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7 years ago
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How can Eagle Eye be fixed so it isn't unusable...
(Well, once in 1000 games on M200, a relearned Bolt might decide the game, but that's not certain), and usually it's exactly like that.
Give spells for defeating neutral creatures. But to prevent it from being overpowered, give
a) a random spell within certain limits (levels 1-4 of magic, and for level 4 you need Expert skill)
b) a chance for a high level of magic only if the neutrals were of a high level and Eagle Eye itself is upgraded (but it can still give Water Resistance, so to learn Resurrection or, say, Chain Lightning you'll have to fight a lot, actively visit Shrines/Sages, or be very lucky)
c) no level 5 magic, and no Town Portal either, and no non-combat magic at all, since the original Eagle Eye cannot teach it
d) a percentage chance to learn, meaning even with Expert Eagle Eye, a non-specialist without artifacts has a 60% chance to catch a spell they don't yet know (only the condition of an enemy hero and the necessity of using that magic is removed)
e) don't remove its usual effect, as it's still too rare, just like the feature of learning a spell without Wisdom or the requirement to win a battle. That is, in a battle against a hero — only that hero's spells, if they have any, even if you killed their Angels.

The empirical formula turned out to be:
Maximum level of the learned spell = (highest level of killed monsters + Eagle Eye skill upgrade level) / 2.5. Round down.
For a third-level spell, Advanced skill is mandatory; for a fourth-level spell, Expert is mandatory.

Thus, killing first-level monsters with Basic Eagle Eye — gives no spells. With Advanced or monsters of level 2 — you can learn first-level magic (but the chance is 40-50%, it won't be too great; it might take more than one day for conditional Slow/Haste to drop, and it's not much harder than finding a scroll or rebuilding a Mage Tower).
For second-level magic — either Expert Eagle Eye, and then even after a Graveyard you can learn your Bolt (meaning Precision and Dispel), or with Advanced, go into the Griffin Conservatory/Workshop/Hive, or with Basic, beat level 4 (but then a 40% chance, you'll have to mess around a lot)
For third-level magic (a theoretical way to get Animate Dead without a Necromancy Amplifier) — monsters at least level 5 and Expert Eagle Eye, and with Advanced — please beat levels 6-7 (and then maybe something will drop, but it's not guaranteed to be level 3, let alone Animate Dead).
Well, if you want level 4 — only strong monsters and Expert Eagle Eye, and beforehand it's best to learn all the other weak spells.

This is most likely nonsense, and even a similar mechanic will never be implemented, but I wanted to speak my mind. The option of giving a specific spell from each monster (for example, Resurrection from Archangels or Shield from Nix) is clearly too complicated, even if more lore-friendly, whereas such a change is at least theoretically possible.
Asking to raise the Learning percentage (doubling it or something) is probably futile; like First Aid, it suits many as is. But for Eagle Eye, it could be done.
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7 years ago
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I like it. In general, from what I've read in the thread about "keen eye," and from what comes to mind, several options seem somewhat reasonable:
1) Uran's option above: a certain probability of learning a spell during a battle with neutral creatures. I would add that the percentage could be lowered. Also, allow "duplicate" spells to drop. And, if this is done, it could even be allowed for spells like "town portal" to drop, as it won't drop too early anyway.
2) Also Uran's option above, but with a table of spells that drop from specific creatures. Of course, the player would have to remember a lot of new information, but why not...
3) (Far-)sightedness: let the hero learn spells not only in battle, but also (with a small probability) when any opponent uses them anywhere on the map. Something like "[Hero's name] felt an unusual magical disturbance at night. After carefully recording and analyzing his sensations, [hero's name] learns a new spell." Interesting consequences are possible with this mechanic. For example, Player 1 learns "town portal," but knows that Player 2 is unlikely to have learned "town portal" in their faction (Castle with a small chance of the spell dropping). With the "keen eye" described above, Player 1 will try to limit the use of this spell when it is not critical, in order to reduce the chances of Player 2 learning the spell through "keen eye."
An obvious weakness is the computer-controlled player. It will definitely have a specific AI for using spells, and it will be difficult to balance.
4) Make "keen eye" a combat skill. For example, after each time an enemy hero uses a spell in battle, the hero with "keen eye" has a certain chance of getting a free cast of that same spell. Or not free, but instead of their usual cast (by choice), but with an increased magic parameter.
In reply to Uranium235
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7 years ago
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Hello everyone!
Here is my proposal.
I hope you like some of it!


Currently the state of magic in HOTA is in terrible shape. Mass slow often is the goal of the game. My goal here is to TRY to achieve balance of magic schools so ON AVERAGE they all are desirable.
FIRE MAGIC&WATER MAGIC: My idea is to give significant boost to heroes with advanced/expert fire/water magic and balance some weak spells (no useless spells in 4th and 5th). Also make adventure spells (views, disguise, visions, fly, tp, dd, water walk, summon boat, scuttle boat) as special spells with no random spawn chance.


FIRE MAGIC

1) Bloodlust. Advanced: single target + 10 attack skill (shooters included). Expert: all friendly targets gets + 10 attack skill (shooters included).
2) Curse no change.
3) Protection from fire no change.
4) Magic arrow no change.
5) Blind no change.
6) Fire wall no change.
7) Visions. Expert: fire magic shows upgraded stack in neutral army. VISIONS IS REMOVED FROM RANDOM 2ND LEVEL SPELLS. IN ORDER TO BUILD VISIONS YOU MUST BUILD 2ND LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 2 OF EACH PRECIOUS RESOURCES YOU CAN BUILD VISIONS SPELL IN SPECIAL SLOT. VISIONS SPELL IS REMOVED FROM PANDORAS, SPELL SHRINES, SCHOLARS AND SPELL SCROLLS, BUT RELIC MAGIC BOOKS STILL HAVE IT!!! (Does not require free building day).
8) Fireball. Advanced: base damage 15, Expert: base damage 20.
9) Land mine. Advanced: base damage 30, Expert: base damage 50.
10) Misfortune. Advanced: maximum negative luck. Expert: all enemy targets.
11) Armageddon no change.
12) Berserk no change.
13) Fire shield. Becomes level 3 spell. Mana cost 15. Expert: all friendly targets.
14) Frenzy is redesigned completely. Basic: Increases attack skill by 50% (lasts only 1 round) but unit loses 50% defense skill for 1 round. Advanced: Unit does not loose defense skill. Expert: Frenzy gives additional strike/shoot. Lasts 1 round.
15) Inferno. Advanced: base damage 18, Expert: base damage 22.
16) Slayer. Basic: +8 attack skill to ANY 7+ level monster. Advanced: +16 attack skill to ANY 7+ level monster, Expert: all friendly targets.
17) Sacrifice. Basic: can sacrifice any unit and resurrect any unit (except summons). Advanced: resurrection bonus spell power x 20 + default bonuses, Expert: resurrection bonus spell power x 30 + default bonuses.
18) Fire elemental no change.


WATER MAGIC

1) Expert water magic -> magic cost for water spells is reduced by 50% except magic arrow.
2) Bless no change.
3) Cure. Advanced: Base power 10. Expert: Base power 20.
4) Dispel. Expert: gives choice all targets, all friendly or all enemy targets, or single target (can dispel as many targets as caster wants).
5) Protection from water no change.
6) Summon boat no change.
7) Magic arrow no change.
8) Ice bolt no change.
9) Remove obstacle. Expert: gives choice remove all obstacle or single targets (can remove as many as caster wants).
10) Visions. Expert: water magic shows upgraded stack in neutral army. VISIONS IS REMOVED FROM RANDOM 2ND LEVEL SPELLS. IN ORDER TO BUILD VISIONS YOU MUST BUILD 2ND LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 2 OF EACH PRECIOUS RESOURCES YOU CAN BUILD VISIONS SPELL IN SPECIAL SLOT. VISIONS SPELL IS REMOVED FROM PANDORAS, SPELL SHRINES, SCHOLARS AND SPELL SCROLLS, BUT RELIC MAGIC BOOKS STILL HAVE IT!!! (Does not require free building day).
11) Forgetfulness. Basic: enemy target forgets how to shoot (100% effect). Advanced: area same as meteor shower. (works only on enemy units). Expert: all enemy targets.
12) Frost ring. Advanced: base damage 15. Expert: base damage 20.
13) Mirth. Advanced: Maximum morale. Expert: Maximum morale, all friendly targets.
14) Teleport no change.
15) Clone becomes level 3 spell. It replaces hypnotize.
16) Prayer. Slow does not take speed bonus from prayer. Advanced: Meteor shower area. (friendly targets only) Attack skill +5, defense skill +5, speed +4. Expert: Attack skill +6, defense skill +6, speed +5.
17) Water walk no change.
18) Summon water elemental no change.
19) New 5 lvl spell blizzard. Area damage spell. Area same as meteor shower. Cost 30. Base damage 25 +50. Advanced: base damage 30 +100. Expert: base damage 35 +150.
20) Dimension door. IN ORDER TO BUILD DIMENSION DOOR YOU MUST BUILD 5TH LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 15 OF EACH PRECIOUS RESOURCES YOU CAN BUILD DIMENSION DOOR SPELL IN SPECIAL SLOT. DIMENSION DOOR SPELL IS REMOVED FROM PANDORAS, SCHOLARS AND SPELL SCROLLS, BUT WATER MAGIC BOOK STILL HAVE IT!!! (Does not require free building day).


EARTH MAGIC

1) Shield no change.
2) Slow. Basic: enemy target speed is reduced by 50%. (does not take speed from prayer). Advanced: cube 2x2 area (Works on all. Friend or foe). Expert: meteor shower area. (Works on all. Friend or foe).
3) Stone skin no change.
4) View earth no change. IN ORDER TO BUILD VIEW EARTH YOU MUST BUILD 1ST LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 3 OF EACH PRECIOUS RESOURCES YOU CAN BUILD VIEW EARTH SPELL IN SPECIAL SLOT. VIEW EARTH SPELL IS REMOVED FROM PANDORAS, SPELL SHRINES, SCHOLARS AND SPELL SCROLLS, BUT RELIC MAGIC BOOKS STILL HAVE IT!!! (Does not require free building day).
5) Magic arrow no change.
6) Death ripple no change.
7) Protection from earth becomes lvl 2 spell.
8) Quicksand no change.
9) Visions. Expert: earth magic shows upgraded stack in neutral army. VISIONS IS REMOVED FROM RANDOM 2ND LEVEL SPELLS. IN ORDER TO BUILD VISIONS YOU MUST BUILD 2ND LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 2 OF EACH PRECIOUS RESOURCES YOU CAN BUILD VISIONS SPELL IN SPECIAL SLOT. VISIONS SPELL IS REMOVED FROM PANDORAS, SPELL SHRINES, SCHOLARS AND SPELL SCROLLS, BUT RELIC MAGIC BOOKS STILL HAVE IT!!! (Does not require free building day).
10) Animate dead no change.
11) Anti magic no change.
12) Earthquake. Basic: does 2 points of damage instead of 1. Three targets. Advanced: Four targets. Expert: Five targets.
13) Force field no change.
14) Meteor shower no change.
15) Resurrection no change.
16) Sorrow becomes lvl 3 spell. Mana cost 12. Advanced: Maximum negative morale. Expert: All enemy targets.
17) Town portal becomes universal spell like magic arrow. For example hero with any magic school on advanced level can choose town. (All magic books (super relics) now have town portal as well.) TOWN PORTAL IS REMOVED FROM RANDOM 4TH LEVEL SPELLS. IN ORDER TO BUILD TOWN PORTAL YOU MUST BUILD 4TH LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 10 OF EACH PRECIOUS RESOURCES YOU CAN BUILD TOWN PORTAL SPELL IN SPECIAL SLOT. TOWN PORTAL SPELL IS REMOVED FROM PANDORAS, SPELL SHRINES, SCHOLARS AND SPELL SCROLLS, BUT RELIC MAGIC BOOKS STILL HAVE IT!!! (Does not require free building day).
18) Implosion no change.
19) Summon earth elemental no change.


AIR MAGIC

1) Haste no change.
2) View air. IN ORDER TO BUILD VIEW AIR YOU MUST BUILD 1ST LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 3 OF EACH PRECIOUS RESOURCES YOU CAN BUILD VIEW AIR SPELL IN SPECIAL SLOT. VIEW AIR SPELL IS REMOVED FROM PANDORAS, SPELL SHRINES, SCHOLARS AND SPELL SCROLLS, BUT RELIC MAGIC BOOKS STILL HAVE IT!!! (Does not require free building day).
3) Magic arrow no change.
4) Disguise. Basic: Hides hero from visions on adventure map also. Advanced: spell point cost is 1. Hides troops same as on basic with strongest creature in army with number represented normally. Expert: Hides hero from visions in town (visions does not show hero icon in town).
5) Disrupting ray no change.
6) Fortune. Advanced: maximum luck. Expert: maximum luck on all.
7) Lightning bolt no change.
8) Precision. Redesigned completely. Basic: removes obstacle penalty. Advanced: removes also distance penalty. Expert: all friendly targets.
9) Visions. Expert: air magic shows upgraded stack in neutral army. VISIONS IS REMOVED FROM RANDOM 2ND LEVEL SPELLS. IN ORDER TO BUILD VISIONS YOU MUST BUILD 2ND LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 2 OF EACH PRECIOUS RESOURCES YOU CAN BUILD VISIONS SPELL IN SPECIAL SLOT. VISIONS SPELL IS REMOVED FROM PANDORAS, SPELL SHRINES, SCHOLARS AND SPELL SCROLLS, BUT RELIC MAGIC BOOKS STILL HAVE IT!!! (Does not require free building day).
10) Air shield no change.
11) Destroy undead becomes level 2 spell. Mana cost 10.
12) Protection from air no change.
13) Hypnotize is removed from mage guild, it is replaced with clone. Only fangarms can hypnotize. Astral specialty becomes lightning bolt.
14) Chain lightning no change.
15) Counterstrike becomes level 3 spell. Mana cost 12. Basic: retaliate unlimited attacks. Advanced: mana cost 6. Expert: All friendly targets.
16) Dimension door transferred to water magic.
17) Fly no change. IN ORDER TO BUILD FLY YOU MUST BUILD 4Th (yes 4th!) LEVEL MAGE GUILD AND THEN FOR 1000 GOLD AND 10 OF EACH PRECIOUS RESOURCES YOU CAN BUILD FLY SPELL IN SPECIAL SLOT (can be build in castle and cove). (fly is still level 5 spell) FLY SPELL IS REMOVED FROM PANDORAS, SCHOLARS AND SPELL SCROLLS, BUT AIR MAGIC BOOK STILL HAVE IT!!! (Does not require free building day).
18) Magic mirror removed from mage guild, it is replaced with new water 5 lvl damage spell blizzard.
19) Summon air elemental no change.


SECONDARY SKILLS

1) Scholar. If both heroes are expert scholar, then they can teach 5 lvl magic to each other. Heroes with starting secondary skill scholar always have spell book.
2) Eagle eye in combat shows enemy hero info - spell book, secondary skills and artefacts. Basic -1&2 level spells (also shows if hero has no spellbook) and first four secondary skills, advanced 3&4 level spells and 6 secondary skills, expert 5 lvl spells and all secondary skills and all equipped artefacts.
3) Sorcery gives bonus spell duration rounds for +2/+4/+6. Sorcery bonus damage now is 10%/15%/25% (this bonus must work on resurrect, animate, sacrifice and summons as well).
4) Ballistics. Basic: Catapult always hits chosen target. (default bonuses remain of course)
5) First Aid. Basic: Heals 20-40 hp. Advanced: Heals 30-60hp. Expert: Heals 40 - 80hp.
6) Diplomacy Basic: hero also can visit school of magic and school of war at and gazebo at no cost. Advanced: Hero also can visit cartographers at no cost. Expert: Quest seers show quest reward. (default bonuses remain of course)
7) Estates. Basic: 400. Advanced: 700. Expert: 1000.
8) Learning. Basic: exp +20%. Advanced: exp +40%. Expert: exp + 60%.
9) Mysticism. Basic: hero regenerates 10% of mana pool (but no less than 5 mana). Advanced: hero regenerates 20% of mana pool (but no less than 10 mana). Expert: hero regenerates 30% of mana pool (but no less than 20 mana).


ARTEFACTS

1) Cape of conjuring. Treasure -> minor.
2) Mystic orb of mana. Treasure -> minor.
3) Necklace of swiftness. Treasure -> major.
4) Rib cage. Minor -> treasure.
5) Garniture of interference. Major -> minor.
6) Equestrian`s gloves. Minor -> major.
7) Head of legion. Major -> minor. 6th level unit growth +2.
8) Arms of legion. Major -> minor. 5th level unit growth +3.
9) Torso of legion. 4th level unit growth +4.
10) Loins of legion. 3rd level unit growth +5.
11) Legs of legion. 2nd level unit growth + 6.
12) Endless purse of gold. +1000 gold instead of +500. Major -> minor.
13) Endless bag of gold. +2000 gold instead of +750. (remains as major)
14) Endless sack of gold. +4000 gold instead of +1000. (remains as relic)
15) Inexhaustable cart of wood. +4 wood.
16) Inexhaustable cart of ore. +4 ore.
17) Everpouring Vidal of Mercury. +2 mercury. Major -> minor.
18) Everflowing Crystal Cloak. +2 crystals. Major -> minor.
19) Eversmoking Ring of Sulfur. +2 sulfur. Major -> minor.
20) Ring of Infinite Gems. +2 gems. Major -> minor.
21) Dragon Scale Armor. +5 attack/+5 defense.
22) Crown of Dragontooth. +5 spell power/+5 knowledge.
23) Tunic of the Cyclops King. Major -> minor.
24) Sphere of Permanence. Major -> minor.
25) Pendant of Negativity. Major -> minor.
26) Pendant of Second Sight. Major -> minor.
27) Sandals of saint. Relic -> major.
28) Boots of speed. Minor-> major.
29) New artefact group - quest artefacts. (Eagle eye artefacts migrate to this group. New artefacts added.)

29) Diplomats coat counters shackles of war. You can`t run from battle but you can surrender!
30) Titans thunder. +3 attack/+3 defense/+2 spell power/+2 knowledge. (Removes negative effects of separate titans artefacts.) Bolt damage 1000.
31) Power of the dragon father. Receptive to beneficial spells.
32) Armor of the damned. Does not cast slow. Instead of slow casts expert disrupting ray on every enemy target.
33) Golden goose gives in total +10000 gold (7000 + 3000 bonus).


MISCELLANEOUS

1) New 5 category artefacts – gods relics. +5, +6, magic books, wings, blue hat. You can ONLY get them in 3lvl dragon utopia (1 random god relic + 1 major + 1 minor + 1 treasure) and max lvl dragon utopia (2 random gods relics + 1 major +1 minor + 1 treasure.).
2) Mana vortex building now costs 3000 gold and it can be activated only by clicking on it and choosing heroe. (like heroes 4).
3) Remove chance to get double arts in utopia and temple of sea.
4) If angels, pegasi, bone dragons, devils, etc. are killed in battle their bonus/debuff disappears immediately.
5) Golem dwelling gives +2 golem growth.
6) Why only 3 buffs, debuffs seen? Full list of all buffs/debuffs.
7) Show average damage, average kills.
8) Put hota emblem in the right lower corner (left from month week day)
9) Refugee camp only to 6 lvl included.
10) Elemental magic is offered in circle. If gave water on 4th level no more water till the circle is complete. Circle still random.
11) Right click on monster shows terrain of battle. (need on borders of different terrains)
12) Balance planeswalkers abilities (my idea is to give +2% summon power for each level or classical +1 speed and 5%attack/5%defence per x levels.). Erdamon and Thunar replace estates with armorer so there are more playable planeswalker heroes.
13) Double battle timer. (so you can see how many time you still have in battle before your main timer is consumed).
14) All heroes have basic armies except the first chosen hero in the beginning. (maybe)
15) Warrior tomb remove 5% chance to get relics. Add these 5% to major artefact chance pool.
16) Imp cache lower value from 5k to 3k.
17) Griffin conservatory value at least 6k.
28) Gargoyle unaffected by morale.
19) Add option to ban heroes before game. (they do not spawn in tavern and prisons)
20) Add button to disable necromancy skill (like tactics)
21) Luck doubles final damage. (luck works on all targets on attack all adjacent enemies (hydra type attack)) Misfortune halves final damage.
22) Heroes with 4 lvl spells speciality only get that 4 lvl spell in spellbook without any further bonuses.
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7 years ago
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I suggest banning the swamp, lake, and snow terrain types for the native terrain of the 6LM10A template.
In reply to saneok
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7 years ago
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saneok
I suggest banning swamp, lake, and snow terrain on the 6LM10A template for the native faction.
I would support that. In a mix, in one of the two native factions, I already did that.
In reply to Russel_lDHl
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7 years ago
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What if we divided the skills into types: elements, magic, combat, and logistics? And let's say we give a choice of not 2, but 4 skills, so that, for example, you can choose by type (at level 3-4, you can immediately choose 4 elements) or simply choose from what is available, but 4 skills at each level, so that it doesn't give you Earth at level 3 or 4, but randomly gives you skills at each level, 4 skills to choose from.
7 years ago
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I propose removing the movement restrictions between zones on all Jebus Cross variants.
1) As I understand it, this is the only "non-engine" restriction in HotA online games. While compliance is easy to monitor in tournament games streamed from both sides, in regular lobby games, it's left to the players' conscience.
2) This change would simplify the use of neutral respawns and, consequently, increase the frequency of comebacks, which are rare on HotA Jebus Cross.
3) Building flight/DD in the Mage Guild before 117 is quite difficult. The standard path to a 300+ rating is 117 or 121. Accordingly, this change does not create some kind of imba strategy, but rather adds an alternative to the standard hive gathering + earth magic leveling.
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7 years ago
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If technically feasible, it would be great to add the ability to change the starting hero and bonus during a quick restart without having to go back to the main menu.
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7 years ago
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+ also, just so I don't have to start over, I'll keep playing.
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7 years ago
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I suggest reducing the resistance set bonus from 50% to 35%, because combined with the hero's resistance, it becomes an incredibly overpowered combination that almost guarantees victory in a match. Here are two matches that clearly demonstrate the monstrous reduction in spell power.
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7 years ago
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Resistance artifacts will be replaced with new ones (the old ones will relate to the old resistance, which will be added as a separate skill, but will be prohibited on default templates). Most likely, there won’t be a set, but the effect of the individual artifacts will be stronger.
In reply to Sav
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7 years ago
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My personal suggestion (wish)! Add a hero with the Diplomacy skill to the new town! :smile41:
In reply to Godofwrcrft
7 years ago
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Godofwrcrft
I suggest fixing the resistance set from 50% to 35%, because combined with the hero's resistance, it becomes an unreal imbalance that almost certainly guarantees victory in a match.
Absolutely not. Artifacts that grant resistance should only be – strengthened! Because ideally, the ratio of Might and Magic should be 50/50. Currently, in Heroes, Magic has a very large advantage over Might. Therefore, the Resist skill itself can be changed to make it stronger, and artifacts that grant Resist can be enhanced.
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7 years ago
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Is there a specialist for the power field skill planned? Can it be combined with the diplomacy skill?
In reply to saneok
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7 years ago
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saneok
Is there a specialist for the power field in the works? Perhaps with the Diplomacy skill.
The power field lasts twice as long. :smile54:

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