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The power field lasts twice as long:smile54:
New here? I'm Roha — want a quick tour?
The power field lasts twice as long:smile54:
I suggest fixing the resistance set from 50 to 35%, because combined with the hero's resistance, it becomes an unreal OP that almost certainly guarantees a victory in the match. Here are 2 matches that clearly demonstrate the monstrous reduction of sp.
I am against such changes; HotA is already too magical a game, and some kind of counter to magic (that is actually felt) is needed. In the late game, a mage likely already has a powerful attack spell, which reduces the value of the hero's army itself, as it can be easily dealt with by that spell.
What should be done in situations where one mage has a set, and the other doesn't? Is it simply a one-sided situation? And the claim that mages are overpowered here is nonsense; they just become support units faster, but in the late game, a warrior with good stats isn't much worse, if they've been properly leveled up. In general, a set focused on resistance doesn't equalize warriors and mages; it simply gives one player with mages and a set a total advantage over another player with mages and no set.
we are now talking again about specific cases and the problem of balance in general. How much was said in SoD about the Knight Shield, that it ruins matches, but there are also many examples of it saving hopeless situations. In my opinion, the magic limit in HotA is necessary, and there is no adequate answer to mages with a lot of SP except for resistance. Now, if we reduce its power, there will be comments that a mage with Implosion/Arcane Bolt/Chain Lightning decided the game, and again there will be suggestions to balance it.
we are now talking again about specific cases and the overall balance issue. There was a lot of talk about Knight Shield in SoD, that it ruins matches, but there are also many examples of it saving hopeless situations. In my opinion, the magic limit in HotA is necessary, and there is no adequate answer to mages with a lot of Spell Power except for resistance. If we reduce it now, there will be comments that a mage with Implosion/Armageddon/Chain Lightning decided the game, and again there will be suggestions to balance it.
KSH is a fight between both without magic, and a collection that grants resistance and, if, God forbid, the skill is added to it, makes the fight for one effectively without magic: 30 skill points become 6, while the other's 30 skill points remain the same - this is not normal, too much! It gives a large advantage.
KSh is a fight between both without magic, and a collection that provides resistance and, if, God forbid, the skill is added to it, makes the fight for one effectively without magic. 30 skill points become 6, while the other's 30 skill points remain the same - this is not normal, too much! It gives a large advantage.
Got it. So, as an option, how about making it so that the skill doesn't stack with the artifact, so the maximum would be 50%? Also, as another option, could the artifact reduce both by 50%?
Got it. So, as an option, how about making it so that the skill doesn't stack with the artifact, so the maximum would be 50%? Also, as another option, could the artifact reduce the effect for both players by 50%?