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Posts from REWORK for the Academy. Is it needed or not?

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SoD. Rework for Mage Guild. Is it needed or not?
92 voters
Single choice Public votes Closed 2015-06-09
This poll is closed.
Of course, it’s needed
39.1% 36 votes
No, it’s not needed at all
60.9% 56 votes
In reply to Maretti
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#61
Maretti
There is always this focus on making the game easier. In my opinion it would be better to make DD less overpowered by only allowing 1 pr. turn.
I remember the times, when the 4 casts of Dimension Door spell by a single Hero were allowed per turn. And those rules were used in considerable club champs for a long period of time.
Only Heroes playing via Internet have led to the restriction of DD spell, and finally the conclusion, that the 2 DD's per turn with expert Air magic secondary skill is optimum case on eXtraLarge maps, was made. Otherwise the DD would have the greatest power, of cause, but on the other hand, with a single jump per turn, the Air magic wouldn't be populal as the skill for the Main -- the only profit from expert one would be the contra for mass Slow in the Final Fight, but expert View Air can be easily done by the Scout. So the 2 DD's are also appropriated to reinforce the Air magic school, which have become less pupular after the previous steps against DD :)
"...the personal strengths and weaknesses of a leader are no true indication of the merits of his cause"

(с) Roger Zelazny
In reply to wowa
#62
wowa
I remember the times, when the 4 casts of Dimension Door spell by a single Hero were allowed per turn. And those rules were used in considerable club champs for a long period of time.
Only Heroes playing via Internet have led to the restriction of DD spell, and finally the conclusion, that the 2 DD's per turn with expert Air magic secondary skill is optimum case on eXtraLarge maps, was made. Otherwise the DD would have the greatest power, of cause, but on the other hand, with a single jump per turn, the Air magic wouldn't be populal as the skill for the Main -- the only profit from expert one would be the contra for mass Slow in the Final Fight, but expert View Air can be easily done by the Scout. So the 2 DD's are also appropriated to reinforce the Air magic school, which have become less pupular after the previous steps against DD :)

Maybe people played with 4 DDs allowed once, but on other forums like Toh, Loh, wcl, etc, etc. DD was not allowed at all.

I would still take air with only 1 DD allowed, as I do on L maps. No fly penalty, haste, view air, and in some cases lightning and chain are all usefull. Its still better than fire and Water.
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#63
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Oh, these are cool stories about how you can’t play HLs without it.
You can’t play HLs when you have only one path out of a one-way map, and this needs to be fixed; otherwise, the fact that some people are too lazy to clear resources with peasants and spend 18 resources instead of 8 is up to them.

It’s extremely rare to find games where there’s absolutely no control to be found. Usually, the search ends after taking a mini-utopia and building the first GM.

I think that making finding control a formality is not right.
http://heroes3.tv/aiwe
In reply to Aiwe
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#64
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Aiwe
Oh, these are cool stories about how you can't play HLs without it.
Usually, the searches end after taking a mini-utopia and building the first GM.

Everything is clear already, Skillful Team vs. Lucky Team))


In reply to KobRa_RR
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#65
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KobRa_RR
It's already clear enough, Sb. Skills vs. Sb. Lackerks))

Apologies for the ambiguity, I meant that after the lack of control in the 1st Dragon Utopia and the GM, very many go and write on the forum that a rebuild is needed, instead of searching further ;)

Added after 13 minutes
Let me put it another way: right now the game on XL consists of searching for control, then cons / Dragon Fly Hives / stats; if a GM rebuild is made, then you won't have to fend off resources with peasants the whole game and build chains to various banks. For me, a piece of the game would be lost here, although perhaps for offline tournaments with strict time limits, the rebuild would be beneficial.
http://heroes3.tv/aiwe
In reply to Aiwe
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#66
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Aiwe


If you rework the Town Portal, you won't have to spend the whole game defending resource locations and building chains of structures for various purposes. For me, this would diminish a part of the game, although it might be beneficial for offline tournaments with strict time limits.

You could make it twice as expensive, but I think that's too costly. And you still need to be able to build Archmages somehow.)
It's bad when, due to a lack of control, a player spends time gathering resources instead of fighting.
And the observation about offline tournaments is absolutely accurate!)


In reply to Aiwe
#67
Auto-translated
Aiwe
Sorry for the ambiguity, I meant that after the lack of control in the 1st Dragon Utopia and the Mage Guild, very many people go and write on the forum that a rebuild is needed, instead of searching further ;)

Added after 13 minutes
Let me put it another way: currently the game on XL consists of searching for control, then confluxes / Dragon Fly Hives / stats. If a Mage Guild rebuild were made, you wouldn't have to manage resources with spoons the whole game and build chains for various banks. For me, a piece of the game would be lost here, although perhaps for offline tournaments with strict time limits a rebuild would be beneficial.

The thing is that right now it's actually the opposite: most players don't really bother collecting resources for the Mage Guild, and many don't even take Wisdom at level 6, or even at level 12, counting on getting everything from a Dragon Utopia, or at worst from the first mage tower they come across — and they do get it... This opinion is based on watching a fair number of streams from various players. And when in some key game you build 5 level-4 Mage Guilds and don't get either Town Portal or Anti-Magic, and not even a single View Air, and this on top of a bunch of picked-up and looted scrolls — that's nonsense that completely kills the game in that particular match.
In reply to LuckyF
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#68
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LuckyF
And when, in some crucial match, you build 5 level 4 Grand Mages and don't get either Town Portal, Anti-Magic, or even a single Scrying spell, and this happens despite having a bunch of collected and discarded scrolls – that's just ridiculous and completely ruins the game in that match.
This isn't about having a good "hand," it's about luck. It's like when you don't get the cards you need in poker; you have to somehow change the deck):cool:
In reply to Heroin_HP
#69
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Heroin_HP
This isn't about a suit. It's like when you're dealt a bad hand in poker, you need to shuffle the deck somehow):cool:
Well, they do change it:smile04:
In reply to LuckyF
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#70
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LuckyF
Well, they are changing it:smile04:
I hope you understood the main point!
In reply to LuckyF
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#71
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LuckyF
The catch is that right now, it's the opposite – most players aren't really focused on gathering resources for the Grand Mage. Many don't even take Wisdom, not just at level 6, but even at level 12, relying on getting everything in the Utopia, or at worst, in the first tower, and they do get it... This opinion is based on watching a decent number of streams from various players. And when in some key game, you build 5 Tier 4 Grand Mages and don't get any Teleportation, Antimagic, or even a single Scouting spell, and this is on top of a bunch of collected and discarded scrolls – it's complete nonsense that completely ruins the game in that match.
Zhek, as they say in poker?! For these players, time will tell and put everything in its place:D

лето 2012.
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#72
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Despite my clear opinion in favor of rebuilding, I want to share an idea that suddenly came to mind in this thread.

Create the following HD mod add-on:

1. You build a Mage Guild in some Castle and receive certain spells.
2. When building a Mage Guild in another castle, you ALWAYS receive at least 1 new spell at each level of the Mage Guild compared to the buildup in the first castle.
3. When building a Mage Guild in a 3rd etc. castle, you also ALWAYS receive at least 1 new spell at each level.
4. This continues until all possible spells have been learned. After that, naturally, there will be complete duplicates across all levels of the Mage Guild.

Thus, we get the following picture:

1. Classic SoD (with chains of suckers to banks in distant zones, etc.) is not broken at all. The game remains absolutely the same. "SoD-ers" are happy.
2. control is definitely found not in the 2nd, but in the 6th castle. "VT-ers" are happy.
3. Additionally, the game becomes even more strategic from the point of view of defending and capturing seemingly non-essential castles.

I perfectly understand that, as with any idea, there will be downsides here (and I automatically realize them before any statements on the forum), however, the pros 100% outweigh them.

The eternal question remains—is this implementable?:)
http://ru.twitch.tv/lizard_wt
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#73
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I won't go into too much detail... in my opinion, a restructuring is needed. To prevent many from considering this a freebie, the cost of restructuring a Guild Master level could be increased by 2 units of all resources, and a time cost could be added. For example, the Guild Master is dismantled one day, and nothing can be built in the city that day; the next day, it is rebuilt.
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
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#74
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You can't cheat a poll, and as I see it, even a couple of votes in favor of restructuring wouldn't be enough to implement such changes.

лето 2012.
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#75
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It was interesting to read. The vast majority of opponents of the game mechanics overhaul are those who haven't actually experienced it and don't understand how it works.
Personally, I have a lot of experience with the game, and the game mechanics overhaul doesn't slow down the game at all; most matches end in the 3rd or 4th week.
And it's especially funny to read about the fear that the opponent will start building from day one and gain early control))) Think about what you're writing.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.

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