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Posts from The magic system in Heroes V [Discussion]

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In reply to White Hawk
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20 years ago
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From now on, let's stick to the topic. Agreed? :)
Here's something related to the topic. I specifically studied how the duration of a spell works.
Here's how it works. The duration depends on the spell's power. But after casting the spell, a very interesting thing is observed.
2.76 turns left
I don't understand what this means :) But the number steadily decreases with each turn, and it seems to decrease exponentially. Blindness and other nasty effects really do seem to be applied to part of the stack.

Now about the Guild
The description says one thing, but in reality, it's 4-4-4-4-4 :)
But that's not the worst part :) The presence of spells in the guild is completely random.
In 4 levels in the Necropolis, I didn't get a single Dark Magic spell.
And on the 1st level of Haven, everything is empowered (only the Sorcerer uses them, but they don't work).

Hero
There's a spellbook at the beginning, but it's empty. I'm sorry, but that's nonsense.

And there are only a couple of useful spells. Thanks to Thorns (mass spell), you can easily defeat any number of monsters.
Moreover, single-target spells are weaker than mass spells.

I won't talk about how to balance this mess. At best, it's an alpha version of the spells :) There's a lot of work to be done here :)
Especially since there's a hero who casts spells almost constantly (at the Academy).

The undead don't have the "immunity to mind" inscription; you can use hypnosis, etc. :) At least, Blessing works on the undead.
There's room for improvement, if there's a desire.
20 years ago
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There are only 40 spells, which is boring. There is no variety, no interest. All players will use the same spells. I'm starting to dislike the 5th part of the game. It needs at least 50 more spells. If the game isn't ready yet, it's better to refine it before it fails. I'm disappointed.
In my opinion, the most interesting game in the series is the 3rd part.
In reply to artur
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20 years ago
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artur
if the game isn't ready yet, it's better to refine it further before it fails ((((((((( I'm disappointed.
I think the most interesting game in the Heroes series is the 3rd part.
The release has been postponed to the 2nd quarter. They will refine it!!!! Hopefully.....
In reply to Vlad
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20 years ago
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It's strange that no one has noticed how hypnosis works. It seems that the developers have managed to find a good balance between the uselessness of hypnosis in Heroes of Might and Magic III and the overpoweredness of hypnosis in Heroes of Might and Magic IV. Now, you can hypnotize any non-immune stack, BUT: its initiative drops to as low as 2!! (meaning it might be able to move sometime in the future).
In reply to Phoenix_1973
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20 years ago
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Phoenix_1973
It's strange that no one noticed how hypnosis works.
Maybe no one uses it... Or maybe they forgot? The answer is unknown.
In reply to Phoenix_1973
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20 years ago
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Phoenix_1973
It's strange that no one noticed how hypnosis works.
Why would you use it? In 2-3 turns, the enemy army turns into a pile of ashes. What's the point of hypnosis? It seems like a wasted turn if the initiative drops to 2 or less. Besides, it's more expensive than combat spells...
It can only be used when there's nothing else in the guild. But even then, it won't save you.
Also, since it's unclear how long the spell lasts, that's another reason not to use it.
In reply to Katrine
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20 years ago
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Katrine
Why use it? In 2-3 turns, the enemy's army turns into a pile of corpses :) What's the point of hypnosis? It seems like a wasted turn if the initiative drops to 2 or less. Besides, it's more expensive than combat spells...

What about the case when the enemy has a stack 4-5 times larger than any of ours? For example, Haven has a lot of money and has trained thirty paladins, and at that time, we only have gremlins with artifacts, and there's no one to deal significant damage.
In reply to Phoenix_1973
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20 years ago
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Not convincing. Here's why: 1. It's unclear how long the spell lasts. 2. Why not use Blindness or Swarm of Bees in the same situation? Since the opponent, due to low initiative, will break the hypnosis, and therefore no benefit will be gained from it. 3. Regarding moving units. You cast mines. The master has 16 mines. With such a field, it will be filled with them. Let them move. It's better for me. And it costs the same as hypnosis. 4.
Phoenix_1973
What about the case when the enemy has a stack 4-5 times larger than any of ours? For example, Haven got a lot of money and trained thirty paladins, and at that time, besides gremlins with artifacts, we don't have anyone who can deal significant damage. Why not "disable" the paladins?
And how will we kill them afterwards?
In reply to Katrine
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20 years ago
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You can deal damage to a hypnotized stack with any of your units. That's the key.
In reply to Phoenix_1973
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20 years ago
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And he won't be able to hold his own in melee combat:confused:
In reply to Katrine
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20 years ago
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Katrine
But he won't be able to retaliate in melee combat:confused:

What about shooting them? With an initiative of 2, such a stack can be taken out by two or three dozen Assassins, because by the time it's their turn, our units will have fired 5-6 times.

Now, back to the topic. I liked that the magic damage now depends on the hero's level, but I would like it to depend on the RATIO between the HERO's level and the TARGET's level. The lower levels are already overloaded with various useful abilities + frenzy and toughness, specifically for them. It's time to think about how to increase the value of those who receive a lot of money and resources. Here's a suggestion:

If the hero's level = the target's level, the spell deals standard damage, depending on Spell Power and the level of the corresponding magic skill.
If it's lower, then minus 10% for each unit of difference.
If it's higher, then plus hero's level / target's level * 10%, that is, a level 21 hero will deal 30% more damage to a level 7 unit, and 210% more to a level 1 unit - this way, the player will have a choice of who to attack with magic, the strong or the weak (without this feature, everyone usually tries to eliminate the strongest). And there will also be a way to deal with a legion of skeletons:)
In reply to Phoenix_1973
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20 years ago
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Phoenix_1973


The lower tiers are already loaded with all sorts of useful abilities + frenzy and toughness, specifically for them. It's time to think about how to increase the value of those units that require a lot of money and resources.
I agree 100%. They turned rabbits into Uber-machines, while the poor 7th-level unit is doomed. But I already wrote about this on the Nival forum in the relevant topic.
And what about shooting them? With an initiative of 2, such a stack can be taken out by two or three dozen assassins, because by the time it gets its turn, ours will have shot 5-6 times.
Where will they get the shots from? IMHO, the first goal in any battle is to secure supply wagons, a tent, and a ballista. But overall, I agree.
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20 years ago
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Nival has released another translation, this time regarding magic information (as always, with delays):
MAGIC

Magic in Heroes of Might and Magic V is currently divided into 4 schools: light, dark, summoning and destructive.




















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Light Magic

Light Magic spells are usually aimed at helping or supporting the hero's troops. Only a few magical techniques of this school are intended to cause harm or destruction — for example, Word of Light, which is the most powerful of all spells and can deal quite serious damage to all creatures belonging to "dark" factions (that is, inhabitants of Necropolis, Dungeon, or Inferno).

Among Light Magic spells, you will find Teleportation, which allows your hero to instantly move a creature to any location on the battlefield. This spell can be very useful for armies in whose ranks slow but very strong creatures fight, such as Treants. Teleportation also helps when fighting ranged attackers, allowing one creature to engage an archer in melee combat, where the latter is significantly weaker.

The Light Magic school includes the following types of sorcery:
  • Blessing of Strength
  • Blessing of Speed
  • Blessing of Endurance
  • Blessing of Cleansing
  • Blessing of Might
  • Blessing of Evasion
  • Magical Immunity
  • Teleportation
  • Word of Light


















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Dark Magic

Dark Magic is loved by heroes of Necropolis and Dungeon. Most spells of this school are aimed at stripping the opponent of their strength or subjugating them. The most powerful spell is, of course, Curse of the Netherworld, which deals damage to all creatures on the battlefield, except for undead and demons.

Among Dark Magic spells, you will find one such as Curse of Rage. It forces enchanted groups of warriors to stop obeying their hero. They will automatically attempt to attack the nearest creature from a distance or engage it in melee combat, with far more serious consequences than usual. This spell can be useful when you want to distract enemy troops or cause them harm; furthermore, it is a powerful tool for sowing confusion in the enemy camp when its troops stand as a dense wall…

The list of Dark Magic spells includes:
  • Curse of Rage
  • Curse of Blindness
  • Curse of Weakness
  • Curse of Vulnerability
  • Curse of Confusion
  • Curse of Enslavement
  • Curse of Weariness
  • Curse of the Netherworld


















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Summoning Magic

Summoning Magic spells are primarily aimed at increasing the number of troops on the battlefield through multiplication, summoning, or resurrecting fighters. Only a few spells are intended to deal damage or reduce creature stats.

Among Summoning Magic spells is Phantom Forces, which allows a hero to create a phantom — an illusory copy of a unit of creatures that looks and acts exactly the same. The phantom disappears immediately after the battle ends, or after being attacked by enemy troops regardless of the damage dealt. Naturally, this spell can only be used on your own friendly troops. It is very effective if your army consists of mages or ranged attackers.

The list of Summoning Magic spells includes:
  • Vessel of Shalassa
  • Fist of Wrath
  • Wasp Swarm
  • Phantom Forces
  • Earthquake
  • Summon Elementals
  • Instant Travel
  • Town Portal


















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Destruction Magic

Destruction Magic spells specialize in destruction in its purest form. Most spells are aimed at dealing damage or causing destruction on a very large scale.

Among the spells, you will find Chain Lightning. It deals magical elemental damage to four enemy units, starting with the unit that was chosen as the target and then spreading to neighboring units located on the field, including friendly troops. The further a unit is positioned on the initiative scale, the less damage it can expect. This spell is very effective when you cannot reach your opponents, or when your army contains creatures with low initiative (for example, Golem or Treants).

The list of Destruction Magic spells includes:
  • Eldritch Arrow
  • Lightning Bolt
  • Ice Bolt
  • Fireball
  • Circle of Winter
  • Chain Lightning
  • Earthshock
  • Armageddon
In reply to HwKeeper
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20 years ago
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What confuses me is that only 33 spells are described here. However, there are 43 in the beta. Since 43 spells are not a secret, why are they announcing 33?
In reply to Katrine
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20 years ago
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It seems that the developers haven't yet decided which school to assign certain spells to, in particular Animate Dead and Resurrect (or whatever they end up calling them – they renamed most of them, so it's not immediately obvious) – that's why they've announced only 33 so far.

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