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Posts from Solmyr, Demeer, and Aislin are cheaters (and/or) kamikazes; do the rest have a right to exist?

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What do you think?
44 voters
Single choice Public votes Closed 2009-10-17
This poll is closed.
1. Unban all level 4 magic specialists except Solmyr, Demeer, and Aislin.
31.8% 14 votes
2. Unban all level 4 magic specialists. (as it was before)
29.5% 13 votes
3. Do nothing; leave everything as it is.
38.6% 17 votes
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16 years ago
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I’ll reiterate one more time: it won’t change anything globally, but there should be a choice!
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16 years ago
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You've already been explained that they will be recruited solely to give the main hero a "free" high-level spell. Imagine a warrior hero with Resurrection available in the first or second week?
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16 years ago
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I'm for it. Arguments: 1. It brings the rules (even if not globally, but still) closer to the fundamental principle: "Everything is allowed that is not prohibited" - that is, it potentially enriches the possibilities, enriches the game. 2. In the proposed version, it does not violate the principle of prohibiting unjustified complication of the rules. P.S. IMHO, this is not a global change, but a well-thought-out improvement - it is still a good refinement of the rules. Why not, let it be? :)
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16 years ago
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I can perfectly imagine Gosh without any buffs, trust me. Firstly, you need to find him. Secondly, to learn a spell from someone, the target needs to have a certain level of intelligence, and the caster needs to have a higher level of wisdom to teach that spell. Therefore, if the spell is level 4, it requires expert intelligence and advanced wisdom. And thirdly, even if that were the case, it's unlikely that a Necromancer would focus on gaining wisdom in the first 3-5 levels; they would be leveling up their Necromancy skill. And even at level 6, I doubt they would prioritize wisdom.
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16 years ago
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Believe me, if you get a chance to acquire Tant, wisdom will be the next best thing after necromancy. But what's the point of this change? It only adds more unpredictability because these heroes are unlikely to be chosen as main characters. As for me, it doesn't really make sense; it strengthens the position of non-mages, but primarily fighters.
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16 years ago
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Combat heroes usually don't level up their wisdom to level 10, and it will be impossible for them to pass on this magic. You also need a hero of at least level 3 with advanced wisdom and advanced literacy in order to pass on this magic. A warrior with resurrection or chain lightning magic is not as dangerous because his strength and knowledge parameters are low. Besides, by week 2-3, the warrior may already have an earth or air spellbook, having taken it from neutral creatures or even in Dragon Utopia without knowing any magic. There is practically no reason to develop mages as main characters. Even if a combat hero has, say, chain lightning or resurrection in his spellbook, it is much more effective for him to cast mass spells in battle against an opponent due to the reasons mentioned above.
Ple-Sen
In general, what is the point of this change? It only adds more unpredictability, because these heroes are unlikely to be chosen as main ones; otherwise... there is no point, in my opinion, it strengthens the position of non-mages, but rather warriors first of all.
If you haven't understood the meaning yet, please read this post
In reply to КостяN
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16 years ago
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KostyaN
Keep your hands off the Miners! I haven't even had a chance to play with them properly, and you want to ban them! Didn't you read how Javdet wrote that after 50 experimental generations of ramps/dungeons (with Miners, of course), there was a clear imbalance in favor of the ramp (in skirmish mode). So why ban it? And Lorelei might also appear and a single stack could be present, damn it, and strong ranged units on level 111, etc. You're exaggerating, seriously!
Personally, for me, the Miner is very close to Gosh, i.e., both, due to their starting stacks, can generate angels in geometric progression in the first week and simply overwhelm with brute force; it doesn't require much intelligence. Which other castles can boast this? The idea that the Shaktis with tactics should be afraid of ranged units is nonsense :) Those who have played with them enough understand this. Comparing it, for example, to Kirra, who in most cases appears even without elves, is not very reasonable. A dungeon without the Miner's meat grinder will no longer be so overpowered, and playing with it and against it will be truly interesting, but now it looks like this: if you're playing against it, you pray that the opponent doesn't get lucky with resources and a quick passage; if you're playing as it, it's the opposite - every resource node you see is approximately +10% to your victory. I'm simplifying, of course, but I hope the logic is clear. :)
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16 years ago
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If you haven't understood the point yet, please read this post.
The suggestion is to lift the ban on those mages that are mainly used by beginners and original players; this doesn't really change anything. I understand the essence of the matter.
In reply to Wlk777
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16 years ago
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Wlk777
Hello there! ;) That's exactly how it's written in the rules.

I'm a bit slow on the GM topic. :) I somehow thought that Solmyr, Demeer, and Aislin couldn't be chosen as starting heroes at all. Considering this, we can formulate it like this: "Solmyr, Demeer, and Aislin can use their Havens without restrictions starting from level 131, and the other four level 4 heroes and Tant don't need a GM at all to use their specific skills."
In my opinion, this amendment and the ban on the Miner/Galtran will be very beneficial and add more variety. :smile20:
In reply to bRitvo4kA
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16 years ago
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numOne
For me personally, the Minecart faction is very close to the Fortress faction; both, thanks to their starting units, can quickly amass a large number of Angels in the first week and simply overwhelm opponents with brute force – it doesn't require much strategy. Which other factions can boast this? The idea that the Minecart faction, with its tactics, should fear archers is nonsense. Anyone who has played it extensively understands this. Comparing it, for example, to the Castle faction, which often arrives without Elves, is not very reasonable. A dungeon without the Minecart faction's "meat grinder" will no longer be as overpowered, and playing with and against it will be truly interesting. Currently, it feels like this: if you're playing against it, you pray that the opponent doesn't get lucky with resources and a quick start; if you're playing as it, it's the opposite – every resource node you find is roughly a +10% increase to your chances of winning. I'm simplifying, of course, but I hope the logic is clear. :)
I'm playing with my favorite factions in the dungeon. If I can't find a cluster of gems or 20+ ore in the first week (which is a more common situation than finding a lot of resource nodes), what does the dungeon look like in the second week without the Minecart faction?
In reply to numOne
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16 years ago
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numOne
Personally, I think the Miner is very similar to Gosha. Both, thanks to their starting stacks, can quickly amass angels in geometric progression during the first week and simply overwhelm with brute force; it doesn't require much strategy. Which other factions can boast this? The claim that the Miner, with its tactics, should fear archers is nonsense. Those who have played it extensively understand this. Comparing it, for example, to Kirra, who often arrives even without elves, is not very reasonable. Without the Miner's meat grinder, the dungeon will no longer be as overpowered, and playing with and against it will become truly interesting. Currently, it feels like this: if you're playing against it, you pray that the opponent doesn't get lucky with resources and a quick advance; if you're playing as it, it's the opposite – every resource node you see is roughly a +10% increase to your chances of winning. Of course, I'm simplifying, but I hope the logic is clear. :)

I suggest you take the initiative and post a corresponding poll with two options:
-ban the Miner;
-leave it as is.

According to my predictions, a maximum of 5 people will vote for the first option, while more than 20 will vote for the second – either way:smile02: ;).

Added 5 minutes later
PReDS
I'm playing with my favorite dungeon faction. If I can't find clusters of gems or 20+ ore in the first week (which is a more common situation than finding a steady stream of resources), what does the dungeon look like in the second week without the Miner?
Aha! I remember a situation where I had to take a rest with the Miner on a shoestring budget simply because there was a complete lack of money – I mean ZERO free resources and ZERO buildings that generate income, but there were: 2 resource nodes, both level 3-4, wood, and a dragon lair right under the castle, but no more than 2 (or 3) heroes could be recruited, and the only available treasure chest contained useless artifacts – these are the realities of underground life:rolleyes:.
In reply to КостяN
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16 years ago
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KostyaN
I suggest you take the initiative and post a corresponding poll with 2 options:
-ban Shakti;
-leave it as is.
Well, in reality, Shakti compensates for the poor respawn. As an option, you could disband the third stack at the start, i.e., Shakti would have a maximum of 80 units.
it's nonsense, of course...

In general, I would suggest starting with a random hero or, as an option, a hero with money. I think this would add maximum variety.
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16 years ago
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Dungeon has an excellent Gunnar and 2 good ranged stacks – why wouldn't you play it! :) And no one is immune to a poor starting position; I don't understand why Shakthi is being brought into this.
As an alternative to a ban, you could simply reduce the size of the incoming stacks of Trolls, but that's a slightly different story.
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16 years ago
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Guys, I'm asking you again, please don't bring up Shakti, Gosha, Gunnar, etc. here!
In reply to КостяN
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16 years ago
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Lately, I've been playing full-random games on the Tower of Destiny map. The most challenging castles are the Dungeon and the Necropolis. For the Dungeon (with a random starting hero), the criterion for playability is the respawn rate: 1) A good, easily accessible lair (cats, police, or, at worst, eyes; everything else is garbage) that allows you to form a strong army. 2) Enough money/resources in the immediate vicinity to build and buy these cats/police from the dwelling, lair, and portal. As you can see, only 10-20% of the setups meet the playability criteria. For the Necropolis, it's even worse – you need to quickly acquire sulfur, stone, and money for the liches; otherwise, the battles will be barely successful. Fighting is even more difficult than with the Dungeon. However, unlike the Dungeon, the Necropolis has an advantage in the long run – skeletons in the Stronghold and vampire lords in the Tower of Destiny. So, if you successfully survive the nightmare of the first week, things usually go well afterward. The Dungeon, on the other hand, if you can't achieve a normal development pace in the first few days, there will be no breakthroughs later on. In the Tower of Destiny, both of these castles are usually restarted when playing full-random.

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