Skip to content

Heroes 5.5 WarGame Edition - Tactical Edition.

User Avatar
#1560
Auto-translated

Updated magic, in the next release:

Pokes:

1 tier) 20% per hero level (in duels 2 creatures = 10-30 HP)
2 tier) 10% per hero level (in duels 1 creature = 12-30 HP)
3 tier) 8% per hero level (in duels 80% of the creature = 12-24 HP)
4 tier) 6% per hero level (in duels 60% of the creature = 12-24 HP)
5 tier) 4% per hero level (in duels 40% of the creature = 10-20 HP)
6 tier) 2% per hero level (in duels 20% of the creature = 10-32 HP)
7 tier) 1% per hero level (in duels 10% of the creature = 7-25 HP)

Chaos Magic:

0 Magic Arrow = 3 x (SP + 0/2/4/6)
0 Spikes = 2 x (SP + 0/3/6/9)

1 Fireball = 3 x (SP + 0/2/4/6)
2 Boulder = 6 x (SP + 0/2/4/6)

3 Ring of Fire = 4 x (SP + 0/2/4/6)
5 Lightning Bolt = 10 x (SP + 0/1/2/3)

6 Meteor = 3 x (SP + 0/3/6/9)
10 Chain Lightning = 10 x (SP + 0/1/2/3)

15 Disintegration = 10 x (SP + 0/3/6/9)

4 Fire Wall (for Summoning) = 6 x SP, for 1/2/3/4 rounds
8 Freeze (for Dark) = 6/8/10/12 x SP, +100% physical damage for 1 round
12 Armageddon (for Light) = 6 x (SP + 0/2/4/6)

Summoning Magic:

0 Magic Fist = 3 x (SP + 0/1/2/3)
0 Wasps = repulsion 20/30/40/50%, damage = SP

1 Crystal = 3/4/5/6 x (SP + 3)
2 Wall of Swords = durability 40 x SP, for 2/4/6/8 rounds, returns 10% of melee damage back

3 Phantom = clone up to 4/5/6/7 tier, starting initiative 40% + 2% x hero level (duels 60%)
5 Land Mines = 2 x (SP + 9), 4/6/8/10 mines

6 Elementals = SP + 0/2/4/6 elementals
10 Celestial Shield = absorbs 25/50/75/100% damage, up to 25 x SP

15 Phoenix: Speed = 7, Initiative = 15, Damage = 20-40, Health = 100, Attack/Defense = 24 + SP

4 Earthquake (for Chaos): damage (1 - 2) x 50 x SP
8 Hive (for Light): initiative = 15, expert Wasps (50% repulsion, SP damage), starting initiative 50-100%, health = 6/9/12/15 x SP, Defense = 10 + hero level (duels 20)
12 Raise Dead (for Dark) = 10 x (SP + 0/3/6/9), no left health penalties

Light Magic:

0 Dodge = 60% arrow protection for 2/4/6/8 rounds (global - on all)
0 Bless = maximum damage for 2/4/6/8 rounds (global - on all)

1 Stone Skin = +(SP + 4) to defense for 1/2/3/4 rounds (area - 4x4)
2 Righteous Might = +(SP + 4) to attack for 1/2/3/4 rounds (area - 4x4)

3 Haste = +10% x (SP + 4) to initiative for 1/2/3/4 rounds (area - 4x4)
5 Exorcism = 100% removal of negative effects from your own stack (area - 4x4)

6 Teleport
10 Antimagic = Removes all magical effects from any stack + Magic Immunity for 1/2/3/4 rounds

15 Resurrection = 15 x (SP + 0/2/4/6), no left health penalties

4 Regeneration (for Summoning) = 10% x SP of creatures, duration 1/2/3/4 rounds
8 Divine Vengeance (for Chaos) = 15/20/25/30 x Kills
12 Holy Word (for Dark) = 1/2/3/4 x (SP + 6)

Dark Magic:

0 Forgetfulness = 60% of creatures do not shoot or retaliate against attacks for 1/2/3/4 rounds (global - on all)
0 Curse = minimum damage for 1/2/3/4 rounds (global - on all)

1 Weakness = -(SP + 4) to attack for 2/4/6/8 rounds (area - 4x4)
2 Destroying Ray = -(SP + 1/2/3/4) to defense, stacks (area - 4x4)

3 Slow = -60% to initiative for 2/4/6/8 rounds (area - 4x4)
5 Plague = 3 x (SP + 9) damage for 1/2/3/4 rounds (area - 4x4)

6 Blindness = 0.5 x (SP + 0/1/2/3) rounds, on expert the enemy does not retaliate against attacks
10 Berserker = attacks nearest target with 100% damage (always for 1 turn)

15 Subjugation = 50% initiative + control for 0.25 x (SP + 0/1/2/3) rounds, on expert can target 7 tier creatures

4 Misfortune (for Chaos) = -4/6/8/10 to luck and morale for SP rounds
8 Vampirism (for Light) = 100% vampirism and undead for 2/4/6/8 rounds
12 Death Wave (for Dark) = 3/4/5/6 x SP



Added after 34 minutes
Buffs and debuffs are now at an unmatched level, even by WGE standards. And this is pleasant - no version of Heroes has ever had such strong buffs and debuffs. Nor has there been a fundamental ability to strengthen them as sorcery increases. In the foreign MMH5.5, although a similar dependency has been introduced, it is very weak, as are the buffs/debuffs themselves.

For example, expert Haste (3 mana) at top-tier 9 sorcery increases initiative by 2.3 times for 4 rounds (and under the Archon channel at 14 sorcery, by 2.8 times for 4 rounds).
The most powerful Haste from previous versions of WGE increased initiative by 2.5 times, but only for 2.5 rounds (under the Druid channel for 3 rounds).

Why so much? Because Chaos is quite strong and at top-tier 9 sorcery, expert Lightning Bolt (5 mana) kills about 50% of the stack. Under such conditions, buffs must be very powerful (up to +50% to stack strength) to remain on the same level.
Chaos itself is balanced almost perfectly, which is evident in the confrontation with the raw power of Orcs, and it cannot be weakened in any way.

Added after 2 hours 23 minutes
Actually, it's interesting to compare the buffs and debuffs with the MMH5.5 project, since it also applies the dependency of the effect on SP, but in a weak form.
We will compare the average SP in duels = 6 with the average SP = 24 in MMH5.5, and similarly 6 knowledge in WGE (30 mana) with 24 knowledge in MMH5.5 (240 mana).
The proportions are chosen in a 1:4 ratio (10% per unit difference in WGE versus 2.5% in MMH5.5).

Expert Haste in MMH5.5 = +(25% + 0.25% x SP) for 1.5 + 0.1 x SP round = +31% initiative for 3.9 rounds (at SP = 24), cost 6 mana (global on all for 24 mana)
Expert Haste in WGE = +(40% + 10% x SP) for 4 rounds = +100% initiative for 4 rounds (at SP = 6), cost 3 mana x8 = 24 mana in MMH5.5 terms (area 4x4 for 6 x8 = 48 mana)

Expert Skin in MMH5.5 = +(6 + 0.33 x SP) for 1 + 0.1 x SP round = +14 for 4 rounds = +35% defense for 3.4 rounds (at SP = 24), cost 6 mana (global on all for 24 mana)
Expert Skin in WGE = +(4 + SP) for 4 rounds = +10 for 4 rounds = +100% defense for 4 rounds (at SP = 6), cost 1 mana x8 = 8 mana in MMH5.5 terms (area 4x4 for 2 x8 = 16 mana)

Expert Might in MMH5.5 = +(6 + 0.33 x SP) for 1 + 0.1 x SP round = +14 for 4 rounds = +35% attack for 3.4 rounds (at SP = 24), cost 8 mana (global on all for 32 mana)
Expert Might in WGE = +(4 + SP) for 4 rounds = +10 for 4 rounds = +100% attack for 4 rounds (at SP = 6), cost 2 mana x8 = 16 mana in MMH5.5 terms (area 4x4 for 4 x8 = 32 mana)

Expert Slow in MMH5.5 = -(20% + 0.25% x SP) for 1.5 + 0.1 x SP round = -26% initiative for 3.9 rounds (at SP = 30), cost 6 mana (global on all for 24 mana)
Expert Slow in WGE = -60% initiative for 8 rounds, cost 3 mana x8 = 24 mana in MMH5.5 terms (area 4x4 for 6 x8 = 48 mana)

Expert Ray in MMH5.5 = -(6 + 0.1 x SP) = -8 = -17% defense (at SP = 24), cost 6 mana (area 4x4 for 24 mana)
Expert Ray in WGE = -(4 + SP) = -10 = -50% defense (at SP = 6), cost 2 mana x8 = 16 mana in MMH5.5 terms (area 4x4 for 4 x8 = 32 mana)

Expert Weakness in MMH5.5 = -(6 + 0.33 x SP) for 1 + 0.1 x SP round = -14 for 4 rounds = -26% attack for 3.4 rounds (at SP = 24), cost 8 mana (global on all for 32 mana)
Expert Weakness in WGE = -(4 + SP) for 4 rounds = -10 for 4 rounds = -50% attack for 8 rounds (at SP = 6), cost 1 mana x8 = 8 mana in MMH5.5 terms (area 4x4 for 2 x8 = 16 mana)

Conclusions: targeted buffs and debuffs in WGE are 2-3 times stronger and more expensive (and sometimes longer) and are 3-10 times more dependent on sorcery. Compared to this, the dependence on sorcery in MMH5.5 is very low - you need to apply at least 3 mass castings to convert 100% sorcery into physical stats, and 4 castings to gain an advantage through sorcery. In WGE, you can convert 100% sorcery into physical stats in just 1 mass casting (and gain an advantage in 2) - however, the fundamental difference is that here the casting is area-based, meaning there are increased positioning requirements.

In both projects, creature speeds are reduced (in WGE directly, and in MMH5.5 through an increased battlefield - which leads to the same effect: units don't reach immediately).
In WGE, half of the melee units received the heavy class (50% defense against charge attacks), while in MMH5.5, all units received +30% health.
In WGE, damages are also increased and many abilities are many times more powerful (for example, Knights at full charge do +300% damage, while in MMH5.5 only +30%).
Also, comparing the castings shows that magic in WGE is many times more powerful and each casting literally turns the tide of battle, while in MMH5.5, casting occurs with a slow accumulation of advantage.

Thus, the combat in WGE is much sharper and more dynamic, while in MMH5.5 it is much softer and calmer. In WGE, there are a bunch of things, each of which can "break" the balance if used correctly, while in MMH5.5, everything is smoothed out to avoid "breaking" the balance at all costs. This is perhaps the fundamental difference in balance between the two projects.

----------------------------------------------

New idea:

There is a practically useless option in the game - hero defense.
I think, with scripts it is technically possible to give a +50% bonus to the hero's defense when using the "Defend" command (from +1 to +4 at defense 3-9 in duels).
That is, while the hero is defending, the hero's army receives less damage from the enemy's physical attacks.
At the same time, in full analogy with units, when subsequently using the "Wait" command, the defensive bonus will be extended for another 50% of the round.
Since scripts will be used, this feature will not be in the next release, but possibly in the future.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат