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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
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