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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 Dirty_Player
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#66
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Dirty_Player
For example, if he'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!
They do look impressive, but in the final stages, on later turns, the factor of the first strike/cast often looks stronger than even the abilities of Tazar/Galtran. Of course, it varies, but in any case, the bonus is very strong at all stages of the game.
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#67
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I might be wrong, but here's my opinion: there's a tournament with no rules, all that's left is to summarize the results and draw conclusions. Of course, this requires analytical thinking:smile35:.
In reply to Wicc
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#68
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Wicc
They do look good, but in the late game, the first strike/cast factor often proves to be more powerful than even the abilities of Tazar/Galtran. Of course, it varies, but in any case, the bonus is very strong at all stages of the game.
So, should we ban the +2 speed amulet as well? Or the Ring of the Wanderer + Amulet of Swiftness? Following that logic, we would end up with overpowered artifacts. :)
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#69
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I read sections 5.2.1 and 5.2.2 several times – it took me a while to understand... Just for fun, I looked at the Portal versions – they are clear, concise, and easy to understand...
I don't understand why they want to cut down on a skill that isn't very popular anyway, and frankly, I don't think it's necessary to make it more complicated. I can imagine a newbie reading this for the first time – they might go crazy, and it's just another reason for arguments among experienced players.
I'm voting to bring back the mages for two reasons:
1) They are already weak in random battles, and they are also restricted by the rules...
2) I'm in favor of making the fewest possible changes to the gameplay with these rules.
The downside is that a lucky player with a companion who has powerful magic can weaken the enemy by using him as a kamikaze, which is especially important in the early stages of the game.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#70
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Perhaps we could reach a compromise: allow the starting hero to use magic without restrictions, while keeping the restrictions in place for all other heroes?
In reply to Wlk777
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#71
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Wlk777
Maybe we could compromise and allow the starting hero to use magic without restrictions, while keeping the restrictions for all other heroes?

To be honest, I like this idea too. This way, we can prevent players from using heroes with powerful specializations (Solmyr, Dymir, Aislin) as kamikaze units.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Wlk777
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#72
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Wlk777
Then maybe we should ban the +2 speed cloak as well? Or the Ring of the Wanderer + Amulet of Swiftness? Following that logic, you end up with overpowered artifacts.
Because you have to 1) find them, and 2) defend them.

The +2 cloak is one of the best major artifacts, by the way. There have been cases where players, when choosing between the Utopia and the cloak, ran towards the cloak.
In reply to Wicc
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#73
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Wicc
Because you need to 1) find them and 2) defeat them.

A +2 cloak is one of the best minor artifacts, by the way. There were cases where, when choosing between a Utopia and a cloak, players would rush to get the cloak.
I could argue a bit, but that would be off-topic. On the topic (personally, my opinion, and I don't claim to be absolutely right), I repeat - it still makes sense to remove restrictions only for starting heroes; otherwise, there will be obvious imbalances.
In reply to Lider1
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#74
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Lider1
To be honest, I like this too. It prevents noobs with strong specializations (Solmyr, Dymir, Aislin) from being thrown into the role of kamikazes.


Correct, I also support this limitation.
С истиной где-то рядом...





Лето 2010.
In reply to Дубровин Павел
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#75
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I have another suggestion. We could allow the use of spells from the Warlock spellbook only when they reach level 7. (We need to figure out the details regarding heroes from the Dungeon faction). And limiting it only to the starting hero isn't entirely correct. What if I start as a Sorceress and want to switch to a Necromancer?
In reply to Dirty_Player
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#76
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No way. If we're going to cause chaos, let's do it for everyone! Those sneaky, kamikaze mages are the best. If I get a weak Dungeon castle, and Dimmer comes along, I'll definitely try to level it up (let's say to level 7 :D). Double mana, and let's go!
In reply to Dirty_Player
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#77
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Dirty_Player
I have a different suggestion. We could allow the use of spells from assassin mages only after they reach level 7. (We need to figure out the details regarding heroes from the dungeon). And limiting it only to the starting hero isn't entirely correct. What if I start with a Haven hero and want to switch to a Dungeon hero?

I approve!!!

Added 1 minute ago
Oelm
No way. If we're going to introduce chaos, let's do it for everyone! Tricky, kamikaze mages are awesome. If I'm playing a weak Dungeon castle and a Deemer shows up, I'll definitely try to level him up (let's say to level 7 :D). Double mana, and off we go.

A level 7 kamikaze Deemer? Won't you feel bad?
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#79
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It's worth noting the current score: 11-4, not considering that 2 of those who voted don't play SoD)))
My point is: the people want change!
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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#80
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Nevertheless, I have a negative win rate against players from the top group, specifically when playing as the Leader (this data is from six months ago).