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Hello everyone. This is my first post, and it will be quite detailed. I hope someone will read it. All suggestions are based on careful consideration, not just random thoughts. :)
**First, a brief summary.**
The main problem I see right now is the imbalance towards magic in general, and Earth magic in particular. Skills and artifacts that provide resistance don't really fix the situation. The problem lies elsewhere. Earth magic has everything it needs (and even more): one of the most important control spells, resurrection, the strongest single-target spell (Implant), the strongest area-of-effect spell (Meteor Shower), slow, spells for defense (Shield, Stone Skin), summoning weak creatures, protection from Earth, and antimagic.
If a hero doesn't get Earth magic, they are weak and useless. If a female hero gets Water magic, it's a problem. If a male hero gets Water magic, they should be put in a museum. If a Water magic book drops in Dragon Utopia, you're unlucky. Many warriors rarely get Earth magic, and many warriors don't invest in skills and knowledge. As a result, such a hero can't do anything. They can't capture objects through melee combat (defense spells - Earth, summoning weak creatures - Earth), they can't capture objects through magic (slow - Earth, Implant - Earth, resurrection - Earth), they can't move around the map (Town Portal - Earth, Dimension Door - Air), they can't defend themselves in battle (antimagic - Earth). It's just a waste of a hero... :(
I suggest fixing the situation by improving morale, Water magic, and making small adjustments to Earth magic.
**In practice:**
**Leadership:**
Everything remains the same, but at level 3, it increases combat stats by +1/+1. This buff cannot be removed.
**Morale:**
Increase the maximum value to 6. The buffs are as follows:
+1 morale = as is
+2 morale = as is
+3 morale = as is
+4 morale = chance for morale, as at level 3 + increases combat stats by +1/+1
+5 morale = chance for morale, as at level 3 + increases combat stats by +2/+2
+6 morale = chance for morale, as at level 3 + increases combat stats by +3/+3
**Artifacts:**
Badge of Courage, Banner of Valor, Amulet of Valor - remain as is.
Ring of Suppression, Intimidating Mask - remain as is.
Pendant of Ruin - remains as is, but move it from the neck slot to the "miscellaneous" slot.
Spirit of Despair - prevents morale from dropping in battle, but does not remove the bonuses to combat stats.
Amulet of Fearlessness - instead of +3/+3, reduce it to +2/+2.
Amulet of Terror (new artifact) - reduces morale and luck by -2/-2.
**Magic:**
Sorrow - reduces morale by -1/-2/-3 and, in addition, gives a slow effect of 25%/30%/35%.
**RESULT:**
A hero with Leadership and a morale-boosting artifact can clear out respawn points early in the game due to their combat stats. Without slow, Shield, or Stone Skin!
This forces mages to wear artifacts that reduce morale or cast Sorrow.
At the same time, mages are not left out. They can still clear out respawn points using slow/Shield... capture Dragon Utopias with Implant/summoning weak creatures/resurrection... can reduce morale and its bonuses with a single spell and secure their first turn.
Maximum morale bonus: +3 from Leadership, +2 from Joy, and +5 from artifacts = +10 (but the effect only applies up to +6).
Maximum morale penalty: -3 from Sorrow, -6 from artifacts = -9.
The morale bonus is higher, but to achieve this, you'll have to sacrifice artifact slots or cast Joy :)))) There are also buildings and creatures that affect morale.
**Water:**
**Regular spells:**
Healing - everything remains the same, but increase the multiplier from 5 to 7.
Ice Armor (new spell) - increases the unit's defense by +4/+6/+8 (mass). Level 2 spell, requires 8 mana.
Ice Ring - everything remains the same, but slows by 20%/25%/30%.
This will allow Water mages to fight difficult battles on the global map or in Dragon Utopias. At the same time, the spells are more expensive than those of Earth, and warriors/rangers have less mana than mages (especially in the early/mid-game). And they'll still have to endure in their stacks, rather than summoning weak creatures or one-shotting with Implant or resurrecting.
**Water spells on the map:**
Water Source: gives 150/300/450 movement points per turn. Can be used once per turn. Requires 20 mana.
Chakra: restores 30/40/50 mana. Can be used once per turn. Requires 20 mana.
Clairvoyance: reveals an area with a radius of 2/3/4 cells at a distance of up to 10 cells from the hero. Can be used once per turn. Requires 20 mana.
**RESULT:**
This will allow Water mages to have some control on the map. Plus, they'll be able to avoid running out of mana at the end of their turn. And considering that Water is often acquired by warriors, who already have a mana problem, they definitely won't be upset that they got it.
Water magic and Leadership are often acquired by the same heroes. And in most cases (if you're not a Knight), this means that the hero is DEAD. Now, it won't be SO bad! Leadership and Water magic will synergize. You'll be able to play such a hero without Earth magic at all.
**Earth:**
Sorrow - reduces morale by -1/-2/-3 and, in addition, gives a slow effect of 25%/30%/35%.
Antimagic - move it from Earth to all schools of magic. The fact that the strongest single-target and area-of-effect spells, as well as protection from them, are in one school is just absurd.
A fearsome warrior will attack and cast antimagic on the main stack. HORROR, mages are the most defenseless creatures, and life is unfair. The response to this can be:
1) mass dispel. Who said that a mage can't have Water magic? There was a useless slot; it was better to take Tactics/Logistics/Attack? Well, not anymore! Are you mages or what?
2) mass Sorrow and artifacts that reduce morale. We'll reduce the warrior's morale and slow down all other units.
3) We have summoning weak creatures.
4) We have resurrection.
5) We have a mana advantage.
Implant - reduce the multiplier from 75 to 55/60/65.
How do you deal with that now? Mages are dead, everything is lost!!! It's very simple:
1) We find a buff.
2) We increase Magic skill.
3) We wear artifacts that increase spell power, not artifacts that give everything (hello, Alliance).
4) There are stat-boosting items.
Yes, you have to invest in Magic skill instead of Logistics/Tactics/Leadership. How often do mages invest in Magic skill (if they don't have it already)? Once in 100 games? Now it's useless! Why should warriors invest in a skill, gather artifacts for combat stats, and gather artifacts that reduce spell power? And mages gather the same artifacts, and on top of that, they also reduce the stack's effectiveness and have protection from this in Earth magic??
**RESULT:**
Earth remains the most versatile and powerful magic, with which a mage can do anything: play in the early game, capture Dragon Utopias, break through strongholds, reduce stacks, control the map, reduce morale and speed. But, at the same time, you'll have to put in a little effort: invest in Magic skill instead of Logistics, develop Water magic just in case, gather and wear buffs, gather artifacts that reduce morale.
**As a global result:**
1) Mages become mages.
2) Warriors become warriors.
3) Battle mages become battle mages (equally good and bad at everything).
And not like now, when you basically have to develop a battle mage with Earth magic, and that's it!
I hope someone will read this (especially HotA crew). And even write something in response... :)