Posts from The magic system in Heroes V [Discussion]
A question arose: there are several spells that have a duration... Before, they lasted for a certain number of rounds, but now, with the removal of round-based combat and the introduction of the Action Points (AP) scale, does anyone know how the duration of a spell will be measured? :confused: :eek:
I haven't played the beta yet. But maybe the admin will explain how spell duration is measured. :)
All information about spells has been updated.
My advice to everyone: when you start playing Heroes V, forget everything you knew about hero magic before. There's nothing similar here.
The magic system in Heroes V is primitive to the extreme. Not only are there 40 spells, but you can learn a minimum of 20 (4-4-4-4-4). There are 4 spells at each level.
The use of magic is predictable to the extreme. For example, on the first turn, use Meteor Shower or another area-of-effect spell. Then, place mines, and let Haven try to win:D They won't make it:D On such a field, you can't pass by the mines.
Of course, 8*10 is playable, but the developers need to think. There isn't a single dispel spell that can remove enemy blessings:eek:
There are very few spells, and they are very easily accessible.
The mana cost is just ridiculous. Holy Word (5) costs 11, while Ring of Cold (3) costs 12.:mad:
Katrine
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This is the main problem with the ATB bar. It has no constant value. That is exactly why I said, and will continue to say, that it has no place in a Turn Based Strategy.
And IMHO, the developers now have no right to apply the TBS term to Heroes 5, because there are no turns left - consequently, this is already a different kind of turn-based strategy... at least they left moves on the glob. map, otherwise imagine if there was ATB there too ;).... And then morale, luck and other complexities... now that would be a real party :D
Holy Word(5) costs 11, while Ring of Frost(3) costs 12.:mad:
Well, this is completely incomprehensible... It feels as if each school was made by different people and the numbers were just pulled out of thin air ;)... I wouldn't be surprised if there is a similarly inadequate spread in damage for various spells...
But Armageddon for 12 mana:D Dungeon is now my favorite faction:D Long live the Warlocks.
And I'm also interested in hearing the arguments of those who are in favor of a smaller map. How will they play against mines and fire walls? On such a map, it's enough to simply cast mines every turn, and a walking army will definitely lose.
Katrine
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- Следующий!!! :eek: :eek: :eek:
Blind disables several units in a stack (the stack's attack is reduced by the number of blinded units); it depends on the hero's power.
Great if the spell...
Now it doesn't blind the entire stack, but, for example, out of 200 archers, it blinds 50. That's a great find. I'm very happy.:mad: :mad: :mad:
I wonder why the other spells still affect the entire stack...
They should make them all the same...
Haste only speeds up part of the stack...
and so on. IMHO - it's idiotic.
Now it doesn't blind the entire stack, but let's say out of 200 archers, it blinds 50.
Alexseevich is definitely sure about this; maybe he got it wrong?
Blindness disables several units in a stack (the stack's attack is reduced by the number of blinded units); it depends on the hero's power.
I don't understand...
A blinded stack isn't blinded, but weakened?
It's kind of absurd...:(
:2: Dak, I don't really like it either, but I think that's how it works. By the way, the weakening mechanism is different here.
If a regular curse reduces the damage of each unit in the stack, now the number of creatures dealing damage is reduced.
I think this was done to avoid imbalance, because Order magic was overpowered precisely because its spells affected entire stacks (forgetfulness, hypnosis, blindness).
But these are just my observations, and I'm not entirely sure they're absolutely correct:)
If a regular curse reduces the damage of each unit in the stack, now it reduces the number of creatures dealing damage.
I wonder if Dispel also removes negative effects in the same way. Does it affect only part of the units, while others remain unaffected? And how does the stack move then:eek:
Katrine
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They are creating a NEW game!!!!!
"FANS" don't care — they are shouting across every corner of the planet: "Nival is stupid, stop making junk! What do we need Heroes 5 for? Stop it!!! Come to your senses!!!! Make an add-on for Heroes 3!!! After all, 3 is the ideal, just add a 'buy all' button and that's it!! Don't make a mediocre game!!"
Unfortunately, in my opinion, all "constructive" criticism comes down to this slogan.
My opinion. I have 3. I have 4.
I want a different game, with different tactics, a different magic system, a different city-building scheme, different unit properties, a different battlefield, a different turn order calculation, different artifacts, etc....
3 is a good game, but I already have it....
Katrine
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My opinion is my problem.
But if Heroes 5 comes out with the old interface, map, magic system, and combat, and I don't see something new, something radically new, then in the worst case I'll put this game on the shelf with the comment "Interesting game, but I've already played these heroes...", and in the best case, I'll give it to someone with a worldview similar to yours. I don't need the same thing just in different packaging.
P.S. Katrine, sorry for using part of your message. I just wanted to show that neither you nor I want the game to turn out mediocre, let alone bad.
And a request: I only recently started using the internet; could someone send a glossary to my email explaining what "offtop", "imho", etc., mean? I think I've already figured out what "flood" is. :)
The interface in Heroes of Might and Magic IV displayed all the necessary information on the screen. You could easily find any number without pressing any buttons.
And this is with full 3D graphics and all the other visual enhancements!!!
- Следующий!!! :eek: :eek: :eek: