Regarding the muting mechanic – no one forces you to take muting skills; if you don't need them, don't take them. As I understand the WGE's idea, the goal is to ensure that the necessary skills always appear, and the fact that an unnecessary skill appears upon leveling up is unacceptable. But how can you know what a player needs and what they don't? This is a personal matter for each player, which means that both necessary and unnecessary skills will always appear in any case.
Posts from Harmony - Troop Symmetry
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The thing is, when you add silencers, the chance of getting offered several useless skills in a row increases. And that means there's a higher chance of ruining the skill progression. If there wasn't any randomness, it would be a different story – situational silencers wouldn't bother anyone. By the way, silencers have already been tried out for all races – in a certain English-language mod called RPE, I recommend checking it out on the heroes community. But in the end, they still tied the silencers to side effects, in the form of summoning elementals to cities. Because pure silencers... that's quite a mess.
As I understand it, the idea wasn't just to add suppressions, but to replace the magic schools that aren't studied by these races with them. Then the chance of getting several unnecessary skills will remain the same.
Added after 1 hour 25 minutes
5. Humans learn Light, suppress Darkness, Chaos and Summoning are not their thing, but they will still have two magic schools in the guild, so they can learn Summoning in the guild, and therefore can also learn Summoning and suppress Chaos.
Interestingly, would you like it if Humans were deprived of Light? Well, that would be quite realistic - besides, Humans get more benefit from Darkness - teleport, mass haste, and stone skin can also be obtained from skills, but the debuffs from Darkness cannot be replaced with anything.
Those that are not studied are one thing, and those that are rare are another. Even if a school is not represented in a guild above level 3, it is still more useful. But taking away the Darkness from humans is essentially depriving them of a powerful and in-demand weapon. If Darkness is preserved for humans, then reducing the chance for non-core schools by 2% can still be accepted. But under no circumstances should the chances of this abomination be increased.
Added 1 hour 25 minutes ago
Appealing to people is not relevant; light and darkness are what make up the nature of humans and are reflected in the gameplay. Summoning, on the other hand, is a school for magical races, implying high magic and knowledge, wizardry, and education. Again, no one forces you to play a dark knight; the choice is yours. But unlike reducing or summoning, it is impossible to call darkness useless for humans.
I wonder, would you like it if humans were deprived of light? After all, it is quite realistic - besides, humans benefit more from darkness - teleport, mass haste, and stone skin can also be obtained from skills, but the debuffs from darkness cannot be replaced by anything.
I agree that darkness is very useful for them, and often even more useful than light, but we should not base our decision on the fact that "it is very useful for them" - darkness and Air Magic would be great - a rain of enchanted arrows with berserk, and that's it, game over. In this case, I am guided by the same logic as the developers of Heroes 7 (they don't have darkness in the human guild) - in the cities of Erathia, there should be no magic of Malassa; humans are zealous fanatics of the school of light, darkness is unacceptable for them, only light. The question remains with the guild - as I understand it, it will not be possible to make only a column with light magic in the guild, then something from summoning or chaos is needed - darkness is contrary to the teachings of Erathia, but summoning and chaos are neutral, hence the choice between them as a second school. Of course, it is possible to leave the possibility of developing darkness for humans, but it must be removed from the city (let's say that we will leave a chance for humans to have a secret passion for darkness, but officially we have nothing to do with darkness :D)
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
I agree that darkness is very useful to them, and often even more useful than light, but we shouldn't base our decisions on the fact that "it's very useful to them" - darkness and Life Enchantment would be great - a rain of enchanted arrows with Berserk, and that's it, game over. In this case, I am guided by the same logic as the developers of Heroes 7 (they don't have darkness in the Human guild) - there should be no magic of Malassa in the cities of Erathia; humans are zealous fanatics of the school of light, darkness is unacceptable to them, only light. The question remains with the guild - as I understand it, it won't be possible to make only a column with light magic in the guild, so we need something from summoning or chaos - darkness is contrary to the teachings of Erathia, but summoning and chaos are neutral, hence the choice between them as a second school. Of course, we can leave the possibility of upgrading darkness for humans, but it must be removed from the city (let's say, we will leave humans a chance for a secret fascination with darkness, but officially we have nothing to do with darkness :D).
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
Okay, I guess for me, as a fan of the 5th installment, the philosophical image of the classic light-dark humans is closer than the fairy-tale-like zealous light fanatics from the 7th installment.
In general, given the large number of different duchies, there is nothing preventing them from coexisting in different ways. Moreover, it seems that one or two of these duchies, with a more tolerant attitude towards "foreigners," actually exist.
By the way, was the idea of "light" blinding also taken from parts 6 and 7?
You don't necessarily need to delve into the history of Ashan to play Heroes, especially that version that served as the basis for parts 6 and 7. Humans can officially believe in anything and strive for anything, but that doesn't negate the dark side of their nature. To better understand the Light, you must also understand the Darkness. Light spells dispel opposing Darkness spells, and removing spells in general removes almost any Darkness. How can you achieve such effectiveness without understanding Darkness? Of course, this argument doesn't require studying Darkness alongside Light in all guilds of other races, but it at least explains this seemingly contradictory combination in humans.
By the way, was the idea of "light" blinding also taken from parts 6 and 7?
No, there doesn't seem to be any blinding there....:confused:
Added 4 minutes later
Hmm.... Humans study darkness based on the logic of "you need to know your enemy better in order to fight them more effectively." There might be something to that...
Added 4 minutes later
Regarding the relocation of the blinding effect - it originates from the description of Elrath
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
1. Haven
- light magic
- leadership
- defense
2. Inferno
- destruction magic
- attack
- leadership
3. Necropolis
- dark magic
- sorcery
- creation magic
4. Sylvan
- light magic
- luck
- creation magic
5. Dungeon
- dark magic
- destruction magic
- sorcery
6. Academy
- sorcery
- education
- engineering (machinery)
7. Fortress
- defense
- engineering (machinery)
- sorcery
8. Stronghold
- leadership
- attack
- war cry
Added after 20 hours and 48 minutes
I have a question:
from my observations - when the "empowered arrow" skill triggers (the target unit is pushed back one cell on the battlefield), the knockback effect on the attack value scale doesn't occur, but the skill description clearly states that it should - what's the problem?
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
There's a question: from my observations, when the "Empowered Shot" skill triggers (the target unit is pushed back one tile on the battlefield), the pushback doesn't seem to occur on the attack timeline, but the skill description clearly states that it should – what's the reason?
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...