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#61
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Nargott
Quite reasonable arguments.

Regarding Summoning – in WGE, the teleport is located in the Summoning skill (and it works on enemies there), so if such a transfer option is being considered, it can be added to the Summoning school (and the Celestial Shield can be returned to Light – there you have a perk). There is already a mechanic for pushing enemies on the scale in Summoning (Wasps – they are real, not just status effects), albeit in the opposite direction, and also as an additional effect.

Banishment is most logically placed in Anti-Summoning.
The main thing is that nothing has changed in the connections from the build I suggested :D
I don't like writing a lot, but there's nothing I can do about it: until I explain to someone why I did things this way, they will consider it wrong :)

Runic Shield is specifically a Dwarven spell. It would be illogical not to give a native magic skill, such as Summoning, and instead give a slight bonus to the shield in it. That's why it already deserved to be moved to Light (probably, it was originally intended to be there).
But there are other problems:
1) This is not WGE, where the value of each unit of speed is significantly important – the shield is much more valuable here than the teleport (a simple exchange of spells won't work).
2) It will be necessary to touch upon changing spells, which is a bit broader than the mod's tasks.
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#62
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I don't like writing a lot, but there's nothing I can do about it: until I explain to someone why I acted this way, they will consider it wrong.
Any changes must be justified. And how did you expect it to be?
If I see reasonable justifications, even if they can be criticized, then it's not necessarily required.

Regarding the topic, the meaning of the phrase
It was illogical not to give the native magic as a summoning spell, but to give it easy shield acquisition.
escapes me (double "not"). Am I translating it correctly: "It would be logical to give the native summoning magic, but it is illogical to give it easy shield acquisition"?
And the second question, does changing the native magic schools (for example, from Air to Summoning, or from Summoning to Darkness) fall within the project's plans? Does the project plan include rearranging the chances of acquiring one or another skill?
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#63
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Nargott
Any changes must be justified. What else did you expect?
When communicating, for example, in an online chat with some strong player, justification is not required ;)
Nargott

Regarding the topic, the meaning of the phrase
escapes me (double "not"). Am I translating correctly: "It would be logical to give the native summoning magic, but it is illogical to make it easy to obtain a shield"?
If they gave the native summoning magic, it would be logical not to give a shield in the guild, which is already illogical (like teleport, haste, stone skin)
Nargott
And the second question, is changing the native magic schools (for example, Earth & Energy to Summoning to Darkness) part of the project's plans?
The city can have its own native schools without an intermediary (race). Most likely, the emphasis will be on the city classes, rather than on the race. However, knowing the developers, it might not work (the option exists, but whether it actually works...)
Is changing the chances of obtaining one or another skill part of the project's plans?
This will definitely happen.
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#64
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When communicating, for example, in a chat with a strong player, no justification is required.
The concept of a "strong player" is relative. For example, for me, it is perfectly obvious why Stone Skin was weakened and Dodge was strengthened in the Town Hall; this does not require any justification (at least for me). But when changes are made for aesthetic reasons (as in your case), questions arise as to whether the balance requirements were taken into account.
It was illogical not to give the native magic as a summoning spell, but to give a light shield in it – this is logical (since the Shield does not drop in the Guild). And it should have been in the Guild, because it is a Dwarven spell.
I don't understand all this confusion – Dwarven/non-Dwarven spells. Summoning is also a Dwarven spell, only because of the Shield? Move it to Light, and Teleport to Summoning, and don't worry. I think such a simple rearrangement does not require a separate project, but ensures logical progression. However, we recently argued about this in the WGE, but I don't remember if it was with you or not. Therefore, I will not try to convince you, I'm just suggesting.
Most likely, the emphasis will be on the city classes rather than the race.
I mean the chances of heroes learning magical schools. That is, native schools are the primary consideration in this regard.

Added 4 minutes later Regarding defense, I don't really like the "Resilience" - "Dodge" progression. They are not logically connected. Both are specific perks, one for low-level units, the other against archers. Why should I take one because of the other, it's unclear. Resilience, to put it mildly, is not a top-tier perk (compared to Block).
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#65
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Nargott

I don't understand all this fuss – about whether a spell is dwarven or not. Summoning is also a dwarven spell, but only because of the Shield? Move it to Light, and teleport to Summoning, and don't worry. I think such a simple rearrangement doesn't require a separate project, but ensures logical progression. However, we recently argued about this in the WGE, but I don't remember if it was with you or not. So, I won't try to convince you, I'm just suggesting.
If a perk gives the necessary spell at a decent level, there's no need to put it in the same school.
Nargott

And I mean the chances of heroes learning magic schools. That is, native schools are the primary factor in this regard.
Of course, the chance of a school appearing depends on the race's native magic.
With their high magic, Summoning is a perfect fit. But aesthetically, Dark is needed for the Earth faction, instead of Summoning, and Light for the Air faction, instead of Chaos. But for the Air faction, this would destroy one of the amazing Chaos progression paths. And the Earth faction would look like Inferno. Then, logically, Hell should give Light and Dark... "Light for Hell? No, I haven't heard of that!" Schools and races were not originally formed according to completely logical and aesthetic rules.
And now, isn't it the case that the schools of magic that are native have a higher chance?

Added 2 minutes ago
Nargott
I don't really like the "Resilience" - "Evasion" line for defense. They are not logically connected. Both are specific perks, one for low levels, the other against archers. Why should I take one for the sake of the other, it's unclear. Resilience, to put it mildly, is not a top-tier perk (compared to Battle Balance).
They are both purely passive and not antimagic. Evasion should no longer be at level 1, because in attack, ranged attacks are not the primary factor (and ranged attacks are just an enhancement of only some units, not even the hero). Only these principles are currently being applied.
Dyrman
The first branch is defense against magic, the second branch is completely passive abilities that do not relate to defense against magic, the third branch is semi-active and active abilities.
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#66
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If the perk grants a necessary spell at a decent level, there's no need to invest in the same school.
So, I understand correctly that you intend to shift the perk to Light? If so, then the question of the Shield school is resolved (after all, this is about character progression, not magic).
With their high magic, Summoning is a perfect fit. But aesthetically, Dark is needed for the Elves instead of Summoning, and Summoning instead of Chaos for the Dwarves. But for the Dwarves, this would destroy one of the amazing Chaos progression paths. And the Elves would end up looking like the Inferno faction.
In Warlords, Dark for the Warlock and Summoning for the Elf look great, but there are also many changes to the spells. So, the question comes down to the spells. It is quite possible to make Dark advantageous for the Warlock. However, this is already a topic for a separate project.

The fact that the Elves will become "similar" to the Demons is not an argument. Demons have a lot of mana and little Special Points (SP), while the Elves have the opposite. And all the consequences that come with it. In addition, it will not be possible to avoid repeating schools: with 7 races, there are 6 combinations. In the original game, the Dwarf repeats the Elf.
Another thing is that if you give the Elves Dark + Chaos, then Chaos + Summoning must be given to someone else. The first candidate is the Mages (and they don't need Light anyway, as mini-artifacts already enhance them). Accordingly, Light + Summoning is freed up from the Mages and goes to the Elves, or to the Dwarves. However, in both cases, there is a "BUT": Enchanted Arrow and Gnomageddon (both require Chaos).

For now, these are just ideas. A total of 3 changes, but Dark remains in its place.

Another possible candidate for Chaos + Summoning is the Demons. This was tried in Warlords, but it turned out to be unsuccessful (they switched to the first option).

There is an idea for the Elf: make Summoning their native school instead of Chaos, and get the necessary Chaos spells from progression (put them in the Elven schools). Or even simpler: give Chaos spells to heroes at the start. That is, in fact, play with 3 native schools (but without progression in Chaos).

You can also try the "Chaos + Summoning" option for the Elf. And get Light from Defense and Offense (the main thing the Elf needs is Haste). But there is a "BUT": Light Unicorns.
They are both pure passive skills and not antimagic.
This is the only thing they have in common. But the goal of your project was to move away from upgrading useless perks for the sake of useful ones. So, I think "Resistance" is useless if I want to go into "Evasion" (the perks solve fundamentally different tasks).
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#67
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Nargott
So, I understand your intention correctly – to transfer the perk to Light? If so, then the question about the Shield school is removed (after all, this is about leveling up, not magic).
Yes, this will even solve the problem of unequal spell replacements. And we won't touch what is beyond the scope of the mod (changes in spell affiliation).
Nargott
In HotA, Darkness for the Warlock and Summoning for the Elf look great, but there are also many changes in the spells. So, the question boils down to the spells. It is quite possible to make Darkness beneficial for the Warlock. However, this is already a topic for a separate project.
But there is no forgiveness for killing the enchanted ballista of the elves :D

The fact that the Elves will become "similar" to demons is not an argument. Demons have a lot of mana and little attack points, while the Elves have the opposite. With all the consequences. In addition, it will not be possible to avoid repeating schools: for 7 races, there are 6 combinations. In the original, the Dwarf repeats the Elf.
It's another matter that if you give the Elves Darkness + Chaos, then Chaos + Summoning must be given to someone else. The first candidate is the Mages (and they don't need Light anyway, as mini-artifacts already enhance them). Accordingly, Light + Summoning is freed up from the Mages and goes to the Elves, or to the Dwarves.
The combination of Light + Darkness for Inferno is due to the small amount of magic.

For now, these are the ideas. A total of 3 permutations, but Darkness remains in its place.

Nargott
This is the only thing that unites them. But the goal of your project was to move away from leveling up useless perks for the sake of useful ones. So, I think "Resilience" is useless if I want to switch to "Evasion" (the perks solve fundamentally different tasks).
Against archers, the same effect can be achieved with Resilience and Evasion. They don't combine very well, but there is simply nowhere else to put them, and I have described what unites them. Besides, people, elves, and even mages rely on archers at the start. And giving them the ability to gain ranged attack from attack on level 1 is too much. Evasion, even by its name, hints not at defense (otherwise, it would be something like "Large Shield"), but at agility, dexterity, which is inherent in another skill. But Evasion reduces damage! Although the Misty Veil also reduces it, and it is in Summoning.
Suggest an alternative, where to put Evasion?
Nargott

Added 6 minutes ago
I have an idea for the Elf: make Summoning native instead of Chaos, and get the necessary chaotic spells from leveling up (put them in the Elven schools). Or even simpler: give chaotic spells to heroes at the start. That is, in fact, play with 3 native schools (but without leveling up in Chaos).
The developers have already tried something like this... with the Dwarves.
SE: I will return to the cities then.
The idea is that the player can choose the city class. One class can be given Summoning and Light as native, and another can be given Chaos and Light. Give a little more percentage chance for Summoning to appear. There is no problem :)
The classes work perfectly - I just checked.
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#68
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They don't really go together, but there's simply nowhere else to put them.
I pointed out this flaw to you. And there's always somewhere to put things.
But giving them ranged attack on level 1 is too much.
Why are you so fixated on this ranged attack/dodge pair? Why can't they be on different levels? Even if they are, it would be more logical to put ranged attack on level 1 and block on level 2 or later. Because block is stronger than ranged attack at the beginning of the game (including for ranged units of levels 1-2).

Added 1 minute ago
The idea is that the player can choose a city class. One class can be given Summoning and Light as native skills, another can be given Chaos and Light. There is no problem.
I'll repeat: I'm not talking about a guild, but about the chances of getting a native school of magic when leveling up. Will the elf be expanded to include Summoning, at the expense of Chaos or Light?

Added 2 minutes ago
Suggest an alternative, where should we put dodge?
Definitely on the first level of Defense. If I can level up antimagic right away, why can't I level up antidodge?

Added 3 minutes ago
The combination of Light + Darkness for Inferno is due to the small number of spells available.
That's why a demon with Darkness plays on mass low-level spells, while a Dark Elf with Darkness plays on high-level Darkness (Dominate, Blind, Berserk, Word). This is the difference.
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#69
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Nargott
I pointed out this flaw to you. And there's always something to do.

Why are you so fixated on this ranged attack/dodge pairing? Why can't they be on different levels? Even if they are, it would be more logical to put ranged attack on level 1 and block on level 2 or later. Because block is stronger than ranged attack at the beginning of the game (including for ranged units of levels 1-2).
The part shouldn't imply the whole. First, we train ranged units, even though we don't need them, and then everyone else? Maybe I don't want to train ranged units. And if I strengthen everyone first, ranged units will also be strengthened. The opposite option is simply worse.
Nargott

I'll repeat again: I'm not talking about the guild, but about the chances of learning the native school of magic during leveling up. Will the Elf be expanded to include Summoning, at the expense of Chaos or Light?
Definitely on the first level of Defense.
You don't understand. This small trick solves the problem of the entire skill tree. By slightly increasing the chance of Summoning appearing and choosing the desired city class, we decide where to level up - that's all.

Added 1 minute ago
Nargott

That's why a Demon with Darkness plays with mass low-level spells, while a Tower with Darkness plays with high-level Darkness spells (Dominate, Blind, Berserk, Word). This is the difference.
Do you think that neither Humans nor Demons cast Berserk or Dominate? I'm surprised!
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#70
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You shouldn't draw general conclusions from a single instance. First, we train archers, even though we don't need them, and then everyone else?
I wasn't suggesting a linear progression of "Archery - Battle Madness." Battle Madness can be derived from level 1 tactics, for example. And it doesn't enhance everyone; it only affects low-level units (the rest receive a negligible bonus). Tactics is a widespread (non-specific) perk.
Don't you think that humans and demons don't cast Berserk or Subjugation? That's surprising!
Not with the same efficiency. I'm talking about the distinct differences between a demon and a Tower Elf. Subjugation is a completely different thing for both. In other words, their "Darkness" characteristics are different. Demons and humans primarily focus on debuffs, while Tower Elves focus on manipulation (and plague).

Added after 54 seconds
By slightly increasing the chance of summoning and choosing the right city class, we can decide where to develop – that's all.
Not slightly, but by 8% for each of the 3 "native" schools. 5% might not be enough.

Added after 1 minute
This can be achieved by lowering the elf's education to 2% and increasing attack to 8% (or both by 5%).

However, we need the opinion of active elf players here: I haven't played the original game in a long time, so I can't assess such a change.

Added after 10 minutes
By the way, an elf can learn Chaos spells from the Secrets of Chaos and guilds of levels 1-3. So, the issue with city classes is not essential here.
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#71
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Nargott
Umm... I wasn't actually suggesting swapping "Resist" and "Evasion." It looks best as it is in the original, with Resist, Evasion, and Reflection at level 1 (classic).
Where should I put all the other stuff? And what comes after Evasion? If you put something after Evasion, it will be the situation I described. And a simple, single perk is just unnecessary.
Suggest your own complete upgrade path for defense.
Nargott

Not with that efficiency. I'm talking about the clear differences between a Demon and a Titan. Subordination is two very different things for each.
2-3 turns is enough, and that's all that's needed.
Nargott

Not just a little, but 8% for each of the 3 "native" schools. 5% might not be enough.
A Gnome only needs 4% to overwhelm with summons.
6% is sufficient.

Added 2 minutes later
Nargott
Chaos spells, by the way, can be obtained by an Elf from the Secrets of Chaos and guilds of levels 1-3. So, the issue with city classes is not necessary here.
You're confusing cause and effect.
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#72
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Where should I put all the other stuff? And what happens after dodging?
See the original.
It's enough for 2-3 turns, and that's fine; more is simply unnecessary.
Come on, don't the initiative penalties matter?
A gnome with 4% is enough to annoy with summons.
6% is sufficient.
It's enough, but not guaranteed. 6% is a good option, although not a complete guarantee.

Added 1 minute ago
You're confusing cause and effect.
You're the one who's confused. In the city, place native Summon + Light. And the Chaos elf will be able to obtain Chaos spells through leveling up and from a low-level guild. Even if they are low-level.
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#73
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Nargott
See original.
Are you suggesting removing all magic resistance except for reflection? And leaving only single-target dodge?
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#74
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Are you suggesting removing all magic protection except for reflection? Should evasion remain as a single skill?
No. I suggest focusing on the resilience branch, not the entire defense tree.
And evasion? Hmm. It remains as a single skill without bonus damage points (BDP). Any ideas on what could logically be derived from it?
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#75
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Nargott

You're getting it wrong. In the city, place native Summoning + Light structures. And the Chaos spells, the Chaos Elf can obtain through leveling up and from a low-level guild. Even if they are low-level.
Cities are not made for the purpose of freely distributing Chaos spells without a guild (like the casualization in Heroes 6).
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