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Posts from Harmony - Troop Symmetry

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In reply to Ment
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Ment
So, light + summon for the Elf faction is definitely not optimal...
Wasps – discarding 3-4 stacks for 0.6 turns on the turn order scale is good and perfectly aligns with gaining tempo.

An Elf can definitely cast Enchanted Arrow with blue Druids, even without investing in Chaos, using Stone Skin or Thorns.

The Chaos school for the Elf could be similar to that of the Necromancer; it might not be ideal, but it works well when available. Arrow Rain, as well as Enchanted Ballista, are not mandatory skills; no one forces you to invest in them if you don't like summons or low-level Chaos magic.
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In reply to Nargott
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Nargott
These – discarding 3-4 stacks for 0.6 turns on the timeline – is good and perfectly aligns with gaining tempo.

An Elf can definitely cast Enchanted Arrow with Blue Druids, even without investing in Chaos, using Stone Skin or Thorns.

The Chaos school for an Elf could be similar to that of a Necromancer; it might not be ideal, but it works well when available. Arrow Storm, as well as Enchanted Ballista, are not mandatory; no one forces you to invest in them if you don't like the summoning or low-level Chaos spells.
In the end, you can use spells like Divine Retribution or Dispel Magic with the arrow.
Мои мини-моды

Мод RTF

Мои NCF существа
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Yes, I agree with you guys, but this is much more situational than it was originally. You can’t rely on just one or two spells, and if they don’t appear or turn out to be useless, it reduces the variability of your build (discarding skills that become useless with this balance, even though they could be useful with the default settings).
A situational summon is better, honestly. With the current schools in Sylvan, there is still an opportunity to invest in summoning, such as a Dire Wolf, and not just that. And then, please, you can summon wasps or a phantom, which often appears in Elven cities. But this is already a conscious choice by the player, and not a narrowly specialized build imposed by the game.
 

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Ment

A situational summon is much better, to be honest. With the current schools in the Elven Alliance, there is still an opportunity to invest in summoning and get, say, a Dire Elf, and not just her. And then, please, you can summon wasps or a phantom, which often drops in the Elven cities. But this is already a conscious choice of the player, and not a narrowly specialized build imposed by the game, that's all.
But where is the imposition here? Who said that summoning is imposed, but chaos is not? It all depends on the point of view. A Berserk under Enchanted Rain is an even more terrible thing than a Meteor, but this is not a reason to give the Dark profile. There are many spells for Enchanted Rain, including chaos, many of which drop in guilds of levels 1-3.

I have never seen summoning used by an elf in the Arena (RTA), because everyone is used to playing either through light or through chaos, and with a full range of chaos spells in the guild, it is too easy to do! But if there is summoning in the guild, it would compete well with chaos.
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Where is the forced choice here? Who said that summoning is a forced choice, but chaos isn't?
Summoning has one synergistic spell. Well, maybe one and a half... Chaos has 6-7. Do we really need to comment on this?
A Berserk under
Enchanted Rain is an even more terrifying
thing than Meteor, but that's not a
reason to give Dark magic a profile.
I don't argue. But Dark magic doesn't fit the lore at all, while Chaos does. It's only slightly inferior to Summoning in this regard, if it's inferior at all – after all, an elf elementalist, for example, would look a bit strange. But an elf earth mage would fit perfectly.
There are many spells that work with Enchanted Rain,
including Chaos spells, many of which
appear in guilds of levels 1-3.
But without the skill, there will be no post-effects. No stuns, no freezes, and they won't even deal much damage. And before, it wasn't particularly effective without Elder Druids, and now it's even worse without the skill, without Chaos specialists with a reduced set of spells. No, I don't think so...
However, okay, I've started a pointless argument here. If people want it, let them have it. But I don't see the point, seriously.
 

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Ment
Without the skill, there will be no post-effects. No stuns, no freezes, and their damage will be mediocre. It wasn't great even before with senior druids, and now, without the skill and without specialists in chaos with a reduced set of spells... No, I don't think so.
However, okay, I've started a debate here. If people want it, let them do it. But I don't see the point, seriously.
The skill can remain with a high chance, like, for example, the Necromancer's chance for chaos. I was talking about a city guild, i.e., having a higher level of chaos in it. Having a ring or fireball in the guild at level 3 already justifies the chaotic downpour. It's just that the chance for this is twice as low.

Although in my mod, the elves won't even have a high chance for chaos, but "Secrets of Chaos" (bonus chaos spells) are added to the racial perks, and half of the spells in the school are not very demanding of the skill.
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Ment

I don't disagree. But Darkness doesn't really fit the lore, while Chaos does.

Actually, Chaos isn't quite right. Elemental magic, Primal Magic (everything originated from chaos, if you want to go into the origins) would be a better fit.
In reply to Xokke_SuG
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I agree with the ideas about a berserker on ranged attack (it's a scary thing, but it doesn't mean that darkness is essential for an elf and perfectly suits them for placement in a guild) and what's wrong with an elf elementalist – let's remember the "Nature" race from the fourth part of Heroes.

Added 8 minutes later
So, when we mention elves, we remember summoning. Maybe we can do something like this – light and summoning + building an "Altar of Sielanna's Wrath" that places a meteor shower and earth shock on levels 4 and 5 of the guild.

Added 2 minutes later
And another question – how did you make the demons lean towards chaos, and the elementalists lean towards darkness – I have a similar idea.
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Actually, Chaos isn't quite right. Elemental magic,
Primal Magic (everything originated from chaos,
if you really get into the origins) would be
a better fit.
Since there's nothing like that in the fifth game, it turned out that chaos = elemental magic. Well, and light.
and what's wrong with an elf-elementalist — let's remember
the "Nature" race from the fourth part of Heroes.
Yes, I remember them. They are not related to the Ashan elves; elementals are undoubtedly the privilege of mages.
It just so happened that when we mention
elves, we remember summoning. Maybe we can do that — light and summoning + building
"Syllana's Wrath Altar" that places Meteor Shower and
Earth Shock on levels 4 and 5 of the guild.
In principle, it's a good option if it's feasible.
 

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In reply to SRD
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SRD
And another question – how did you make the demons lean towards chaos, and the Dungeon faction lean towards darkness? I have a similar idea.
It’s very simple: by creating 3 classes for each faction.
For the demons:
- Overlord (Chaos + Darkness + Summoning)
- Demonologist (Darkness + Chaos)
- Warlock (Chaos)
For the Dungeon:
- Assassin (Darkness + Chaos + Light)
- Witch (Darkness)
- Warlock (Chaos + Darkness)
Elemental skills are only available to the Warlock.

The guilds are identical, Chaos + Darkness.
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Mages have a library that unlocks one spell per level – so why do you doubt that adding these two earth-based elf units is feasible?
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Mages have a library that reveals one spell per level – why do you doubt that adding these two earth-based spells for the Elves is feasible through building construction?
Because this library is implemented in the game's code, and its functionality is somewhat different (a random spell instead of a chaos spell, as you suggested). That is, implementing something like this for the Elves would require scripts, and I don't know of a script function that adds spells to the guild. And I'm afraid that such a function doesn't exist at all.
Maybe I'm overcomplicating things. But at first glance, there seem to be several problems that cannot be avoided. However... It would be possible to create a building that would give spells not to the guild, but directly to the spellbook of heroes entering the city. But that would be a bit awkward.
 

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Well, at least this way – it reflects everything in the building description – by the way, this could be the third level of the Rangers' guild or the Circle of Druids.

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