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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
And why does Daedre (Necropolis) have Devil's Strike in attack? It's one of the three main skills, but she doesn't have Soul Eater.
And some Necropolis heroes have Leadership from the start.
Everything is great, but these oddities with skills are disappointing ))) they completely ruin the builds.
1. Devil's Strike is a standard skill that doubles the hero's physical attack. It's a standard perk for all races in attack. 2. Necromancers shouldn't have Leadership from the start, moreover, it's impossible for them to even upgrade it (0% chance). Maybe it's a bug, which hero specifically?
I was wondering if it would make sense to completely remove the Orcs' magic resistance skills. Instead, create a single, unified skill called Resistance (+10/20/30% to health) based on Education, and add three branches to it: "Weakening" (level 1) and "Corruption" (level 2) for Light, Summoning, and Darkness. There's no need for "Sustain" skills, as they duplicate the functionality of the general "Distraction" skill with chants. However, this would mean that, in addition to their racial skill, Orcs would only have 8 skills (they also lack Education), 3 with 20%, 3 with 12%, and 2 with 2% chance.
Why did this idea come up? Because of the decision to abandon specific skill bans (I believe this mechanic is flawed because it requires too many levels to be invested in it) and to avoid creating unnecessary complexity with inventing various random effects for the 4 empty skills.
Ment
5 years ago
Auto-translated
I think yes, it sounds at least interesting enough to try.
Weakening - reduces the magic power of spells from a school of magic by 2 times. Corruption - increases the cost of spells from a school of magic by 2 times. I think that in the base game, 10-20-30% to HP would look very good; the question is in what order: Weakening first, or Corruption first. So, a full base plus all basic perks (6 levels invested in this) = reduces the magic power of the opponent by 2 times for all schools except Chaos, plus increases survivability by 30% (which is relevant against Chaos). For Orcs, Strength against Magic will be built-in by default (there will be no separate perk for this), meaning the magic ban will work initially (50% of the Orc's magic).
For Orcs, make 2 common skills for all classes (in addition to the racial one): these are Engineering + Resistance (a unique Orc skill). The remaining 4 popular skills will be chosen by classes from 6 (Attack, Defense, Luck, Leadership, Logistics, War Cry). There remains a 2% chance for the remaining 2 skills.
I was thinking, would it make sense to completely remove the Orcish magic resistance skills?
Instead, create a single, unified skill based on Education called Resistance (+10/20/30% to health), and add three branches to it: "Weakening" (level 1) and "Corruption" (level 2) for Light, Summoning, and Darkness. There's no need for "Sustain" skills, as they duplicate the functionality of the general "Distraction" skill from spells.
However, this would mean that, in addition to their racial skill, Orcs would only have 8 skills (they also don't have Education), 3 with 20%, 3 with 12%, and 2 with 2% chance.
Why did this idea come up? Because of the decision to abandon specific skill bans (I believe this mechanic is flawed because it requires investing too many levels in it) and to avoid creating unnecessary complexity by inventing all sorts of random effects for the 4 empty skills.
I agree that leveling up resistance to specific magic for an Orc isn't as effective as leveling up magic for another faction – they will benefit in any case, while the Orc will only benefit if the opponent has leveled up the corresponding magic (which is uncertain in the early game). But removing four skill branches seems a bit much. Perhaps it would be better to make the magic debuff skills more compact (i.e., not distribute them across 6 perks, but fit them all into 3), but at the same time, add new perks to each branch that would be useful for the Orc, regardless of what the opponent is leveling up. For example, in the Light suppression branch, add a perk that gives the hero the ability to remove harmful effects from the unit at the cost of absorbing a certain amount of Fury. Or, for example, in the Summoning branch, add the ability to summon tribal spirits that will increase the Blood Fury level by 1 for one turn without gaining Fury points.
I agree that increasing resistance to specific magic for an Orc isn't as effective as increasing magic skills for another Faction – they will benefit in any case, while the Orc will only benefit if the opponent has invested in the corresponding magic (which is unknown beforehand). But removing four skill branches seems excessive. Perhaps it would be better to make the magic debuff skills more compact (i.e., not distribute them across 6 perks, but fit them all into 3), while adding new, useful perks to each branch that would be beneficial for the Orc regardless of what the opponent is developing. For example, in the Light Suppression branch, add a perk that gives the hero the ability to remove harmful effects from the unit at the cost of absorbing a certain amount of Rage. Or, for example, in the Summoning branch, add the ability to summon tribal spirits that increase the Blood Fury level by 1 for one turn without gaining Rage points.
1. There are neutral creatures against whom increasing any of the suppression skills is ineffective in 90% of cases, as they don't always include spellcasters, and even then, not necessarily of a specific school.
2. I spent quite a long time trying to figure out what to do with the suppression skills, what perks to add, what additional effects to apply to the skills, so that they would be relevant and not completely useless if the opponent uses different magic. But why have 4 problematic, vague skills when you can make one logical and simple one? I realized that I don't want to memorize or recall how Anti-Summoning differs from Anti-Light, why one skill is characteristic of one class and the other of another, what additional effects they had, and so on. Creating a bunch of workarounds to make all of this somehow work.
3. This is a case where removing skills from the game doesn't reduce the amount of useful content at all, simply because the skills themselves don't do anything if nothing else is added to them (the decision to abandon the ban based solely on skill level has already been made). And the perks in Resistance will be grouped compactly and conveniently for the Orc.
4. It's impossible to say anything bad about such a Resistance skill; it is self-sufficient in this form. But you can always find fault with the suppression skills. Moreover, in some combat scripts, technical limitations still exist, and most of the ideas, without being professionally involved in hacking the executable file (and not just using ready-made tools), cannot be implemented at the moment (as well as those suggested above about blood and rage). This means that we will have to abandon good ideas in favor of something that at least works, but is unnecessary, just to fill the missing content with something.
5. I can't understand why the idea of such a skill didn't occur to me earlier. After all, for example, there is an obvious bias towards offensive skills, there are a couple of skills that perform similar functions, but in different ways (Luck and Attack). And it would be logical to do the same with defensive skills (Defense and Resistance). Such Resistance looks so good that you want to implement it for every Faction, and not just for Orcs, because it is desirable for everyone. But it will still remain exclusive to Orcs as compensation for the lack of magic schools.
1. Devilish Strike is just a standard doubling of the hero's physical attack. It's implemented as a standard perk for all races in attack. 2. Necromancers shouldn't have Leadership at the start, and moreover, it's impossible to even upgrade it (0% chance). Maybe it's a bug, which specific hero?
Lucretia (vampire)
Added after 58 seconds Nargott
1. Devilish Strike is just a standard doubling of the hero's physical attack. It's implemented as a standard perk for all races in attack. 2. Necromancers shouldn't have Leadership at the start, and moreover, it's impossible to even upgrade it (0% chance). Maybe it's a bug, which specific hero?
It's just that the description of Devilish Strike still shows the old description, so I didn't understand, thanks!
2. I spent quite a long time trying to figure out what to do with the debuff skills, which perks to assign to them, and what additional effects to add to the skills to make them relevant, rather than completely useless if the opponent uses different magic. But why have 4 problematic and vague skills when you can make one logical and simple one? I realized that I don't want to memorize or remember what distinguishes Anti-Summon from Anti-Light, why one skill is characteristic of one class and the other is for another, what additional effects they had, and so on. Creating a bunch of workarounds to make all of this somehow work.
I agree that, given the availability of only 5 skills to upgrade, dedicating a couple of branches to debuffs is not ideal. I like the idea of combining the debuffs. But I think that ideally, there should be only 2 of them. A Light-Darkness debuff and a Chaos-Summon debuff, or some other variation.
Иван Мытник
5 years ago
Auto-translated
There was also a funny moment when Vlad (Necropolis) looted a "prayer" spell.
I agree that, considering only 5 skills are available for upgrading, dedicating a couple of skill points to less useful skills isn't ideal. I like the idea of combining the less useful skills. But I think that ideally, there should be only 2 of them. A Light-Darkness skill and a Chaos-Summoning skill, or something along those lines.
I don't have any ideas for new skills, besides one Resistance skill (+10/20/30% HP). Also, any grouping has its drawbacks, because in this case, the same types of units (Light+Darkness) and mages (Chaos+Summoning) end up in a less advantageous position; the Orc can counter their schools guaranteed, with one skill, not two.
If you need screenshots – proof, I can provide them)) but the image upload button doesn't allow me to do that... And Laszlo (paladin) has a Dark Mania trait from the start.
Also, any grouping has its drawbacks, as in this case, the same types of units (Light+Dark) and magic users (Chaos+Summon) end up in a less advantageous position; the Orc can counter their schools guaranteed, with one skill, not two.
Well, as an alternative, you could make Light+Chaos... Dark+Summon... something like that. What bothers me more is that 2 branches will be compressed into one, and there will be a lot of skills. And again, which branch should be the main one. Because something will have to be made as the first skill, and the rest as special skills.
Well, as an alternative, you could combine Light and Chaos... or Darkness and Summoning... something along those lines. What bothers me more is that two branches will be merged into one, and there will be a lot of skills. And again, which branch should be the main one. Because something will have to be made as the first skill, and the rest as special skills.
There won't be a lot of skills. In Resistance, for example, there are only 6 skills listed, 2 for each school (weakening + corruption), while Chaos is indirectly weakened by the base itself (HP). I've already said that holding skills isn't necessary - they are duplicated by distraction from summons.