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Thread: Wisdom - A good skill or mandatory nuisance? | This thread is pages long: 1 2 · «PREV |
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DarkAtom
Adventuring Hero
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posted September 23, 2022 03:38 PM |
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Quote: Armageddon has always been a cheat
Is Armageddon the cheat, or the fact that so many units in the game are immune to it? In Heroes II, for example, the 3 living Dragons are the only units immune to Armageddon and I haven't heard anyone saying that this spell is too OP (it is powerful, but not to the extent that it is in H3).
Not to mention that removing Armageddon would make the Fire school even more barren.
Quote: Heroes 4 approach is not good imo, then you would be pretty much forced to get almost all magic schools.
In Heroes IV you cannot get all magic schools. If you have a Priest, for example, he/she has 0% chance of learning Death or Chaos magic (unless the map is scripted).
Perhaps such a system can be implemented in Heroes III. For example, might heroes cannot learn more than 1 magic school (the reason might heroes are better is because they have no real obstacle in learning magic). Magic heroes can, but only up to 3 skills (and find some way to make fire magic not always the victim).
Of course, this talk is trash if you don't refactor the entire magic system, like making Mass spells their own thing, Arma and TP level 5 spells, TP consumes the entire movement (like in H5), etc. That could very well have its own thread.
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"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate
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heymlich
Famous Hero
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posted September 24, 2022 11:49 AM |
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DarkAtom said:
That would just move the problem back to Heroes I (which is the reason why Wisdom was created in the first place). You recruit a level 1 Barbarian, he learns Armageddon instantly, take 1 fast troop and attack an incoming enemy. And suddenly, if you have 25000 gold you can cast 10 Armageddons before attacking with the main army.
You would hire a wizard for this, barbarians have low spellpower.
But it is not as simple as you describe it. Unless you play on easy difficulty, bui8lding a tier 4 mage guild is not easy to achieve. After all, there is no market place in H1. Also, 25k gold are quite a lot, your main castle only gives 1k per day.
Those bolt-and-retreat strategies mainly work in the campaign, where the difficulty is fixed as easy and maps are very large with late encounters.
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JollyJoker
Honorable
Undefeatable Hero
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posted September 24, 2022 12:43 PM |
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It's also worth noting that Wisdom is a Heroes II thing that serves to give the Barbarian an Achilles Heel because Barbarians are quite unlikely to learn Wisdom - you'll end up with Barbarians not having Wisdom, making Knights a pretty good choice because they have a better probability to get it.
For HoMM 3, it would have to be part of a bigger magic discussion because you can make a fair point of might heroes not even needing it anymore because you can cope quite well with Expert Earth/Air/Water and not have Wisdom at all if the map is not too big and resources not too abundant. On the other hand, leaving it out, transferring the ability to learn a spell to the respective magic school make THEM even better than they already are, so that wouldn't work either.
The bottom line is that the magic system of HoMM 3 sucks the way it is, Wisdom just being one aspect.
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