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I could redistribute the stats, adding 5 to Intelligence and 10-20 to Willpower (or 5 to Intelligence, 10-15 to Willpower, and 10 to Agility), but would it be viable? Is it worth it for a single spell that hits once and consumes the entire mana pool in three casts, especially when you're already planning on having a hundred damage dealers?
Well, I mentioned it more to avoid wasting a third of the mana pool. Unless you're counting on bonuses from leader-standard bearers. (By the way, does leadership even affect puppets?) If anything needs to be changed, it shouldn't be the stats, but rather the arrow itself – replace it with telepathy/portal/healing. (unless you need to hit an ally with it, lol)
Hero player, tell me a bit about your character. I think it would be very appropriate if we included a friendship in our quest. I have a traveler who decided to become a knight/mercenary to continue exploring the world, but now with the support of a combat group. He's a bit of a family man, a bit of a patriot, but only a little.
Added after 30 seconds Oh, and he's also into waifus, yes.
Added after 1 minute Our characters could become friends through their children meeting. They could even become friends as families and have barbecues on weekends. Do you have a boy or a girl?
My character is a boy, and I haven't come up with anything about his family and children yet. In the past, he was a member of the Order of the Wolf (patriotism + a way to make a living), then he traveled through Heckeklia, where he "found" cursed artifacts. He returned to his homeland and achieved financial success, but due to changing values, he had to leave the Order. Then, a quiet family life became boring, so he set off to travel again. And I'll add a mistress somewhere in the process. During his peaceful life, we can say that he met your character. Or during his travels around the world, whichever you prefer.
Regarding the mercenary knights. While I find the option I mentioned interesting for myself, I'm not sure if I can implement it properly. Besides, I've been feeling tired lately, and my desire to play has significantly decreased. Even with the concept that I find interesting for the game. Mercenaries seem like the best option because they give players much more freedom (both in terms of characters and choice of quests) and the connection to a leader is minimal. And if I don't find the strength to play, it won't be such an unpleasant surprise.
Regarding the mercenary knights. While I find the option I mentioned interesting for myself, I'm not sure if I can implement it properly. Besides, I've been feeling tired lately, and my desire to play has significantly diminished. Even with the concept that I find interesting for the game. Mercenaries seem like the best option to me because they give players much more freedom (both in terms of characters and choice of quests), and the connection to a leader is minimal. And if I don't find the strength to play, it won't be such an unpleasant surprise.
Good warning. In that case, if Alex isn't ready to take on the entire burden of organizing and subsequently leading the order, then I suggest sticking with mercenaries. It's a shame, of course, but it's really the safest option. And somehow, having living puppets in our ranks detracts from the knightly flavor.
Where do we go? Where do we end up when we save the world?
I can be the leader, but with some caveats. Firstly, a second founding father and ideologue of the order would be desirable; a Viking wouldn't create it. Either Char of Plesa, if he decides to play, or someone from the Celts. Secondly, the concept will be shifted towards Heroes of Might and Magic IV and V (Revan, provide information). I'll get home and write out the detailed version if needed.
E si sui vius, er mi grans benananza, e si ieu muoir, er mi grans deliuriers
If anything needs to be changed, it's not the stats, but the arrow itself – replace it with telepathy, portal, or healing. (unless you need to hit an ally with it, lol)
Telepathy is useless (and it's a waste of skill points, plus mind control already exists), the portal is a fun toy, but I don't see many uses for it. I was thinking about healing; it shouldn't need to target anything, but it won't be an AoE, and destruction becomes a completely useless perk – it only works for domination. Then you'd have to take freedom, and with it, erudition and some kind of cheap unit for 50 gold, meaning you'd have to overhaul the build. I don't know what to do; it's too complicated.
I can be a leader, but with some caveats. First, a second founding father and ideologue of the order would be desirable; a Viking wouldn't create it. Either Char from Plesa, if he decides to play, or someone from the Celts. Second, the concept will be shifted towards Heroes 4 and 5 (Revan, provide information). I'll get home and write out a more detailed version if needed.
I would also like to hear the opinions of Morning, Neyra, and Arandor.
Added 6 minutes later And Heroist too.
Where do we go? Where do we end up when we save the world?
My champion and build are visible, and even without reading the bio, it's clear that this isn't the most authentic material for those who like to play "knights." Yesterday (or the day before?), I also wrote in the thread that I would prefer not to live according to a barracks schedule and some kind of virtues, but simply play as usual, in a "Halmaldir" style. In theory, I could participate in role-playing within some orders, but I would do so with irony, without fanaticism, and without sacrificing my own desires. In short, I wouldn't role-play.
I was thinking about the healing ability; it shouldn't need to target anything, but if it's not an AoE, then Destruction becomes a completely useless perk – it only works for Domination.
That being said, AoE Domination looks pretty good. (despite the small range) Especially if it also increases the range of Destruction and single-target debuffs.
Then I'll have to take Freedom, and with it, Education and some kind of cheap unit for 50 gold, which means I'll have to rework the build. I don't know what to do; it's too complicated.
Actually, you can leave everything as is. (or I can explain the different options in more detail later) Either way, you'll have enough mana at the beginning to summon one monster and cast one Subjugate/Arrow spell. And then, as the game progresses, you can increase your stats and upgrade your body.
I already wrote that I personally don't care, but considering the fact that this is a Heroes game, I would rather support a standard party of mercenary rogues than continue to watch the desperate attempts to create a full-fledged knightly order.