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Posts from Solmyr, Demeer, and Aislin are cheaters (and/or) kamikazes; do the rest have a right to exist?
I am for unbanning all 4-level creatures. In my opinion, this is not a complication, but a simplification of the rules - it removes an unnecessary restriction. Naturally, to use their creatures, they need to build up to level 4, so I don't see anything overpowered here, but it's still worth checking this in practice.
Hello there ;) That's exactly how it's written in the rules :) numOne
And the infamous Shakti and Galtran, as starting creatures, should have been banned a long time ago. Seriously.
As well as Kirra, Gunnar, Tazar, and another 20 :D
Perhaps someone will come up with a brilliant plan on how to make this happen and bring it to life, just like with Loins and others.
No, first, at least propose a good plan; otherwise, all these reforms are ridiculous and meaningless. And I already explained the second point. By the way, I support banning Gosh as a starting hero.
In my opinion, allowing these heroes to be chosen is a bad idea. First, their starting conditions are much easier than, say, Goshi's, because they can complete the initial tasks without any losses. Specialists in melee combat are more likely to suffer losses, and even archers might face some. Loins, although not as easy to start with, is also a very strong hero, because Prayer is the strongest buffing spell, and moreover, he can only pass this spell to another hero. And it is quite possible to play effectively with mages, and in my opinion, magic specialists will be stronger than any Solmirov in the later stages of the game.
No, isn't Gosha's strength in the late game and hordes of super-powerful skeletons? Okay, maybe I exaggerated a bit, and I'm just more used to playing as mages, but as far as I'm concerned, mages have an easier start at level 4.
And let's stop involving Gosha, Shakti, Kirya, etc. If anyone wants to talk about that, create a separate topic. Here, we're talking about unbanning heroes, specialists in magic level 4: Loins, Coronius, Xeron, Alamar, Zheddit.
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
No, but isn't Gosha's strength in the late game and hordes of super-powerful skeletons?
And on map 111, it's quite possible to have 100-150 skeletons. And mages constantly have mana problems; if there aren't wells everywhere, problems begin. A huge number of tasks in the first week (for example, taking the consul-minor) are no problem for Gosha, but Aislin can easily get stuck. There are much fewer tasks where Gosha will have a harder time. In essence, the only chance for mages is a rush; if it doesn't work, they have very little chance. However, if it succeeds, it's certainly difficult to fight against a Meteor shower dealing 200-300 damage in the second week, which is why they were banned.
Added 1 minute ago Lider1
. And here we are talking about unbanning hero specialists in magic, level 4: Loïn, Coronius, Xeron, Alamar, Zheddit.
No one banned them; just set a GM of level 4 and go for it ;)
I consider building a Town Hall in Heroes of Might and Magic IV to be equivalent to a ban. (Not in the literal sense, sorry if anyone didn't understand). Because you have to spend a lot of time building a Town Hall, taking a Mage becomes generally not worthwhile (except for powerful units like Solmyr with Chain Lightning and Demeer with Aislin and Meteor Shower).
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Why is it not advisable? What if there are no spells in the guild? Or what if you decide to build your late-game strategy around, say, Chain Lightning, and then you find an Air Sphere?
In my opinion, allowing these heroes to be chosen is a bad idea. Firstly, their starting conditions are much easier than, say, Goshi's, because they can complete the initial tasks without any losses. Specialists in melee combat are more likely to suffer losses, and even archers might face some. Loins, although not as easy to start with, is also a very strong hero, because Prayer is the strongest buffing spell, and moreover, he can only pass the spell on to another hero...
May I ask about your practical experience playing HMM3 online, and whether you have any at all?
I already said that I went too far; I didn't play much in tournaments, but I do have experience playing against real people, and I was referring to the situation mentioned by WLK777, that is, rushing.
I'm getting tired of repeating myself. Solmyr with his chain lightning, DeMeer and Aislin with their rain spell (we'll keep the restriction on building Grand Magus for them). The rest – Loïc, Coronius, Xeron, Alamar, Zheddit – are just weaklings! I want to give players the opportunity to use them too!
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Here's a small comparison for those who say this will complicate the rules.
Original
5.2.1. All hero specialists in magic level 4, as well as Tant (Raise Dead), can use their respective spells against an opponent in the following cases: a) if the corresponding level of the Guild of Mages (GM) is built in any of the controlled Castles. If the required level of GM is not present in these Castles, then it is necessary to fully build all levels of GM in any two Castles that you own. Or capture an opponent's Castle with the required GM already built (it doesn't matter how long the captured Castle is under your control). It is not necessary to visit this Castle with a hero; b) find and visit the "Sanctuary of Magical Thoughts" with the Raise Dead spell with any hero; c) If any of your heroes are given the corresponding spell in the Pandora's Box, pyramid, after visiting the scholar, in the magic book (even if this hero does not have enough wisdom skill to learn this spell). Against neutral monsters, as well as against the computer (if it is present on the map), magic level 4 specialists and Tant can use their respective spell without the above restrictions.
5.2.2. It is allowed to transfer level 4 spells and Raise Dead from specialists to other heroes, but trained heroes can only use them after fulfilling subparagraphs a, b, c of paragraph 5.2.1. That is, the transferred spells cannot be used against neutral monsters, against the computer, or against an opponent without fulfilling the above conditions.
My version:
5.2.1. Heroes Solmyr, Demeer, Aislin, as well as Tant (Raise Dead), can use their respective spells against an opponent in the following cases: a) if the corresponding level of the Guild of Mages (GM) is built in any of the controlled Castles. If the required level of GM is not present in these Castles, then it is necessary to fully build all levels of GM in any two Castles that you own. Or capture an opponent's Castle with the required GM already built (it doesn't matter how long the captured Castle is under your control). It is not necessary to visit this Castle with a hero; b) find and visit the "Sanctuary of Magical Thoughts" with the Raise Dead spell with any hero; c) If any of your heroes are given the corresponding spell in the Pandora's Box, pyramid, after visiting the scholar, in the magic book (even if this hero does not have enough wisdom skill to learn this spell). Against neutral monsters, as well as against the computer (if it is present on the map), Heroes Solmyr, Demeer, Aislin and Tant can use their respective spell without the above restrictions.
Is it more complicated now?
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того