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Suggestions for changing artifacts.
After reading this thread, I noticed how many people dislike the red orb and cloaks. And this is quite fair, because on large maps, with these artifacts, "Heroes of Might and Magic" turns into "Heroes of Might without Magic," which significantly shifts the balance in favor of warrior heroes. At the same time, there is simply no way to counter this. So...
1. Sphere of Inhibition - grants all troops (including the carrier and their opponent) 50% resistance to shock magic (like stone golems) and resistance to both positive and negative prolonged spells, also 50% (more than combat gnomes). Adjust the sphere so that it also works on the effects of the Alliance of Angels, Cursed Armor, and Iron Fist of Ogres.
If the sphere is present with both the hero and their opponent, the effects are cumulative (i.e., magic does not work in that particular battle). They can also be multiplied, however (i.e., an effect of 75% instead of 50%), but this is more difficult to understand.
Two spheres on one hero in battle act as one.
If there is only one sphere, spells can still be used - however, with significantly less effectiveness and with significantly lower chances of success.
Thus, a warrior hero can greatly hinder a combat mage, without depriving them of the opportunity to use the fruits of their labor from the spellbook. Of course, such a sphere will introduce randomness and variance into each battle - and the fate of some parties will directly depend on whether the oil is cast on the right unit, etc.
2. Cloak of Silence. Remove the ban on magic levels 1-2. Instead, if the Cloak of Silence is present, the cost of casting all spells of levels 1-2 is tripled. If there are two cloaks in one battle, the effects are multiplied (i.e., 9 times - one oil will cost 36 spell points).
The effects of increasing/decreasing casting costs from the presence of pegasi/mages should be taken into account after calculating the presence/absence of the cloak, so as not to give the Rampart/Tower an unfair advantage.
3. Cloak of Negation. Similar to the Cloak of Silence - but for spells of levels 3-5. The effects are multiplied if there are two cloaks in one battle. In other words, casting Armageddon with two cloaks in battle will cost 180 spell points.
The effects of increasing/decreasing casting costs from the presence of pegasi/mages in the army should be calculated after calculating the presence/absence of the cloaks, so as not to give the Rampart/Tower an unfair advantage.
4. Ring of the Mage (assembled from a collar, a mantle, and a ring). Nullifies the effect of the Sphere of Inhibition if it is present with the opponent, in addition to the existing bonuses.
5. Well of the Mage (assembled from an amulet, a talisman, and a mana medal). Nullifies the effect of the Cloak of Silence/Negation if they are present with the opponent, in addition to the existing bonuses. The daily spell point regeneration of the well can be reduced to 10% + 6 spell points - due to the new and very good combat property. In addition, such a nerf to the well will make mysticism a truly more useful secondary skill.
6. Necklace of the Clear Sky. New artifact, major, worn on the neck. Effect - ban on casting the "Armageddon" spell in battle. This will prevent mages who want to decimate the enemy army with hit-and-run attacks, followed by retreating to the tavern, from doing so. If the Sphere and Cloak are stripped of the ability to ban such a powerful spell, a new artifact will be needed to protect against the "hit and run" tactic.
Suggestion for new effects on the battlefield/adventure map.
The game engine may not support this, I'll say right away. This is not classic, and there was nothing like it in Heroes (neither in the third game, nor before or after, as far as I know).
Introduce the factor of magical instability into the game. Its essence lies in several possibilities:
- shock magic in battle may not work on the unit it was cast on (either on another enemy, or even on one's own);
- targeted buffs and curses may not work on the intended unit (or you can curse your own/buff an enemy);
- mass buffs and curses may work illogically (completely curse your own troops/completely buff the enemy army/or curse/buff absolutely random units on the battlefield);
- force fields and fire walls may appear not where they were intended to be placed;
- area-of-effect spells may misfire (it will probably be unpleasant to wipe out a stack of your archers along with a living wall with a meteor shower);
- summoning spells may spawn enemy elementals or an enemy clone;
- any spells in battle may simply fail, even though mana and an attempt to do so are spent;
- spells on the adventure map may simply not work (spell points and daily attempts are spent on this) or work differently than intended (a teleport spell that moves not the specified city, or a dimension door that throws the hero in the opposite direction of the cast).
Based on this effect, the following can be done:
- a secondary skill (will spoil the fun for those who rely on magic in battles);
- artifacts (three pieces, 5-10-15%, treasure-minor-major classes, with the possibility of assembling a set +30% to the effect);
- a new race, which hates magic (as an example - the barbarians from the fourth Heroes), with a new city;
- a five-story building in the new city, replacing the guild of mages and increasing instability by n% for each floor, affecting not only combat magic, but also all spells cast on the adventure map (control nerf);
- a grail in the new city, which significantly enhances this effect (an even more severe control nerf).
This idea is raw, I know that myself. I share it as is - if I come up with something more, I will be happy to explain and smooth out the rough edges.
If the game engine allows this (in my opinion, it is possible - in WOG, the eagle eye worked in a similar way in battle), it will be fun, because in theory, on the map, you can create a real chaos with folders who are afraid to use control magic, and ubermages who are afraid to even look into the spellbook in battle. If a campaign scenario (a plot explanation of the feature) is required to implement this idea in HotA, I will be happy to help the developers. I know the world of Heroes, and I have experience in writing such things.
Added 21 minutes ago
AstralLein, is water magic weak? *choked on tea*
But what about such things as:
- mass bless (when playing with stacks and high damage - a must-have!);
- mass forgetfulness (when clearing shooting neutrals when any losses are critical - very useful);
- mass prayer (in my opinion, better than mass haste, because it increases characteristics);
- mass healing (when you don't have mass haste to remove the oil, it's ideal);
- mass dispel (hello cursed armor, although it is rarely used);
- RESURRECTING CLONE OF ARCHONS!!1!
If we are talking about the most useless magic, then it is fire. Of all the fire spells, only Armageddon, Berserk, and Blind are useful (sometimes - mass curse and mass bloodlust). We will not consider individual cases with the Moon. If we are talking about the uselessness of a school of magic as a whole, then there is no completely useless school - in each there is something that can be used with great benefit in a particular case. Air and earth are far ahead (i.e., a must-have) only due to the fact that they have control over the adventure map (fly, Dimension Door, Town Portal).
But to put water magic (even fire magic) on the same level as the current Priest or Necromancer - is not quite correct.