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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.Auto-translated
The point of duration is that the higher the duration, the less relevant its increase becomes, resulting in uneven growth in effectiveness. Beyond a certain point, high Spellpower doesn't provide noticeable advantages. This is important for some classes with 40% SP, but playing with Light magic, for example.
WGE has long used the concept of short and long spells (buffs/debuffs). If duration is tied to a skill, it becomes fixed, and the spell doesn't deviate from its concept, remaining short-term or long-term, regardless of the spellcasting. At the same time, the effect itself can depend on spellcasting, allowing for good bonuses to be extracted for heroes with high spellcasting, immediately.
We can clearly compare the old and new approaches, as well as the original:
Original:
Punishment = +3/6/9/12 to attack, duration = spellcasting.
It's generally not necessary to raise spellcasting above 5, as further growth is not significant (since 5 rounds are often enough to win a battle).
Old WGE:
Might = +6/8/10/12 to attack, duration = (spellcasting + 1) / 4
Bless = maximum damage, duration = (spellcasting + 1) / 2
A similar situation, but there's a ceiling on the relevance of spellcasting (~7 for Bless and ~11 for Might).
New WGE:
Might = 4 + Spellcasting to attack, duration = 1/1.5/2/2.5 rounds
Bless = maximum damage, duration = 2/3/4/5 rounds
Bless doesn't depend on spellcasting at all, as it should; Might has a constant, useful dependence on spellcasting and always has a short duration (as it should).
It can also be noted that in the old system, with low spellcasting (1-2), the duration of a short-term spell was too short, less than 1 round (0.5 and 0.75), and there was a chance to completely miss the creature's turn, which is unpleasant. In the new system, with a minimum duration of 1 (without a skill), it is no longer possible to miss (it is clearly visible on the scale).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I support this idea – the duration really made it unnecessary to have high spell power, and those who had high spell power essentially wasted that stat. But on the other hand, the fact that some parameters become useless indicates that the player made an incorrect build choice. But again, it turns out that the game developers are deciding for us how to play: "don't play a Town as Light/Dark and you'll be fine."
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Yes, in WGE, each school of magic supports different builds, both with high and low spell power. This is crucial for variety. To avoid questions like, "How can an Inquisitor or Avenger with 40% spell power play on the Haven side?" Or, "How can an Alchemist, Veteran, or Overlord with 10% spell power play on the Dungeon side?" In other words, the effectiveness of your build and stats still depends on the available spells, but it is not limited to the entire school.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
That is, we make it so that each school has spells with varying degrees of dependence on magic – that’s good.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
New specialization: Endurance (+1% to creature health for each hero level).
Remove the Manticore from the Darkness faction, move the wolves from the Summoning faction to the racial faction instead of goblins.
Move Spell Resistance from spells to the Darkness faction (thematically appropriate, and both provide a bonus to spellcasting), and return Mysticism to the Summoning faction.
Return Endurance to the Summoning faction (+10% HP permanently).
Return War Knowledge to the Summoning faction (considering that education is no longer available to Orcs).
I'm thinking about simplifying and standardizing the factions as much as possible:
- Opponent receives -1/2/3 to the level of the corresponding skill
- You receive +1/2/3 to the corresponding parameter (attack for Chaos, defense for Summoning, knowledge for Light, spellcasting for Darkness)
However, it will be necessary to get rid of the EXTRA_EXPERT spell skill for some caster units so that the faction works as intended.
Heavy-class units (Armored) will receive +10% to survivability and -10% to damage, i.e., there will be a clear emphasis on survivability for this class (just as there is an emphasis on speed for flyers, ranged attack for archers, and spells for casters).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Perk - no. Currently, only mummies, death knights, and wolves come for perks from neutral creatures. But other neutral creatures may come for artifacts (if this is implemented). For example, elementals for the ring of elementals, or manticores for the collection of dark elves.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат