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O_o
(I think this emoticon perfectly conveys my reaction to the previous message)
(I think this emoticon perfectly conveys my reaction to the previous message)
New here? I'm Roha — want a quick tour?
In my opinion, seven factions is too many.
In my opinion, seven factions is too many. And the dragon perspective doesn't quite fit here – in the fifth game, in Ashan, there are only four schools of magic.
Even so, this division is somewhat arbitrary.
O_o
(I think this emoticon perfectly conveys my reaction to the previous message)
On the other hand, each faction will now have its own school of magic with some minor exceptions.
Excuse me, there are seven schools of magic. But so far, there are only four.
My apologies, there are seven schools of magic. But for now, there are only four factions.
I can say the same about myself: smile43.
"Magic Fist" and "Ice Block". Differences:
1. "Fist" deals physical damage and can miss 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, while "Fist" is not.
There are many differences. And the schools of magic in the fifth game differ significantly in their application.
And how interesting? Maybe they should just make one spell that deals direct damage, and the rest of the spells should be special in some way? For me, from the point of view of the spell system in the third game, practically nothing has changed with the arrival of the fifth game, no matter what they say. Practically everything is the same. For example, the force field was renamed to the secret crystal, and the wave of death was renamed to the unholy word. But the system remained the same. I don't know how the developers of the sixth Heroes will come up with ways to "move away" from the established system (and who even said that they are going to move away? 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.
What role did it play? Connected campaigns are only found 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.
No, it was back in The Restoration of Erathia.
The first two points depend on the creatures to which the spells are applied; they have nothing to do with the magic itself. The remaining three are made up, and it's obvious that the damage is different and the schools of magic are different, but the essence is the same: inflicting direct damage to a creature. There's nothing wrong with this being within one school (or separate spells from different schools), but when different schools only have a visual difference, that's bad.
"In essence, he offered us only two systems: totalitarianism and democracy, and there isn't much difference between them, you'll agree. And democracy deprives the individual of freedom no less than outright totalitarianism. Because a victim of skillful manipulation loses the ability to make a free choice just as much."
1. Physical damage from the spell, suitable for creatures with magic resistance. Where a Stone Skin spell is useless, a Fist spell will be effective.
2. This is the only direct damage spell from the Summoning school (Hive is not counted). This is a rather significant difference.
3. The point about chains is also valid.
Or what should the Fist spell do? And this is just one skill from different schools.
1) The spell applies to specific creatures – this is a special case, and there aren't many creatures with magical protection.
2) I don't see anything wrong with having a couple of offensive spells in the summoning list. The school itself is quite different from Chaos.
3) Chains are only relevant for warlocks, which is also a special case.