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MMH5.5 - Heroes of Might and Magic 5.5

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2dredknight: Okay. As a Multiplayer player, focusing exclusively on PvP, it's quite possible that leveling up for PvE introduces its own adjustments. However, some parameter combinations should still work. Neutrals attack with troops, therefore, a defense parameter is always useful for a wizard against them. That is, SpellPower + Defense is a synergistic combination. Attack + Knowledge are synergistic for heroes with ballistas. Try introducing such profiles, at least for a couple of experimental classes (maybe even not in the release, but somewhere in a version for internal testing). If this idea works, it will significantly diversify the game (and you can think about expanding it to other classes). If not, you can always abandon it.
The idea to make magic classes have up to 50% knowledge and boost spell cost massively only works in a game that completely revolves around a single human vs human battle. It doesn't work if the hero has to conquer lots of territory battling dozens of huge neutral stacks.
I suggested not only increasing the cost but also doubling mana regeneration (from 1 to 2 per unit of knowledge). This would compensate for the increased spell costs in the early game. And spells of levels 4-5 should become available later, if their power is increased along with their cost. See the post above about "Light" (spell examples).
In HOMM3, Might heroes never get a strong boost at any point in the game; they just get small, unnoticeable boosts with every level up, and then suddenly at level 30, you realize: 'wow, these might heroes are just so much better than magic heroes'.
Not quite, Might heroes had very good skills: 1) Offense +10/20/30% (not 10/15/20%) 2) Tactics etc. Based on how he writes about level 30 in Heroes 3 (where even level 20 was much harder to reach than in Heroes 5), I conclude that the author also played very long games (or campaigns) there. :)
mass ATb 0
sorcery 16/24/32 or 10/20/30
combat 10/20/30
defense= same as offense (20%)
archery=15%
Okay. I still don't like Combat (as a basic skill, not in terms of skills within it), but this is definitely better than it was. Weakening Defense may be justified (if compared to the current Offense - it is definitely fair). Archery - you are weakening it in vain; the skill is not the strongest even at 20%. If you make Attack, Defense, and Dodge 20%, then it makes sense to leave Archery at 20% as well. Even human archers of tier 2 receive a greater boost from the neighboring Battle Frenzy than from 15% Archery (and Archery is much more specialized than Battle Frenzy). When I talked about the imbalance of fire arrows, I meant the skill itself, not its prerequisites. 20% Archery or 15% for a ballista won't make a difference compared to fire arrows, but the skill will become less appealing without further progression to fire arrows. It's a pity that I couldn't convince you about Armor Spikes with +1/+1. I am very pleased with 0.0 mass ATB - but I am interested in the technical part; did the problem with 0 solve itself, or did you set a very small bonus, like 0.000001? By the way, what do you think about the Battle Frenzy skill, which is extremely strong while tier 1-2 units are relevant (and it provides a passive bonus)? In what situations would a player refuse to level up Battle Frenzy, such an easily accessible skill? Perhaps it should be swapped with the attacking herd? At level 1 of the skill, it requires Basic Offense, which is not bad in itself (+10% melee damage), while at level 2 of the skill, it requires Advanced Offense (an additional +5% melee damage), which is quite weak and would act as a pure prerequisite, compensating for the great power of the skill itself (in addition to how a weak troop recruitment is a prerequisite for the speed aura).
Might perks don't need to catch up with early game destructive magic damage. Might heroes answer that with war machines and higher combat damage. war machines = 'might destructive magic'.
If a Magic hero arrives in the first month with Destructive magic, it is unlikely that this will be countered by war machines due to the deadly cold, and relying only on Shatter of Destruction is like playing roulette. There is Forge Master - but it also comes with Occultism with 40-50% magic penetration. I looked, the problem is not only with magic. Shock of Earth has been increased from 40*SP to 50*SP, which is extremely dangerous in the early game. Especially with Empowered Spells + wizard's mark. That's why I suggested reconsidering the magic concept, in favor of increasing the cost of spells, especially higher levels (which is also useful for increasing the value of knowledge). So that in the first month of the game, it is not possible to achieve an easy victory with spells of levels 4-5, but in a long game, they will fully reveal their power (increase the cost and power).
Разработчик Heroes 5.5 WarGame Edition.
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