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Slightly off-topic, but what does "non-turn-based combat" mean?
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Nargott
Slightly off-topic, but what does "non-turn-based combat" mean?
I meant a parameter like initiative. After all, a game with clear rounds (turns) is played like chess. There are many guides on clearing utopias, crypts, and other locations for the third game. Because it is clearly understood who and how moves, the game is about waiting, and so on. You can't do that with initiative; battles with it are more... random, I guess? Because if you remove the ATB scale, it will be unclear who goes after whom. This is unlikely to be suitable for esports, where every effort is made to eliminate randomness with tons of rules. But for PvE gaming in the evening, "for relaxation," with thousands of creatures, I think the fifth game is perfect.
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Because if you remove the ATB scale, it will become completely unclear who goes after whom.
Well, actually, it will.
There is an element of randomness, especially when the initiative is equal, but even with equal initiative, chaos happens in any turn-based game. That is, either there is randomness, or (as I remember) the turn order depends on the position at the beginning of the battle relative to the top/bottom.
In any case, neither of these scenarios harms esports. For example, Hearthstone, which is a popular game right now, is a card game! The result largely depends on what cards you are dealt, heroes don't even dream of such randomness. And there are also a couple of cards with a completely random effect that can easily change the outcome of the match. And nothing...
 

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In reply to Феникс50
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Phoenix50
I meant a parameter like initiative. After all, a game with clear rounds (turns) is played like chess. There are many guides on clearing utopias, crypts, and so on for the third game. Because it is clearly understood who goes and how, the game is about waiting, and so on. You can't do that with initiative; battles with it are more... random, perhaps? Because if you remove the ATB scale, it will be completely unclear who goes after whom. It's unlikely that this is suitable for esports, where randomness was removed with tons of rules. But for PvE gaming in the evening, "for relaxation," with thousands of creatures, I think the fifth game is the best.
I strongly disagree here; in my opinion, ATB battles are the best thing that has ever been in the world of Heroes, especially in terms of interest in PvP and the richness of tactics.
Yes, they are more difficult to calculate than linear rounds, but that's what makes them so appealing.
The randomness of the scale is actually quite low and only manifests itself when the initiative of a particular unit changes or during a partial turn (waiting, mass cast, spellcasting).
Also, there is randomness in the starting ATB, as Ment wrote; in my opinion, the random spread is too large (25%), so it appears not only with equal initiatives. But this is not a problem of the scale itself, but of the initial spread.
Разработчик Heroes 5.5 WarGame Edition.
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In reply to Ment
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Ment
For example, Hearthstone, which is a popular game right now, is a card game! The outcome largely depends on what cards you are dealt, something that wouldn't even occur in Heroes.
Therefore, this game cannot be considered from a serious competitive point of view, because the point of competition is equal conditions, where skill and ability determine the outcome. If randomness significantly affects the result, then it is more of a gambling game, a fun pastime, but not a serious competition. Yes, tournaments and other events can be held for such games, but it is unlikely that the result will show the strongest player. Rather, it will simply show the luckier one ;)

But this is not about Heroes and our topic; it's just a side note. As for the ATB scale, I don't see anything wrong with it either. I just pointed out that it is less suitable for competition due to that very randomness.
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Regarding randomness, I can't agree. Luck favors those who create their own luck. Poker, which is much more random, can still be considered a sports discipline because it requires a lot of skill (over the long run).
The question isn't how much randomness there is in the game, but how the player can manage it. In other words, ultimately, how much control the player has over the situation.

The problem with games like Heroes from a competitive point of view isn't the randomness, but the fact that a single game takes too long, especially in the later parts, unlike parts 2 and 3. However, we've strayed quite far from the main topic; I was just very surprised by the phrase "non-turn-based battles." :)
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Победитель
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Winner
There is no single most useful spell! "Subdue" helps to kill legions of neutral creatures, but it is not very useful against an army with a hero. It is better not to risk casting single spells against a mage - you know what will happen ;). Sometimes "Berserk" is better than "Subdue", and sometimes it is better to hit the enemy with "Earth Shock". So, you need to think carefully. "Divine Retribution" is also very useful - the more enemies the target has killed, the more they will get in return.

I agree with that.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
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Alek-Smolin
I really like the Plague spell; if you take the Pain Lord, it helps a lot until you learn more complex spells.
Phantom is very useful against neutral creatures if you have a couple of strong stacks of archers or units that deal damage without taking damage in return.
Divine Vengeance is simply overpowered. Under the right conditions, the damage from this spell is just insane.
I like Berserk more than Subdue, I don't know why.
And even though no one mentioned it, Heavenly Shield shouldn't be underestimated either...


What about Anti-Magic?
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