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MMH5.5 - Heroes of Might and Magic 5.5

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"dredknight"
First the general idea is Might heroes to be able to cast blessing and curses. This is how they can make their army a little bit stronger. The spells effects and duration are reduced due to lack of spellpower. Here is an example for bless and expert Light:
Might hero with 5 spellpower: +26.65% bonus initiative for 2.5 turns.
Magic hero with 50 spellpower: +41.5% for 7 turns.
Okay, let's try comparing two hypothetical classes:
1) 30/50/10/10 (pure warrior)
2) 10/50/10/30 (warrior with magic)

In the first 3 rounds, both heroes cast buffs/debuffs, but the first class has an advantage due to its physical stats (80% vs. 60%). However, after 3 rounds, the first class runs out of mana, while the second class continues to cast buffs, which can help it even out the fight or even gain an advantage. This is the interest and the strength of the 10/50/10/30 class. However, if the buffs are too cheap, it will gain an advantage too late (the pure warrior will run out of mana too late). And if they are too weak, they will not be enough to neutralize the difference in stats and the losses it suffered in the first rounds. Therefore, a proper balance of buffs is important, but if it is set up that way, the 10/50/10/30 classes will play well (knowledge will not be worse than attack for a warrior). And this is an additional variety in the Might (or Balanced) line.

As I understand it, in very long games (which MMH5.5 focuses on), the heroes' stats reach extreme values, and even with 10% knowledge, it is not uncommon to have 10 knowledge by the time of the encounter (if not, correct me). This means a total of 100 mana for buffs. With such a large amount of mana (for a combat game), I would give the following prices for spells:
1st circle) about 5 mana
2nd circle) about 10 mana
3rd circle) about 20 mana
4th circle) about 40 mana
5th circle) about 80 mana
This means that mass buffs would cost from 10 (the weakest, 1st circle) to 20 and 40 mana, which would roughly correspond to what I wrote above.
Yes Combat does not offer much of a booster skills but it offers tactical adjustments before (preparation) and during ("Chain strikes", "retaliation", Avenger") battle.
Combat does not provide any significant passive enhancements (compared to other skills that provide passive bonuses); it serves purely as a gateway to its own abilities. Similarly, troop recruitment is almost useless, but it is a gateway to +1 speed.

Let me explain why I criticize gateway skills/abilities (which don't really do anything else). In fact, the hero spends a level-up, doesn't get anything worthwhile, and waits for the next level-up, only after which it gets a good ability (and it may not be immediately useful - then it will have to wait for the next level-ups). Delayed reward is not a very pleasant mechanic, in my opinion.

The saddest thing about Combat is that it is essentially a new skill (for all races except humans), but in itself (without abilities) it does not give any "wow" effect. And it could have been balanced to be attractive, but you don't want to spend time on it.

In addition, if Combat were a strong base (base means the bare skill without abilities, not the basic level of the skill), the player would have the option to develop a skilled Combat, but refusing abilities in it. This is additional variability. There is none now, because investing 3 level-ups in +25% to situational retaliatory strikes (and nothing else) is something few people will want to do. In RTA (Random Tactical Arena), even one level-up in +20% to retaliatory strikes is not in demand (there the bonuses are +10/30/50%, which is still small).

An example of a strong, good base is Defense. The skill increases the survivability of troops in melee combat by 33% (100/75). That is, it neutralizes skilled Offense and skilled Combat combined. This is very pleasant, and you can invest 3 level-ups in it, even without investing in abilities. Or you can invest in abilities - and such a choice is pleasing.

Let's say you don't want to strengthen Combat (for whatever reason - it doesn't matter). But then just keep in mind that any ability in Combat comes at the cost of 2 level-ups, one of which is almost wasted on increasing Combat itself. And in the case of Armor Spikes, this is definitely not justified (it is obvious that +1/+1 is not worth investing 2 levels here). In fact, everything has already been said about Combat, and it is unlikely that anything new will be discovered. You will not be able to convince me that Combat is a good base; but on the other hand, I have not said anywhere that the abilities in it are not good enough (except for Armor Spikes). It can be developed, exclusively for the sake of abilities. Therefore, in my opinion, there is nothing to argue about here.

In fact, I am not insisting on changes - I am just expressing a negative attitude towards this skill (base), nothing more.
Expert Leadership gives 50% for 0.4 initiative increase. This means that army average initiative is increased by 20%.
Expert Sorcery on the other side increase the Hero, who only acts once, by 36%.
Once again those are numbers that cannot be measured because questions such as "is the hero strong as 2 unit stacks? or less? or more?" have to be answered. And the answer depends on the stage of the game the luck factor of artifacts and so on. Final line - it cannot be determined.
Expert Leadership gives +5 final morale (10/8 = 125% initiative after the first turn).
Without leadership, +2 morale (10/9.2 = 109% initiative after the first turn).
The final acceleration from expert leadership = 9.2/8 = +15% to initiative after the first turn.

Expert Sorcery gives 10/6.4 = +56% to the hero's initiative after the first turn. That's the whole difference: 15% versus 56% (and not 20 versus 36).
In the original: 10/7 = +43% to the hero's initiative after the first turn.

10/20/30% Sorcery is practically indispensable for Magic heroes, while Might heroes can easily do without Leadership (developing other abilities).

Personally, I would prefer passive bonuses to sorcery, such as +1/+2/+3 to spellpower (with a 10% step instead of 12%), rather than wildly increasing initiative after the first turn. And even better, instead of strengthening an already powerful skill (key for Magic classes), strengthen the spells.
Разработчик Heroes 5.5 WarGame Edition.
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