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It's not a given that elemental schools are just chaos broken down into elements. I think the developers should understand that the difference should be in the essence of the spells, not the visual effect. By the way, the magic schools in the fifth game are the result of a deliberate move away from spells that looked different but were essentially the same in the third game.
I didn't quite understand the meaning of what was written. What does the visual effect have to do with it? And what spells in the third game were "different in appearance" and "the same in essence"?
Added 3 minutes later Vayshan
In the fifth game, there were also plans, sometimes they had to be adjusted due to randomness, but not by more than a couple of perks.
One thing is the overall hero development, another is a build planned out move by move.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения! И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
I didn't quite understand the meaning of what was written. What does the visual effect have to do with it? And what spells in the third game were "different in appearance" and "the same in essence"?
I will quote a passage from the developers' diary for the fifth part:
Dividing into four At the very beginning of the project, the idea arose to divide all spells according to the mechanism of their action (more details below). To clear our conscience, we, of course, carefully considered and systematically rejected other possible options. For example, we had to abandon the division of spells by schools of elements (remember Heroes of Might and Magic III). As you know, in that game there were four magical groups corresponding to air, fire, earth, and water. But what, in essence, was the difference between "fireball" (school of fire) and "lightning" (school of air)? Nothing! They had practically the same effect on the enemy; the difference lay only in the visual representation. And we, at our own risk, decided to go our own way, which, perhaps, will evoke associations with the fourth part of the series in a sophisticated reader.
Added 2 minutes ago Lordesat
One thing is the general development of a hero, another is a build planned out turn by turn.
Everything here depends on the developers; if they can create a balance between abilities, they will. If they can't, then, of course, everyone will develop heroes according to the same plan.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.
God save us everyone Will we burn inside the fires of a thousand suns...
Саня Изи
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Some strange person wrote this. It seems they haven't played the third game and don't know that Lightning and Arrow are two completely different spells. At least because they belong to different schools of magic. They also don't know that in the third game, there are various creatures with immunity to different schools of magic. At least that should be a distinguishing factor. Otherwise, I could also say that, for example, Magic Fist and Ice Bolt have the same effect, only visually different.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения! И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
LightWarrior
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I think that summoning and chaos will be divided into elemental schools, something like that.
Adagio
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This is the essence of old-school gamers as it is.
No, not entirely. I've tried playing the fifth installment many times. Yes, I could play it. But it's very boring and uninteresting. The game doesn't grab you, while the third game has something special that captivated a huge number of people at the time. I still play "Heroes 3" from time to time because it's a truly turn-based strategy at the highest level. If any other similar game could compare to it, it would be "WarCraft 3," but that's already a different genre of strategy, so the comparison is inappropriate. So, don't put labels on me; I just don't like the fifth installment in the series. But the sixth one gives some small hope...
Some strange person wrote this. It seems they haven't played Heroes 3 and don't know that Lightning and Arrow are two completely different spells. At least because they belong to different schools. They also don't know that in Heroes 3, there are various creatures with immunity to different schools of magic. This alone should be a distinguishing factor. Otherwise, I could say that, for example, Magic Fist and Ice Bolt have the same effect, only visually different.
I doubt that the Nival Interactive team didn't play Heroes 3. It says about the same effect, but a different visual representation, and what creatures and other things are in the game is not the point. And Magic Fist and Ice Bolt really have the same effect and differ only visually, and this is what, in my opinion, should be moved away from. Adagio
No, not all of it. I've tried playing the fifth installment many times. Yes, it worked. But it's very boring and uninteresting. The game doesn't grab you, but Heroes 3 has something special that captivated a huge number of people at the time. I still play "Heroes 3" from time to time because it's a truly turn-based strategy at the highest level. If any other similar game can compare to it, it's only "Warcraft 3," but that's already a different genre of strategy, so the comparison is inappropriate. So, don't put labels on it; I just don't like the fifth installment in the series. But the sixth one gives some hope...
For me, the fifth game was the first, and I could spend the whole day playing it; it was very engaging (and I still play it sometimes). Then I tried playing Heroes 3, but it didn't grab me at all. If I had gotten hooked on Heroes 3 first and then moved on to the fifth game, it might have been the other way around; it depends on what you get used to first, and that's what seems better. Maybe I won't like the sixth game because I'm used to the fifth, but for now, I'm optimistic.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.
God save us everyone Will we burn inside the fires of a thousand suns...
Sometimes I think it would have been better if "Heroes" had ended with John... At least the spirit of the game would have been preserved.
No, on the contrary, it's good that another company took over the "Heroes" franchise; that's much better than letting a series with so many fans die out, but they could have kept the old universe (events from parts 1-4)...
Edited: OFF-TOPIC in message
LightWarrior
NikBond is a troll, 100% sure.
Did you check with an infometer?
Lordesat
Also, he doesn't know that in the third game, there are various creatures with immunity to different schools of magic.
Still, there are very few of them, but in the fourth game...
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;) Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
Wistrit
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The inability to accept anything new that differs from established norms. That is the defining characteristic.
Tomorrow holds no promises Except the ones we've made
Arandor
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The inability to accept something new in the heroes, which has already appeared in many other games and has become stale.
For me, the first games were the fifth installment; I could spend the whole day playing it back then, and it really captivated me (and I still play it sometimes). Then I tried playing the third game, but it didn't appeal to me at all. If I had gotten hooked on the third game first and then moved on to the fifth, it might have been the other way around; it depends on what you get used to first, and that's what seems better. Maybe I won't like the sixth game because I'm used to the fifth, but for now, I'm optimistic.
I can say the same about myself :smile43:.
"Magic Fist" and "Ice Block." Differences: 1. "Fist" deals physical damage and can miss against ghosts, while "Block" cannot. 2. "Block" does not affect Water Elementals, while "Fist" does (see the difference between "Arrow" and "Lightning" from the third game). 3. The spells belong to different levels and schools of magic. 4. Because of this, "Block" deals more damage. 5. "Ice Block" belongs to the element of water, so it is affected by elemental chains; "Fist" is not. There are many differences. And the schools of magic in the fifth game differ significantly in their application.
The schools of magic in the sixth game also look interesting. Although Chaos on the elements was really broken for no apparent reason. But the seventh school of magic is interesting. It's also interesting how the spell learning system through skills will be implemented. They also promised a large skill tree. So, maybe we will have to learn spells one by one :(.
Regarding the worlds of the third and fifth games. Unfortunately, after the first three campaigns of the third game, I didn't delve into the plot. But all my enthusiasm for the "Heroes" series began with the video with Tieru about the messiah in the demon campaign of the fifth game ;).
Although Chaos did split the elements, and it wasn't entirely clear why.
It's not a given that all four schools will be combat-focused. So, splitting them up is perfectly normal, considering those elemental dragons of yours.
After the first three campaigns of Heroes of Might and Magic III, I didn't really follow the plot.
Which part did you play? The connected campaigns are only in The Shadow of Death. In the other two parts, the campaigns are separate stories, just like in the original Heroes of Might and Magic IV.
But the Magic Fist and Ice Block really have the same effect and differ only visually, and that's what, in my opinion, needs to be changed.
And how interesting would that be? Maybe we could make one spell that deals direct damage, and the rest of the spells could be something special? For me, from the point of view of the spell system in Heroes 3, practically nothing has changed with the arrival of Heroes 5, no matter what they say. Almost everything is the same. For example, the Power Field was simply renamed to Secret Crystal, and the Wave of Death was renamed to Unholy Word. The system itself remained the same. I don't know how the developers of Heroes 6 will come up with ways to "move away" from the established system (and who even said that they are going to move away from it? I personally haven't heard). But I wasn't talking about that. I was saying that there are too many elemental spells and too few of the others.
Added 3 minutes later Pobeditel
So maybe we'll have to learn one spell at a time :(.
What do you mean by that? 1 skill = 1 spell?
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения! И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
It's not a given that all four schools will be combat-oriented, and only combat-oriented. So, it's quite normal that they were divided this way, considering these elemental dragons of yours.
What role did you play? Connected campaigns are only in The Shadow of Death. In the other two parts, the campaigns are separate stories, just like in the original Heroes of Might and Magic 4.
In The Restoration of Erathia. Maybe I'll try the other parts later. I only noticed the gameplay. And the monotonous campaigns.
In my opinion, seven schools of magic is too much. And the dragon's point of view doesn't quite fit here – in Heroes of Might and Magic 5, in Ashan, there are only four schools of magic :).
We'll have to see how diverse the implementation will be. Indeed, how many different types of spells can you come up with? Although the Dark Magic from Heroes of Might and Magic 5 is a good example. In my opinion, the possible maximum number of combat spells is 20 (i.e., one spell for each element for each magic circle). But, because there is one school of magic for each element, there will be more. Oh well. We'll see :).