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Posts from Amendment to section 5.2.1 of the Hv rules (regarding quick-cast spells).

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Should point 5.2.1 be removed from the rules?
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17 years ago
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I suggest removing the restriction on level 3-4 specialist mage heroes using their specific spells, i.e., completely remove section 5.2.1 from the
rules. Here it is:

5.2.1 All level 4 specialist mage heroes, as well as Tant (Raise Dead), can use their specific spells against opponents in the following cases:
a) if the corresponding Mage Guild (Mage Guild) level has been built in any of the controlled Castles. If the required Mage Guild level is not present in these Castles, then all levels of the Mage Guild must be fully built in any two Castles that you own. Or capture an opponent's Castle with the required Mage Guild already built (regardless of how long the captured Castle remains under control). Visiting this Castle with a hero is not necessary;
b) find and visit the "Sanctuary of Magical Thoughts" with the Raise Dead spell by any hero;
c) If any of your heroes are given the appropriate spell in the Pandora's Box, pyramid, after visiting the scholar, or in the magic book (even if this hero does not have sufficient wisdom skill to learn this spell).
Against neutral monsters, as well as against the computer (if it will be present on the map), level 4 specialist mages and Tant can use their specific spell without the above restrictions.


Why this should be done:
1. Review game reports on Hive and statistics. Where do you see mages as starting or final heroes? Let's look at which heroes are usually chosen: in most cases, they will be the following Orrin, Valeska, Ivorn, Kirr, Nela, Fafnir, Peer, Galtran, Shakti, Gunnar, Craig Heck, Gurnisson, Vistan, Tazar - all power-based heroes. Where is the fairness? Why aren't mages taken? The answer is very simple – because they are not effective in practice, although one can try to convince otherwise! You diligently develop a mage, but an opponent finds a red orb, and that's the end of your game. Mages are too limited, and the reports prove this! Why doesn't anyone play with Launius, Alamar, Xyron, Solomyr – after all, these are very interesting heroes by nature.

2. The game Heroes is called Might and Magic, so the ratio of mages/power-based heroes should be 50/50, and not 5/95 as it is now, when power-based heroes dominate the game.

3. Mages have a low chance of obtaining important skills such as logistics and pathfinding, respectively, they level up much slower.

4. Section 5.2.1 needs to be canceled also in order to diversify the game! Let's bring mages back into the game and give them at least some chance!

5. The chance of getting crucial skills: armor and attack is also meager

6. Mages are highly dependent on wells and other means for replenishing mana; perhaps even the coolest mage without mana will be easily defeated by an average power-based hero.

7. To take a key object such as Dragon Utopia, a power-based hero compared to a mage of the same level is usually much better, since dragons are immune to magic.

8. Attacking and retreating in round 2 with mages is very risky, as you are likely to encounter oil, haste or shackles, and losing your main hero with artifacts means losing the game.

9. The fewer rules and restrictions there are, the simpler and clearer they are.

This should have been done yesterday. I am convinced that this change will not significantly or fundamentally affect the outcome of games, and power-based heroes will still be stronger even after removing this section, but it will add eccentricity and unpredictability to the game, new strategies and combinations.
It is necessary to revive mages by bringing the following heroes back into the game: Launius, Coronius, Solomyr, Xyron, Aislinn, Alamar, Zheddith, Deemer, Tant, otherwise they will soon be added to the red list :) Let's all vote YES!!!

Sincerely, bRitvo4kA

A BIG request – only players from Hive should vote
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17 years ago
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voted against it, because it's overpowered. Arriving at level 121 to a rival with Deemer and mana doubling = game over.
In reply to StickyFingaz
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17 years ago
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StickyFingaz
voted against it because it's overpowered. Arriving at the opponent's level 121 with a Deemer and mana doubling is game over.
If it were that easy to reach the opponent's level 121, then maybe another half of the heroes should be banned and about fifty more restrictions should be introduced:rolleyes:
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17 years ago
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for example? everything that needs to be banned is already banned.
In reply to Wlk777
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17 years ago
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Wlk777
If it were that easy to arrange a match with an opponent on day 121.
What's so difficult about it? If you really want to, you can definitely arrange a match in the 2nd week, not on day 121, but on day 124, for example!
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17 years ago
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Against, against, against, against...!

Solmir in second place is a disaster!

Ciel in second place is great, and what about the others???
In reply to Lider1
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17 years ago
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Actually, it doesn't matter at all!

I just don't understand why create a separate thread? Isn't the neighboring thread enough?
In reply to Dirty_Player
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17 years ago
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Dirty_Player
What's so difficult about it? If you want, you can definitely arrange a meeting on week 2, not on week 121, but on week 124, for example!
But this is really a strange and incomprehensible moment in a popular map, what's the point of placing a powerful guard directly between the respawn points of opponents when you can usually easily bypass it by spending 2-3 days? Personally, I don't enjoy meetings like on week 122; there should be at least 2-3 weeks of peaceful development. And if someone is so good that they break through the guard on week 2, then it's clear that they have a better chance of winning. So, the problem is not only, and may not even be so much, in the de-mire/sol-mire, but rather in the possibility of a meeting at the beginning of week 2 (or even week 3). IMHO.
In reply to Lider1
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17 years ago
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Lider1
Solmir in second place is a disaster!
1. Mages have a low chance of getting the Log, so Nelk will still be a good pick.
2. One or two chains of weather spells won't make a difference, and a skilled player can even avoid them.
Lider1
Ciel is great in second place, what about the others?
Ciel, who is currently not banned, can be much more effective than Solmir when their stats are equal.
StickyFingaz
voted against, because it's overpowered.
Heroes like Kirr, Tazar, and Galtran are still much more effective, so why ban 5.2?
In reply to Wlk777
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17 years ago
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Wlk777
Some may feel differently, but I'm not happy with encounters like on 122; after all, there should be at least 2-3 weeks of peaceful development, but if someone is so powerful that they break through the ГО by the 2nd week, then it's clear they have a better chance of winning.
Study the template scheme carefully. The path to the opponent is usually available via general secondary resources!
And breaking through the ГО in the second week is very realistic. It all depends on the ГО.
For example: I played against Wicc. He broke through the ГО on 122 and took my Castle. And the ГО were crystal dragons, which fell to the deadly gaze of mighty gorgons. Sometimes the ГО consists of some slow monsters like hydras, who are killed by a slightly leveled-up hero after mass-slow, archers, or angels—of which you can scrape together about 7 by the 2nd week. I won't even mention Galtran and Shakti, who take Dragon Utopia in the 2nd week...
As for Solmir, if he finds some knowledge artifact and gets a couple of level-ups, he can be a serious threat. He'll attack with seven fast units and will definitely last two rounds, and two chain lightnings can seriously batter an army...
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17 years ago
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Heroes like Kirr, Tazar, and Galtran will still be much more effective.

lol. What can they offer against Deemer with 3x250 damage from a Meteor Shower spell on level 124?
In reply to StickyFingaz
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17 years ago
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Dirty_Player
It is quite possible to break the Guild Order on the second week. It all depends on the Guild Order.
On the 2nd week, the Guild Order is usually not broken; your case is an exception that only confirms the rule.
Dirty_Player
He will attack with seven fast units and will definitely last for two rounds, and two Chain Lightning spells can seriously damage the army...
There is a countermeasure for every attack (except for the mace :D). For example, attack with 1 slot of Golems or Dwarfs, or, if available, launch one wave of Death. There are many options, plus if you watch the game closely enough, such an attack can be easily avoided. Besides, the hit-and-run rule has not been canceled yet, and in most cases, if a player loses their main hero with all artifacts, they do this:
StickyFingaz
lol. What can they oppose to a Deemer with 3x250 damage from a Meteor Strike on 124?
There are many options: for example, Kirr or Ivory with a Mask of the Master
In reply to bRitvo4kA
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17 years ago
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bRitvo4kA
There is a countermeasure for every tactic (except for the Ram, I guess). For example, attack with 1 slot of Golems or Dwarfs, or, if possible, unleash one wave of Death.
Don't confuse the wave of Death with Chain Lightning!
Solomyr the Noob attacked and immediately cut down 30 Grand Elves with that chain. Fun, right? And if he's lucky, he can even do two chains... And he'll hit other troops too, maybe a couple of horses... And then Dad attacked with all his troops and won.

Personally, I don't care what rules we play by, either way...
In reply to StickyFingaz
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17 years ago
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Let's face it, mages are being nerfed too much, and that's a fact! Why doesn't anyone pick Lounis, Alamar, or Xyron, when they are actually very interesting heroes.
There's definitely some merit to this... But shouldn't we test it first, and then try changing the rules? Test it in some kind of mini-tournament with similar rules, and then present it to the Heroes community – something like, "Here are the results, here are the opinions – let's decide?"
In reply to StickyFingaz
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17 years ago
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Dirty_Player
Study the template scheme carefully. There is usually a way to reach your opponent through a shared secondary town!
You've discovered America. So what if it's through a shared secondary town? Study what I wrote carefully – what's the point of a Grand Order if you can bypass it in 2-3 days? Through a secondary town, yes, even through... well, whatever – the point is, it significantly reduces the meaning of a Grand Order. :confused:
Dirty_Player

And breaking a Grand Order on the second week is very much possible.
Beating up Valuev is also very much possible ;)
Seriously, no matter how strong the player is, breaking a Grand Order on the 2nd week is possible in approximately 1 out of 20-30 cases, and on the 3rd week, approximately in 1 out of 5-10 cases (at least without losing almost all your troops). This is a fact, and isolated examples don't count.

Added after 4 minutes
StickyFingaz
lol. What can they counter with against a Deemer dealing 3x250 damage from Meteor Shower on level 124?
Just for example, when playing as Necropolis, I send a couple of weak units with a squad of 7 upgraded Witch units and a Deemer or even a Solmyr without mana. ;)

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