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MMH5.5 - Heroes of Might and Magic 5.5

#430
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Nargott, Regarding high knowledge and low SP builds, the problem isn't so much the mana, but the damage/effect output per ATB time. Let's say you have 40 knowledge and 10-15 spellpower and destruction school: - During a PvE battle, you will suffer a lot of casualties because the enemy creatures will act many times before you kill them. - Also, at that level, it's possible that the hero will do more damage with a "melee" attack than with Destruction spells. This is why the only choice is for spellpower to always increase to compensate for the free bonus "melee" damage heroes get with every level. This is why there is no way to compare Spellpower and Knowledge with Attack and Defense in terms of numbers. Because you like blitz PvP (and probably other people too), I have an idea for an arena mode where both players build a level 30-40 hero and have an army that equals 6 months of time from 2 castles. I believe this will satisfy all the players that prefer battle mode. The worst part is that it is just an idea and is not on the priority list. Of course, if anyone wants to start working on this, I won't complain :D.
Nargott
Archery - you are weakening it unnecessarily; the skill isn't that strong even at 20%. If you are making attack, defense, and evasion 20%, then it makes sense to leave Archery at 20% as well.
The same goes for "Battle frenzy" and "Offense" when it comes to all T1 and T2 units. The opposite is valid for T7 and T6, so I think it is OK.
Nargott
I'm glad to see 0.0 mass ATB - but I'm interested in the technical aspect; did the problem with 0 resolve itself, or did you set a very small bonus, like 0.000001?
I am waiting for a response on the technical method he used.
Nargott
By the way, what do you think about the "Battle Frenzy" skill, which is extremely strong while 1-2 tier units are relevant (given that it provides a passive bonus)? In what situations would a player refuse to upgrade "Battle Frenzy," such an easily accessible skill? Perhaps it should be swapped with the offensive skill? 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 simple stepping stone, compensating for the great power of the skill itself (in addition to how weak troop recruitment is a stepping stone for the speed aura).
If you remember, in Heroes 3, there was that issue where, as the game went longer, the highest tiers were the best (excluding the bone dragon). The difference between T7 and lower tiers was just too good in favor of T7s. With perks like "Battle frenzy" and "vitality" that Heroes V brought, you can actually make low tiers catch up with the high tiers. With the MMH55 change in primary skill bonus to 3.33%, low tiers can actually match high tiers. So when players are on the battlefield, there is no tier that is considered the win factor of the enemy. Now the battle comes down to maneuverability and tactical decisions.
Nargott
I looked, and the problem isn't just with wizardry. Earth Shock has been increased from 40*SP to 50*SP, which is extremely dangerous in the early game. Especially with Empowered Spells + the wizard's mark. That's why I suggested reviewing the magical concept, in favor of increasing the cost of spells, especially higher circles (which would also be useful for increasing the value of knowledge). So that in the first month of the game, it is not possible to build an easy victory with spells of levels 4-5, but in a longer game, they would fully reveal their power (increase the price and strength).
It is not possible to get 40-50 spell power in month 1. The highest you can go is probably something around 20 on week 4, and this is possible only if you pick Occultism (I haven't played in a while, so I may be faking the information, but it is around that value). For your information, it is possible to go beyond 60 Spellpower in one game.