Posts from HotA - General Questions and Discussions
Auto-translated
But I believe that any, even the most overpowered ability, should follow a clear logic, and not be an ill-conceived, random thing.
It's clear that they wanted to implement a percentage-based reduction in magic damage instead of complete reflection, and they took the easier route (reducing Special Power is simpler than reducing combat damage, which would require more in-depth changes).
Discord - Xocenk#2473
Nevertheless, changing the name and icon of the skill in some form is quite likely, since the correspondence to it in the new version is still weaker than in the old one, and this bothers many. And it goes without saying that the new version is connected to the old only by the fact that they both counteract magic, so there is no need to apply the logic of the old version to the new one.
It was interesting: when attacking fairy tale dragons with resistance, does their SP decrease? Or do fairy tale dragons not have spell power?
It is clear that they wanted to make a percentage reduction in damage from magic instead of complete reflection, they took the path of least resistance (it is easier to reduce SP than to reduce damage from combat, for this you have to dig deeper).
And everything is logical with the Lizard, if the units resist magic (and resistance endows the hero's army with the ability to suffer less from magic, and not debuffs the opponent's hero), then it doesn't matter what its source is, the damage should be reduced, period.
Well, the option "Reduces SP + reduces Armageddon on its own" still does not fit into any logic.
A hero with resistance who uses combat magic and deals more damage to his own units than to the enemy's units – that's absurd. Period. There's nothing to discuss.
The new resistance only affects the enemy hero, not the creatures on the battlefield. It also doesn't affect his own units (they are affected by the enemy's resistance, which reduces damage regardless of who the target of the spell is, his own or the enemy's – it simply reduces the spell points throughout the battle, and that's it). Mechanically/in terms of the interface, its property is simple and clear (if you don't try to connect it to the old resistance property). In terms of atmosphere, I wrote some justifications above and acknowledged that, nevertheless, it still makes sense to work on the name and icon.
The damage dealt is the same to both allies and enemies.
Let me explain in more detail, in simple terms, although I've already written about it:
You have Torgrim at level 20, and your opponent simply has a hero with resistance, let's say, Bronze. Torgrim uses Armageddon, and he hits himself harder than he hits Bronze. That's all I'm saying.
You have Torgrim, level 20, and your opponent just has a hero with resistance, let's say, Bron. Torgrim uses Armageddon, and it hits himself harder than it hits Bron. That's all I'm saying.
However, if he fights against Bron with Expert resistance, Torgrim's Spell Power becomes 14. This means the damage of Armageddon is 590. This is the damage that will be dealt to both Torgrim's creatures and Bron's creatures.
Bron's own resistance only affects Torgrim's spells, and it doesn't play a role in the calculations above.
Resistance simply reduces the power of the enemy hero's magic. It's as if he forgot to wear an artifact before the battle. The reduced power is displayed in parentheses in the hero's window, and only this reduced value is relevant during the battle.
The new resistance doesn't have any tricky hidden properties that depend on who the target of the spell is. It's much simpler than the Sphere of Vulnerability.
You have Torgrim at level 20, and your opponent just has a hero with resistance, let's say, Bronze. Torgrim uses Armageddon, and hits himself harder than Bronze. That's all I'm saying.
