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Posts from Orcs have no magic. Warcries.

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How will the ABSENCE of magic affect gameplay for Orcs?
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18 years ago
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Alexander G.K.; 109113
Personally, at THIS moment ;) , I believe that the lack of magic for Orcs is a crime, because no war cry can replace the good old Armageddon and Meteor Shower... My argument is as follows: I think everyone remembers the useless skill in the game - the SUPER ability of Heaven... What if something similar happens with the Orcs? Even throwing goblins won't help here :D What do YOU think about this? It is quite possible that the Orcs will have magic-related (Chaos, summoning, etc.) abilities removed from their skill tree and replaced with other "styles of screaming" - for example, "Call of Fury" will increase the effect of the "Fury" ability, and upgrading the skill will increase this "help" from the skill itself... (And if a "Blessed Mat" call appears with a corresponding skill, then this will be the most popular skill :) ) I read somewhere that the ability to shout a call is influenced by something like "level of fury" or "adrenaline"... Like, until it accumulates during a battle, you won't be able to use anything from the calls... It reminds me of the Vikings' "Gathering of Lightning (blessing of the gods)" in the Age of Myths... Besides, another question arises: if an Orc picks up a magic book, will he be able to use it? :smile45: After all, magic and knowledge exist, but Orcs (apparently, according to information from sources) don't have mana... People! If anyone knows or thinks something about this, please share your information! Thank you in advance.
Well, for starters, you need to look at the demonic fury table, then combat cries consume mana, and finally, why do barbarians need magic? It's much better when they have to learn a skill for immunity to magic
In reply to Magnus
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18 years ago
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I looked at the Orc hero's skills and found where the clenched fist is shown (mages have a magic mirror), and IMHO, does this mean that Orcs will have some kind of resistance to the magic mirror?:eek: Orcs don't like magic, so why would they need to cast spells? Or is this an improvement to magic resistance??? Help me out!
In reply to Святой_Паладин
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18 years ago
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Holy_Paladin;109166
I mean the traditional concept – let's remember the fourth game ;-)
After all, the fifth game continues the series after the fourth part, although, I don't deny that it resembles the third game more.
The fifth game was not originally connected to the other parts of the Heroes series; only minor biographical hints are what connect the fifth part to the rest of the world... There's no need to remind everyone that not so long ago, everyone was working on how to connect the fifth part with the rest of the universe – I didn't see any specific, significant results... :)

Regarding magic, I don't think anyone has the right to prevent players from leveling up any of the four schools of magic. Most likely, the developers will simply reduce the percentage probability of a skill appearing when a hero reaches a new level to a minimum... that is, like with the Undead's Leadership skill – the probability of obtaining a skill from the skill wheel is 2%, the same will be for the magic schools for Orcs... :)
In reply to Alex Ghost
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18 years ago
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Alex Ghost;109266
Regarding magic – I don’t think anyone has the right to prevent players from developing any of the four schools of magic. Most likely, the developers will simply reduce the percentage probability of a skill appearing when a hero reaches a new level to a minimum... that is, like with the Undead faction, Leadership has a 2% chance of appearing from the skill wheel; the same will apply to the magic schools for the Orcs... :)
Orcs won’t have magic schools at all; they will be replaced by anti-magic schools. :)
In reply to Amko
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18 years ago
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Night Nazgul;109268
Orcs won't have magic schools at all; they will be replaced with anti-magic schools. :)
Then let Necromancer also have an Anti-Leadership school:D - because what is this nonsense - practically useless skills...:cool:

We'll see - whether Ubisoft is ready to unbalance the game so much)) And still - what can Ubisoft and Nival do - cut the mage guild and put an anti-magic caster and some kind of tower for learning war cries in its place:D
But to specifically change an entire series of schools for just one race - what's wrong with the other races?:D
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18 years ago
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Why would Orcs need magic? Their axes move faster than their thoughts!
In reply to Magnus
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18 years ago
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Magnus;109237
First, you need to look at the demonic fury table, then combat spells cost mana, and finally, why do Barbarians need magic? It's much better when they have to learn a skill for magic immunity.
Where can I see this table?! Honestly, in the fifth game, Orcs are the most fitting to their name – they learn ANTI-magic, not MAGIC... In short, they learn to resist, not to fight fire with fire... :smile41: :)

Added 2 minutes ago
Inquisitor;109286
Why do Orcs need magic? Their axe moves faster than their thoughts!
That's right... And "Thought is faster than sight"... Maybe they don't have very good eyesight... :smile40: :smile40: :smile40: Like the Smiths in "The Matrix"... They wave their hands faster than the speed of light... :smile10: :smile40: and wear glasses... :) Just kidding about the glasses... )))

Added 2 minutes ago
Alex Ghost;109275
Then let them create an Anti-Leadership school for Necromancers:D - because what is this nonsense - practically useless skills...:cool:

Let's see if Ubisoft is ready to unbalance the game so much)) And still - what can Ubisoft and Nival do - cut the guild of mages and replace it with a magic nullifier and some kind of tower for learning combat spells:D
But to change an entire series of schools for one race so specifically - what's wrong with the other races?:D

What kind of crazy thing would Nival do? They need a bag of weed and/or a case of cash... :smile08: :smile01: :D

Added 2 minutes ago
Arandor;109175
the fact that there is no magic here is very similar to the 4th game
and everything else is like the 3rd game )

and there is no need to be afraid that they will be strong) they will make patches later)) 3.1, 3.2, etc.))
and it will be most interesting to see how they fight the Dwarves)

PS, the answer options are kind of strange)) it's even hard to choose))

Yeah, I agree... :D What, are you too lazy to think? :smile42: :smile28:
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18 years ago
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I don't think that because Orcs have the ability to reduce the magic power of the casting opponent, it will be impossible to fight against them. Firstly, the Dwarves – as I understand it, runes won't be removed for them, just as reinforcements won't be removed for the Inferno faction. A very good second option is Necromancers built around Darkness. They have достаточно high magic, and Orcs have достаточно low magic, so mass spells will be достаточно effective, since their duration depends only on magic, and 5-6 is already good. The same story, strangely enough, applies to Mages. Their magic power is also достаточно high, which will allow them to use mass light spells at a decent level. (Summoning will, of course, suffer greatly, which is a bigger problem for Mages than for Necromancers). In addition, there are races with very strong armies of their own that don't focus on magic. Agree, a hundred or two Paladins are a problem in any case, even without magic. And Elven Heroes, due to their army's initiative, start casting when the outcome of the battle is already clear... Warlocks will, of course, be the most affected. But all their units are already достаточно strong, and besides, you can use a different hero development tactic – abandon magic (you can, of course, take Light or Darkness, but they are not native to their own guild, so it is not a fact that they will appear), and focus on developing the strength of the units, with attack upgraded to magic speed (mass acceleration) and defense upgraded to stone skin (mass stone skin) + surprise attack. There is also the possibility of taking leadership with a speed aura, and restoration will also be useful for the Dark Elf. The result is – you can fight! So, it's not so fatal after all... Although, I will play as Orcs now, I really liked them in the third game...
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18 years ago
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Of course, it's not fatal. I don't think they would make Orcs capable of completely suppressing enemy magic, because that would make them the strongest army, and it would be impossible to fight against them. But I think they won't allow such a blunder.
In reply to eXeCuToR
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18 years ago
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It’s a shame, of course, that they took away the magic *(I was hoping for new spells). But most likely, they will have very strong units, and this will compensate for the lack of magic.
In reply to DungeonLord
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18 years ago
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DungeonLord;113044
It's a shame that they took away their magic *(I was hoping for new spells), but most likely they will have very strong units, and this will compensate for the lack of magic.
Yeah, their "Rage" ability is worth something. :)
And new spells will be... ;)
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18 years ago
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Without magic, it's a bit difficult, but you can survive. You can hire heroes who have magic skills.
Everything happens for a reason...
Orcs should be more challenging than the Warlocks!!!
In reply to Amko
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18 years ago
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Night Nazgul;113050
Yeah, just the Fury spell alone is worth it. :)
And new spells will be added... ;)
It just won't make things any better for the Orcs :D. I meant that there will be special spells related to their race.
In reply to DungeonLord
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18 years ago
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DungeonLord;113242
However, this won't make things better for the Orcs :D. I meant that there will be special spells related to their race.
Battle Cries can be considered as such. ;)
In reply to Amko
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18 years ago
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Night Nazgul;113243
You could consider Battle Cries as such. ;)
That's clear. Of course, the last question you ask yourself is about the cost of units? What if it turns out to be as unprofitable as artifacts for creatures?

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