counter 50-60 % of his spells.

So you basically want to make magic resistance mandatory?

devilfire said:
3. Magic heroes will have a wider arrange of spells to deal with different situations

Two schools already give a wide arrange of spells, and you can take them without "gimping" a magic hero in general.

devilfire said:

4. This system will promote using different schools together because of the spread out spells and perks which mean that if you want to be a true master of the elements or buffer or debuffer or summoner you will have to combine them instead of picking only one and using the full benefits of it.

I guess that explains why I always go for 2+ schools as a magic hero, because the current system doesn't promote combining different schools together.

devilfire said:

Many new combinations will open. For example if you give Decay to Fire school, couple it with Ignite you will have the possibility to play as a damage over time caster. You can do that now, but I highly doubt anyone would prefer to use Decay over Mass slow or Vampirism etc.

Why would I choose Decay over Phoenix, Elementals, Mass Haste, Teleportation, Deep Freeze and Implosion? You are comparing a single low-level spell versus either perk-only or level 5 spells. You wouldn't build a DoT-based character with Decay moved around, as even the direct damage spells scale poorly with the army size, let alone DoTs.

devilfire said:

Mixed Spell system will mean mixed Perk System too, so you will be able to choose what you want to do with your spells. A good example of that can be Master of Storms and Ignite. Its not that Master of Storms is bad, its just not better than Ignite, but if Master of Storms didn`t compete for the same place as Ignite then you could freely pick it up without cutting the other, more benefical path.

Master of Storms would have to compete with other mass spell perks then, how exactly does it change anything?

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lotihoti
lotihoti


Famous Hero
posted January 16, 2016 02:48 PM

dredknight said:
devilfire said:

- Endurance and Deflect Missile - they do the same thing in a same way (both of them are defensive mass buffs) but DM is useful only against few units in the game - most of the towns have 1 shooter and 1 caster. Casters are more likely to cast.

Statistically is correct and not correct. at one side each army has 1-2 shooters but on the other side they hit 100% of the time while melee attackers do not and can be blocked.
Furthermore casters cast only when the magic will deal more damage than the attack. When the PvE stack became bigger they prefer shooting.

true but 5 - 6 melees will truly hit more often then 1 - 2 caster/shooter

devilfire said:

- Divine Strength and Righteous Might - the first is situational, the second is good all around but essentially they do the same thing in a same way (offensive mass buffs), but more often than not we will see Righteous Might because it works for everyone, not just the high damage gap creatures.


Math says otherwise. Damage is better that stats because damage is after that amplified by the stats. Though some creatures do not benefit that much from Divine strength in no way it is worse than Righteous might. They are OK.

example angels (and some other creatures too) benefit nothing from divine strength - insteat a lot from righeous might. i c a huge difference here

devilfire said:

- Arcane Crystal and Blade Barrier - the main purpose is blocking with an object - essentially the same goal.


but practically not. YOu cannot use blade barrier in some situations because it requires 3-square-empty-column so it can be casted. It is not very comfortable to use. On the other hand you cant use the Crystal to protect your archers as it does not offer much protection (1 square) and in case of being hit it will cripple them quite a lot.

This is actually true and not true... While in some situations blocking 3 tiles is more important then blocking one tile. Depends on situations

devilfire said:

- This is even more obvious with Destructive spells - Fireball have the perk support while other don`t (and yes, Fireball can deal a lot more damage because of empowered spells that add x1.5, luck that add x2 and ignite that add x2 over three turns, it can turn out that you can deal 6 times the normal damage over three turns, while others can deal up to 3 times the normal damage, not to mention Fireball have a better AoE).



One sidedly you are correct but when comes to PvP you can ask matod how much was his damage output with fireball a few games ago.
Basically if some player picks Destruction type hero the other will make sure he has the proper defenses to protect from fire. THat is the primary goal of the opponent because it is the most damaging spell. Moreover spells like ice and lighting may penetrate the defense better due to the lack of that many protective artifacts.

There are several lightning protect and enhance lightning artifacts (titan - ring + necklace for water). Even from earth (implosion is gone then - dwarf).

devilfire said:

The only thing that really counters Fireballs is Fire Resistance, but then again, only 9 hero classes can take Shatter Light out of 22. not to mention it would be useless to take Shatter Light if you are not against a Light town. So most of the time you are going to see Fireballs all over the place while there will be no sight of the other elements (maybe some earth damage with Implosion and Meteor shower, but they don`t have the perk support too)


If shatters are so useless nobody will use them. Currently Shatters are mainly PvP oriented (partially help with some magical monsters on the map).

devilfire said:

All in all some spells function in the same way and are too similar in general and the one will always be better than the other if they have to compete for the same place.


A hero rarely collects all spells from one school. So if there is just one damaging, buffing, cursing etc.. spell your tactic will be mostly based on luck while when you have a bunch of some that has little variation you can always count on something concrete when you pick  a school.

On big maps (5 - 6 months+) a hereo will collect all specific speels. Guilds, Battlezones etc.

devilfire said:

Now lets for example take Blade Barrier and give it to Light, but keep Arcane Crystal to summoning. You will use both depending on what school you have and it will unlock another option for you to use. Add to that the ice damage spells and perks. Now thats what I call a diversity. Now you will have to make a choice - do I need the slowing effect from the Master of Ice or I can pick another school that have slow in it, while using the Ice spells for the damage only.

Actually the possibility to not be able to use any of them is bigger as you have just one spell doing that in the school and it may never appear the Magic guild unless - Academy.
devilfire said:

I will give you another example. You picked every Fire damage enhancing item and perk in the game, but you are against Fire resistance and Magic immune creatures....
 Nobody does this in a life time. This is a lack of tactics. Refer to matod for the damage penalty he suffered.
devilfire said:

Another example - you decided to take every bit of magic resistance that you came across. You enter the final battles only to see that your opponent have Light and Summoning and you counter just a few spells of his entire skill set...

This is why tavern is your best friend.

True but who is willing to spend tenthousands of gold only to c what your opponent has (early game - its to late then when it comes to the last fight and you lack of lvlups etc)

devilfire said:

Another good thing to mention is that now you pick Shatter Destructive spells and you are almost invulnerable to damage spells, so you are denying everyone who want to play as a damage dealing spell caster, while with a mixed system you will counter one damage type and a few useful spells, while letting your opponent play with a different damage type.


Hero with one magic school in his inventory is not a real mage. Plus most of the time a mage count on occultism and sorcery to get through shatters.

Well that doesnt change during our ideas of the new spell system.

devilfire said:

For example you picked Fotress, which are highly resistant to Fire, now pick a Shatter Lightning and take Emerald slippers in your inventory. You are still vulnerable to Ice, so your opponent can still exploit that if he want. Its a chess like game.


There is no such thing as shatter lighting. Harcodded. even if existed it would be waste of slots as there are only 2 lighting spells in the game.

True - but lightning attacks dont hit so hard... and often uncontrolled (chainlightning)

devilfire said:

With the current system all you have to do is pick Shatter Destructive and there is nothing you can do about it. Its a checkers like game with no counterplays, no play arounds, no surprises or versatility.


Counter it with second school, plus you have the benefit of using Destruction in the PvE while the enemy cant use the shatter except vs YOU.

Well your enemy can do that too... And then both go through the "best" strategy. I wouldnt call that a "variation"

devilfire said:

As for the advantage of a developed Magic heroes it will be better with a mixed system because:

1. MH can use every single spell to their fullest, while the Might heroes will be able to use only a few to some extend (of course they can use Fireballs for their armor reducing effects or Lightnings for their stunning effects, but Mages will use them for their effects AND their damage)

2. MH will be able to get every spell school without crippling themselfs, which is not the case with Might heroes (because they need might skills and perks to function)

3. Magic heroes will have a wider arrange of spells to deal with different situations

4. This system will promote using different schools together because of the spread out spells and perks which mean that if you want to be a true master of the elements or buffer or debuffer or summoner you will have to combine them instead of picking only one and using the full benefits of it.


All the things above are valid for the current magic system.
devilfire said:

Mixed Spell system will mean mixed Perk System too, so you will be able to choose what you want to do with your spells. A good example of that can be Master of Storms and Ignite. Its not that Master of Storms is bad, its just not better than Ignite, but if Master of Storms didn`t compete for the same place as Ignite then you could freely pick it up without cutting the other, more benefical path.

What you mean is that all magic heroes will be jacks of all trade and at the same time Jacks of no trade due to their too different perks.



Well right now you can, during tavern, c what you have to counter (destr, dark, light, summ). With mixed spells the chances your enemy can counter you is a lot lower then before.
Example:
old system:
Enemy takes light magic. You know exactly what he is going to do: Buffing his army up as high as possible.
Enemy takes dark magic:
Debuffing and controlling your own creatures.
Enemy takes destruction:
80 - 90% he will go for fire.

New system:
Water: Is he going to buff, water dmg, barriing? to summon?
Earth: Is he going to do dmg? To turtle during some def buffs? to summon?
Fire: Is he going for dmg? Or for summoning? To dot?




My answers in red

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 16, 2016 03:21 PM

@Lotihoti,

I am not willing th continue this challenge as I dont see any facts it is just your opinion that you use as primary factor. Magno said before that anyone can use his work and do as he wishes. If you feel that you dont like it make another iteration of the mod with the stuff you like. THe game is good as it is. Plus I have doubts you have any real PvP experience by reading your post.


@Magno, in duel mode I see that specializations, skill and perk changes, artifacts and creature changes are valid. What is not valid is the distribution of perks and skill set of classes.

Does the primary skill distribution correct? I assume it is not.
Does Secondary skill bonuses - Enlightment bonus primary stats, Occultism bonus spell power, other perks which were granted bonus primary stats in this mod - affect the heroes? It seems not.
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devilfire
devilfire


Adventuring Hero
posted January 16, 2016 03:22 PM

dredknight said:
devilfire said:

- Endurance and Deflect Missile - they do the same thing in a same way (both of them are defensive mass buffs) but DM is useful only against few units in the game - most of the towns have 1 shooter and 1 caster. Casters are more likely to cast.

Statistically is correct and not correct. at one side each army has 1-2 shooters but on the other side they hit 100% of the time while melee attackers do not and can be blocked.
Furthermore casters cast only when the magic will deal more damage than the attack. When the PvE stack became bigger they prefer shooting.

- archers hit 100 % of the time, but most of the melees (with a few exceptions) are going to hit maximum at the second round -> for 2 round you are going to get hit by 4 shooter attacks (2 shooter and 2 caster) and by 5 melee (if every single melee is slow and need 2 turns to attack, not to mention that the enemy won`t stay and wait you to go over him)

devilfire said:

- Divine Strength and Righteous Might - the first is situational, the second is good all around but essentially they do the same thing in a same way (offensive mass buffs), but more often than not we will see Righteous Might because it works for everyone, not just the high damage gap creatures.


Math says otherwise. Damage is better that stats because damage is after that amplified by the stats. Though some creatures do not benefit that much from Divine strength in no way it is worse than Righteous might. They are OK.

- math says otherwise but essentially you use it for the same reason -> damage increase in the same way -> mass buffs.. why does a single school need both if it have other buff to other purposes ? they overlap their funcionality and compete for the same spot namely - mass buffing damage

devilfire said:

- Arcane Crystal and Blade Barrier - the main purpose is blocking with an object - essentially the same goal.


but practically not. YOu cannot use blade barrier in some situations because it requires 3-square-empty-column so it can be casted. It is not very comfortable to use. On the other hand you cant use the Crystal to protect your archers as it does not offer much protection (1 square) and in case of being hit it will cripple them quite a lot.

- arcane crystal`s and blade barrier`s core is the same -> blocking with an object, eventually one will be better than the other but why do you need both in the same school if you can have one of them in a different school and open an entirely new option for it ?

devilfire said:

- This is even more obvious with Destructive spells - Fireball have the perk support while other don`t (and yes, Fireball can deal a lot more damage because of empowered spells that add x1.5, luck that add x2 and ignite that add x2 over three turns, it can turn out that you can deal 6 times the normal damage over three turns, while others can deal up to 3 times the normal damage, not to mention Fireball have a better AoE).



One sidedly you are correct but when comes to PvP you can ask matod how much was his damage output with fireball a few games ago.
Basically if some player picks Destruction type hero the other will make sure he has the proper defenses to protect from fire. THat is the primary goal of the opponent because it is the most damaging spell. Moreover spells like ice and lighting may penetrate the defense better due to the lack of that many protective artifacts.

- exactly, his Fireball won`t do as much damage as expected, but if he had mass Divine Strength he could just go all-in and it would be surprise for you because he just played around your Fire Resistance. Thats entirely different approach to the battle rather than just throwing some Lightnings

devilfire said:

The only thing that really counters Fireballs is Fire Resistance, but then again, only 9 hero classes can take Shatter Light out of 22. not to mention it would be useless to take Shatter Light if you are not against a Light town. So most of the time you are going to see Fireballs all over the place while there will be no sight of the other elements (maybe some earth damage with Implosion and Meteor shower, but they don`t have the perk support too)


If shatters are so useless nobody will use them. Currently Shatters are mainly PvP oriented (partially help with some magical monsters on the map).

- shatters are not useless, quite the opposite. They counter too much of the enemy gameplay style. I want to be a buffer, but you got Shatter Light, so what can I do ? How can I play around that ? I don`t have a way and all of my buffs are weak (especially if I am a Might hero). With mixed spell system I would still play as a buffer, but with different school that have weaker buffs, but still buffs. So I will keep my playstyle while you keep yours.

devilfire said:

All in all some spells function in the same way and are too similar in general and the one will always be better than the other if they have to compete for the same place.


A hero rarely collects all spells from one school. So if there is just one damaging, buffing, cursing etc.. spell your tactic will be mostly based on luck while when you have a bunch of some that has little variation you can always count on something concrete when you pick  a school.

- there will be more than one damaging, buffing and debuffing spell.. thats the point

devilfire said:

Now lets for example take Blade Barrier and give it to Light, but keep Arcane Crystal to summoning. You will use both depending on what school you have and it will unlock another option for you to use. Add to that the ice damage spells and perks. Now thats what I call a diversity. Now you will have to make a choice - do I need the slowing effect from the Master of Ice or I can pick another school that have slow in it, while using the Ice spells for the damage only.

Actually the possibility to not be able to use any of them is bigger as you have just one spell doing that in the school and it may never appear the Magic guild unless - Academy.

- the possibility is absolutely the same because for that example Light will have to give away some spells, so it will still have 10 in general

devilfire said:

I will give you another example. You picked every Fire damage enhancing item and perk in the game, but you are against Fire resistance and Magic immune creatures....
 Nobody does this in a life time. This is a lack of tactics. Refer to matod for the damage penalty he suffered.

- nobody is focusing that much on Fire because its predictable, its predictable because Destructive is all about damage and this is its most damaging move, but if it had some buffs or debuff the Fireball would be optional, not mandatory for the spell school to work properly

devilfire said:

Another example - you decided to take every bit of magic resistance that you came across. You enter the final battles only to see that your opponent have Light and Summoning and you counter just a few spells of his entire skill set...

This is why tavern is your best friend.

- tavern is my best friend in PvP 1on1, but in MMH 5.5 there is a lot more things to do, so 2 heroes can be easily leveled and it would be nice if your magic resistance had some use against both of them, not to mention if he had 3 + heroes (which is happening especially with Government system)

devilfire said:

Another good thing to mention is that now you pick Shatter Destructive spells and you are almost invulnerable to damage spells, so you are denying everyone who want to play as a damage dealing spell caster, while with a mixed system you will counter one damage type and a few useful spells, while letting your opponent play with a different damage type.


Hero with one magic school in his inventory is not a real mage. Plus most of the time a mage count on occultism and sorcery to get through shatters.

- thats exactly what I`m talking about.. you pick different spell schools but its not fair that the will of the shatter hero is over the will of the mage hero. If I want to play with a damaging abilities I will have to get that chance (example -> you have shatter Fire, because its the most damaging, but I couple that with Water school, so I can use my Ice spells that are not that damaging, but still more damaging than the shattered ones) -> this way both played get what they want

devilfire said:

For example you picked Fotress, which are highly resistant to Fire, now pick a Shatter Lightning and take Emerald slippers in your inventory. You are still vulnerable to Ice, so your opponent can still exploit that if he want. Its a chess like game.


There is no such thing as shatter lighting. Harcodded. even if existed it would be waste of slots as there are only 2 lighting spells in the game.

- by "shatter lightning" I mean the school that is renamed Lightning -> for example if we rename Light to Lightning, keep some buffs, give it Lightning damage it will be essentially Shatter Light > Shatter Lightning (not just the damage type, the entire school)

devilfire said:

With the current system all you have to do is pick Shatter Destructive and there is nothing you can do about it. Its a checkers like game with no counterplays, no play arounds, no surprises or versatility.


Counter it with second school, plus you have the benefit of using Destruction in the PvE while the enemy cant use the shatter except vs YOU.

- I can`t counter it with a second school because no other school provide even close to the damaging spells of Destructive .. so you are denying the possibility of every other player that eventually want to dish out some damage

devilfire said:

As for the advantage of a developed Magic heroes it will be better with a mixed system because:

1. MH can use every single spell to their fullest, while the Might heroes will be able to use only a few to some extend (of course they can use Fireballs for their armor reducing effects or Lightnings for their stunning effects, but Mages will use them for their effects AND their damage)

2. MH will be able to get every spell school without crippling themselfs, which is not the case with Might heroes (because they need might skills and perks to function)

3. Magic heroes will have a wider arrange of spells to deal with different situations

4. This system will promote using different schools together because of the spread out spells and perks which mean that if you want to be a true master of the elements or buffer or debuffer or summoner you will have to combine them instead of picking only one and using the full benefits of it.


All the things above are valid for the current magic system.

- not really the same because the school are highly specialized and you will never see a might hero using his Fireball for the reduced defense simply because he don`t have access to Destructive (because its specialized for high sp..)

devilfire said:

Mixed Spell system will mean mixed Perk System too, so you will be able to choose what you want to do with your spells. A good example of that can be Master of Storms and Ignite. Its not that Master of Storms is bad, its just not better than Ignite, but if Master of Storms didn`t compete for the same place as Ignite then you could freely pick it up without cutting the other, more benefical path.

What you mean is that all magic heroes will be jacks of all trade and at the same time Jacks of no trade due to their too different perks.



- the master of something will come from the choice of perks that the hero have - if I have Ignite it will make me the master of fire, if I have Mass Divine Strength it will make me the master of DS, I can`t have both, so I still have to specialize, but atleast I can choose what I want from that school, not the preset "you should play that way!" kind


-> All in all there is no diversity in playstyle with the same Spell School at the moment. There is diversity in numbers - Fireball is doing 500 damage, while Circle of winter is doing 450, diversity.. I`m gonna give my army 10 defense or 10 attack .. diversity

The same playstyle, just the numbers are different, it won`t really surprise you if the enemy buff his Attack or Defense, because yuo can do nothing about it, but it will surprise you if he go all in melee, or use some huge nuke, or block off your path etc.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 16, 2016 03:45 PM

devilfire said:
All in all there is no diversity in playstyle with the same Spell School at the moment. There is diversity in numbers - Fireball is doing 500 damage, while Circle of winter is doing 450, diversity.. I`m gonna give my army 10 defense or 10 attack .. diversity

The same playstyle, just the numbers are different, it won`t really surprise you if the enemy buff his Attack or Defense, because yuo can do nothing about it, but it will surprise you if he go all in melee, or use some huge nuke, or block off your path etc.


I think you have problem with the game itself. If you redistribute the spells between schools it does not brings you more variety because they are same spells.

I will just answer your first post.

[quote name =devilfire]
dredknight said:
Statistically is correct and not correct. at one side each army has 1-2 shooters but on the other side they hit 100% of the time while melee attackers do not and can be blocked.
Furthermore casters cast only when the magic will deal more damage than the attack. When the PvE stack became bigger they prefer shooting.


true but 5 - 6 melees will truly hit more often then 1 - 2 caster/shooter


Wrong, statistically if you take all battles on a map most of the time s melee units hit blockage unit (1 imp, 1 peasant, 1 zombie) so when you know what you attack you dont get casualties. On the other hand when you attack archers/mages they always pinch you where it hurts.

All I can advise you is to go on and play some PvP against Matod, me or another person with some PvP experience and you will start seeing the differences. If you want agame I will send you my skype on private so we can arrange one.
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devilfire
devilfire


Adventuring Hero
posted January 16, 2016 04:15 PM
Edited by devilfire at 16:21, 16 Jan 2016.

@dredknight

Thank you for the invitation !

While I admit that I don`t have much of a PvP expirience, my opinion is not influenced by that fact.

I don`t have a problem with the current system because I have creeping problems or something like that, no, not at all.

I want to change it because the current one is focusing entirely on the idea that one school should have only one type of spells. If two players pick the same spell school they will play it the same way and they will pick it for the same reasons. There is no "out of the box" option about the current system. They will have the exact same playstyle that cannot be changed no matter what.

With the exception of Summoning because it can deal with the same situation in many different ways and you will actually see diversity in the play styles. Every other spell school offer only one playstyle -> only buff, only debuff or only damage (with some crowd control flair that is not good enough to warrant a pick over other more useful options).

For example if you pick Light - you will buff, if I pick Light I will buff. The only difference would be in the order of buffs and there clearly are better orders and once you learn then there is nothing more that you can learn, you can`t improvise or try something absolutely different, because thats the only thing Light can do .. buff.

While if it was mixed then there would be the possibility that you would pick Light because of the buffs, I would pick it because of the nuke spells, someone else would pick it because of the summons etc and thats just an example.. there are endless possibilities

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lotihoti
lotihoti


Famous Hero
posted January 16, 2016 04:27 PM
Edited by lotihoti at 16:59, 16 Jan 2016.

dredknight said:
@Lotihoti,

I am not willing th continue this challenge as I dont see any facts it is just your opinion that you use as primary factor. Magno said before that anyone can use his work and do as he wishes. If you feel that you dont like it make another iteration of the mod with the stuff you like. THe game is good as it is. Plus I have doubts you have any real PvP experience by reading your post.



well... Facts? My opinion? Show me where i dont use facts (divine strength, etc) I play dayly with a friend... Different maps, different factions.
Just dont spread rumours when you know nothing about a person...

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