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The magic system in Heroes V [Discussion]

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NecroFill
A question arose: there are several spells that have a duration... Before, they lasted for a certain number of rounds, but now, with the removal of round-based combat and the introduction of the Action Points (AP) scale, does anyone know how the duration of a spell will be measured? :confused: :eek:
This is the main problem with the AP scale. It lacks a constant value. That's why I said, and will continue to say, that it has no place in a Turn-Based Strategy game.
I haven't played the beta yet. But maybe the admin will explain how spell duration is measured. :)
All information about spells has been updated.
My advice to everyone: when you start playing Heroes V, forget everything you knew about hero magic before. There's nothing similar here.
The magic system in Heroes V is primitive to the extreme. Not only are there 40 spells, but you can learn a minimum of 20 (4-4-4-4-4). There are 4 spells at each level.
The use of magic is predictable to the extreme. For example, on the first turn, use Meteor Shower or another area-of-effect spell. Then, place mines, and let Haven try to win:D They won't make it:D On such a field, you can't pass by the mines.
Of course, 8*10 is playable, but the developers need to think. There isn't a single dispel spell that can remove enemy blessings:eek:
There are very few spells, and they are very easily accessible.
The mana cost is just ridiculous. Holy Word (5) costs 11, while Ring of Cold (3) costs 12.:mad:
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