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Posts from Amendment to section 5.2.1 of the Hv rules (regarding quick-cast spells). Auto-translated

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Should point 5.2.1 be removed from the rules?
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In reply to LeBron
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#51
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There's truth in what you're saying! I've partially revised my opinion and agree, if we exclude Dimer, Solmyr, and Aislin! I think this point should also be included in the voting! (The rest should definitely be allowed. IMHO!!!)

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Or allow playing as Solmyr only when playing as the Tower faction :) ) So that she can "level up."
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to LeBron
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#52
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I don't remember how I voted, but now I'm in favor of canceling this rule. Tailoring the rules to address the fear of rushing in the second week doesn't seem quite right, IMHO.
In reply to Wlk777
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#53
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I agree.

The thing is, this ban was introduced at a time when games were typically played for about 2 months, and the Grand Order (GO) wasn't usually a factor before 4 weeks. Players focused on developing their home castle and building it up, and losing it early on meant surrendering. That's why encountering Solmyr, Dimera, and similar heroes was considered overpowered in the early game (around week 2). Nowadays, by week 2, players are already pushing for maximum stats, so having a few angels in their treasure (although engaging in a battle with a bolt for 200 gold using only angels is still risky if the rest of the army has fallen in previous encounters) allows them to leave the mage to roam around the map and guard castles, but by week 3, he'll already be an underdog.

Therefore, such a ban is outdated. Mages aren't played much anyway, as players prefer to choose a warrior. The presence of the red orb, combined with the above, gives mages a chance, but only in the early game (around week 2), and even then, only if the opponent is unlucky with their spawn points. With these rules, the mage's role has been reduced to a niche strategy :D
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#54
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5.2.1. All level 4 specialist mage heroes, as well as Tant (Raise Dead), can use their respective spells against an opponent in the following cases:
a) If the corresponding Mage Guild (Mage Guild) level has been built in any of the controlled Castles. If these castles do not have the required Mage Guild level, then it is necessary to completely build all levels of the Mage Guild in any two castles that you own. Or capture an opponent's castle with the required Mage Guild already built (it doesn't matter how long the captured castle will be under control). It is not necessary for a hero to visit this castle.
b) Find and visit the "sanctuary of magical thought" with the desired magic.
c) If any of your heroes are given the appropriate spell in the Pandora's Box, pyramid, after visiting the scholar, or in the book of magic.
Against neutral monsters, as well as against the computer (if present on the map), level 4 specialist mages and Tant can use their respective spells without the above restrictions.
Link to Rules for online games on HeroesWorld.
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In reply to vbn
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#55
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I must disagree completely. If games lasted for 2 months, then there would be no point in limiting mages. Any warrior will deal so much damage that magic will no longer be a threat against mass haste. How many of you have ever played as a mage as the main hero, and how many times? It's clear that you haven't, or you haven't developed them well. Solmyr deals 200 damage – that's around 113. But on the second level, it will be close to 1000. Where will all your angels be then? I still sometimes choose a mage as the main hero. In the last game, for example, against a player on HotA (I didn't post the victory). And in the last game on Hive, I took Aislinn on balance against Vova. On day 127, I broke through with 19 groups of creatures (damage was 600), even though I wasted two days on the first hero due to not knowing the build order.
Now there is one hero who, if he appears in the tavern, is a 90% candidate to be recruited – Galtran. And it's very unpleasant when, for example, when playing castle-ramp, Gosha appears for the opponent. There's no hope for a quick rush, or in the long term. But now, if Solmyr, Aislinn, etc. appear in the tavern, then we also go for a rush and win the game 80% of the time. Are such victories needed? Personally, I don't think so.

On any maps where it is possible to quickly gather free troops, mages have no place as starting heroes. Limit the same cons-hives, and mages will automatically return to the game. The weakness of the Tower lies in the specifics of the castle, and not at all in Solmyr. Old Man once wrote that a fighter for the Tower is much better.
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#56
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I also think it’s necessary to keep the restrictions for heroes above level 1 who are released from prison.
In reply to Wlk777
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#57
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I would bring Sir Mullich back into the game! He's a decent guy, not stronger than Galtran or Tazar. Plus, he would be an additional alternative for the Castle faction!
In reply to Dirty_Player
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#58
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Dirty_Player
I would bring Sir Mullich back into the game! He's a decent character, not stronger than Galtran or Tazar. Plus, he would be an additional alternative for the Castle faction!

If he had +1 speed, it would be acceptable, but as it is, he's overpowered.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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#59
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Javdet
If he had +1 speed, it would be balanced, but as it is, he's overpowered.
Isn't Tazar overpowered? Isn't Kirr overpowered? Isn't Galtran overpowered? Or is Mullich better than all of them?
Actually, I'm not insisting on anything; I'm happy with everything as it is, but I'm just curious, what makes him more overpowered than the other heroes mentioned above?
In reply to Dirty_Player
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#60
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Dirty_Player
Isn't Tazar overpowered? Isn't Kir'rh overpowered? Isn't Galtran overpowered? Or is Mullich better than all of them?
Actually, I'm not insisting on anything; I'm happy with everything as it is, but I'm just curious, what makes him more overpowered than the other heroes mentioned above?

I'd trade 3,000 for Mullich against Tazar without hesitation.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#61
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I remember reading a report where Sir Mullich, a level 1 hero, defeated Tazar, a level 5-6 hero (who had Hydras), early in the second map. Speed is key.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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#62
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Lider1
I remember reading a report where Sir Mullich, level 1, killed Tazar, level 5-6 (and he had Hydras), early in the second week. Speed is key.
Still, I'll reiterate that tailoring the rules to the beginning of the second week isn't quite right, IMO.
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#63
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1) The rules need to be adjusted to reflect real-life situations. 2) The Mullich speed bonus is equally effective at all stages of the game.
In reply to Wicc
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#64
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Wicc
1) The rules need to be adjusted to reflect the realities of life.
And life is a complex thing :D
Wicc
2) Mullich's speed bonus is equally strong at all stages of the game.
For example, if it's really effective in the early days, then closer to the 3rd week, the bonuses of Tazar or Kirr look more impressive. And Galtran is a real monster!
In reply to Dirty_Player
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#65
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Dirtry, experiment with Mullich in single-player mode; many things will become clear. I myself didn't understand what made him so great. And in Fortress, giving up the first turn without a serious reason is not a good idea (as LDim once wrote). If you compare him to other heroes, Galtran with a Castle is almost unbeatable; paired with any other Necromancer, you win about 70-80% of the time, if not more. But Galtran might not appear. And Mullich is always available.