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MMH5.5 - Heroes of Might and Magic 5.5

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#410
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After reviewing the classes, I realized that the goal wasn't to make them unique. The aim was to tailor all the useful skills to each class, based on its characteristics. Plus, there are general restrictions on magic (one school - Might, two - Balanced, three - Magic).

There will be far fewer similar types than 24. Essentially, the differences lie in the Might, Balanced, and Magic categories, racial traits (where they exist), magic schools, and (for combat classes) a focus on attack or defense (based on parameters). Although there are a few unique classes (like Wizard or Heretic).

Added 4 minutes ago
"dredknight"
Let's say we do this. Basic/Advanced/Expert give +1/+1, +2/+2, +3/+3. How are you going to tune down the "melee" perks? Also, how can you justify this with the Leadership for Necromancy, which gives only +2/+4/+6 attack bonus (because they do not have morale)?
I don't think "melee" skills should be weakened.
1) Regarding leadership for necromancers, I've already mentioned that this skill shouldn't exist in the first place.
2) +1/+1 ~ +1.7 (mixed) < +2
3) Completely balancing the skills is a dead end because even now, the Luck skill (the skill itself, without abilities) is noticeably stronger than other skills (for example, Attack).



Added 3 minutes ago
Majority of your points for adjusting the classes regard making more Magic skills available for Might and more Might skills available for Magic? How come this is not making the classes even more generic than their current state?
Yes, this will make Might classes more similar to the general Balanced group, but they will still have fundamental differences in their characteristics. However, there will be more differences between Might classes themselves.



Added 2 minutes ago
Knowledge by itself is a very valid skill - It can grant you free units. For example, 40 Knowledge can grant per week a creature of a tier or resource as follows:
Then why is there only 1 class with high Knowledge (40+)?
The only issue with Knowledge is that it is not as useful as other stats in the first month of the game because it does not benefit in any way (besides increasing mana cap).
This means one of two things (or both):
- either spells are too cheap (and mana cap doesn't matter)
- or mana regeneration is too slow (Knowledge doesn't increase it enough)

Added 3 minutes ago
The difference between classes comes from racial skills, Specializations distributions, and native magic schools (Magic heroes may have access to all 4 schools, but the Magic guild provides just 2), faction creature profiles.
I wrote about this above; it's all correct, except for the last point.
Creature profiles are not tied to the class because there's nothing stopping you from using heroes from other races. Perhaps you aimed to create self-sufficient classes so that players could play any strategy with their native heroes, but using non-native heroes doesn't negate this.



Added 11 minutes ago
Regarding classes difference - There is no way you can have 24 completely different classes with just 4 primary stats. There are 3 classes groups Might, Balanced, and Magic, and each of them follows certain distribution primary skill and secondary skill criteria.
These 3 groups were created artificially. You could have divided them into other groups.

For example, dividing them into groups as in the original game:

1) Attack + Defense (Humans and Orcs) = good when a combat class fights another combat class (army vs. army)

2) Attack + Knowledge (Demons) = good when a combat class fights a magic class (defense isn't needed here because the opponent kills with magic, but Knowledge is needed to have enough mana to neutralize enemy spells or cast Light/Dark spells); this combination is also good for machinists (playing with a ballista, whose damage depends on Attack + Knowledge)

3) Attack + Magic (Dark Elves) = good when the goal is to kill the opponent quickly (maximize troop damage and maximize magic damage)

4) Defense + Magic (Undead, Dwarves) = good when a magic class fights a combat class (defense - to survive, magic - to kill)

5) Magic + Knowledge (Mages) = good when a magic class fights another magic class

6) Defense + Knowledge (Elves) = good when a combat class fights another combat class and focuses on casting Light/Dark spells (focus on a drawn-out battle)

Plus, in each pair, you can highlight 2 directions, with an emphasis on the first characteristic or the second.
That's already 12 combinations.
But you decided to keep only the simplest of them: Attack + Defense and Magic + Knowledge.



Added 18 minutes ago
I would suggest diversifying the Might class with the following groups:

1) Attack + Defense (combat version, pure Might)
2) Attack + Knowledge (combat version with magic or machines)

Classes from this group always kill with troops (Attack) and never kill with magic (no Magic).

Mixed instead of Balanced:

1) Attack + Magic (tempo version)
2) Defense + Knowledge (defensive version with magic)

(In my opinion, there shouldn't be bland classes with even parameters; there should always be key parameters).

Magic:

1) Magic + Knowledge (pure Magic, as it is now)
2) Defense + Magic (magic against a combat class)

Classes from this group always kill with magic (Magic) and never kill with troops (no Attack).

But, of course, all of this seriously deviates from the current concept, so I offer it for consideration (as ideas for reflection), but I don't expect it to be implemented.
Разработчик Heroes 5.5 WarGame Edition.
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