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Heroes 6 - Discussion

#7962
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Garnet
Is this spell worth investing in, considering such situations only arise two or three times throughout the entire game?
Well, for example, in Rise to Power, these guys are USUALLY stationed at an elite dwelling that can be captured in the first week, and at the entrance to the center. The outcome of these two battles at the end of the first or beginning of the second week critically determines the success of the entire game on this map. And when I have to choose between restoration and fire shield, I consider who I will be fighting. For example, it's unlikely to be possible to defeat 30 succubi and a group of 25-30 archliches without this spell, as the lilims take too much damage from this horde. In general, it comes down to a few hit points, and you can try different options, including this one.
I always take my time with the game. What's the point of playing if you don't have time to experience all the facets of the game? To cast cool spells, get powerful artifacts, stage a massive battle... Unless you just want to compete to see who can win faster. But that's not for me. For the same reason, I hated the AI in Heroes 5. It just didn't let you savor the map – it was always aggressive, even if it knew it would get its butt kicked.
To each their own; when I play alone, I usually play the early game, at most the first two weeks. After that, it's usually clear whether a similar game against a human will be successful.
I like logical puzzles, but long, monotonous games are very tiring.

Added 13 minutes ago
Gerter
1. As I wrote earlier, information cannot be attributed to Strength or Magic.
It's simple for them. Melee fighters have physical attacks, ranged units have magic attacks. And in any part of Heroes, it's more convenient to play with ranged units than melee fighters. :)
2. There's nothing particularly interesting about fire magic, if you compare it, for example, to Heroes 5, but it's a must-have for Inferno, as many of their units deal fire damage.
Many? 2 out of 7. :) Well, the abyssal demon also deals magic damage in retaliation. If you compare it to Heroes 5, then fire magic has an analogue to the fifth game's pyrokinesis, which in the sixth game works not only on spells but also on direct attacks by the hero and shots from the Inferno ranged units. And the damage bonus, by the way, is from 40 to 50+ percent (although it's "spread" over 2 turns).
I also agree with the third point; a warrior rules at level 25+, when the troops have a very significant bonus. A high-level mage is almost no different from a low-level mage, except that he deals more damage with magic. The tactics remain unchanged and linear – the hero casts a spell, and the troops try to survive until his next turn, which becomes problematic against a strong warrior. Of course, this works against the AI, and it will continue to work, BUT in multiplayer, no one will use the AI's stupid tactics.
Nevertheless, if you mess up the early game, a long game doesn't make sense. That's why warriors are not played online or in tournaments... partially, the situation is saved by training (the early game is played by a mage, and then in the 2nd-3rd week, the warrior "learns" from the mage and continues the game), but this is too convoluted, and there's also the loss of blood/tear points when playing the mage's early game. Then again, a useless warrior hero for the first two weeks (it turns out that he can't study the economy, because he's going to fight later).

In general, warriors are only for campaigns... I'm interested in replaying campaigns that I played as a mage (Necromancer, Naga) as a warrior.