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This has already been featured in The Simpsons :) (refer to the walkthrough – about checking scientists, huts, etc.).
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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=Lizard=
This already happened in The Simpsons :) (read about it in the walkthrough – checking scientists, huts, etc.)
I didn't play during the time of The Restoration of Erathia, so I don't know about it. But sometimes this is what's missing :)
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Regarding point #3 (from my previous message), here are some figures (as I see them): Since Dimension Door and Mana Regeneration should be interchangeable spells, the regeneration on the Expert level (presumably Water) should restore more Mana than would be spent if the player walked instead of using Dimension Door. Since Dimension Door allows you to jump over mountains/obstacles/chasms (in the Underworld), Mana Regeneration should also have some kind of boost compared to Dimension Door (or be level 4 instead of 5). Of course, on the other hand, with Mana Regeneration, you can visit more places and clear more guards, but this doesn't seem like such a big advantage, especially in the late game. I was considering a hero with maximum upgrades, an Expert Water skill, an Expert Air skill, no specialization in logistics, wearing gloves and boots. The maximum Mana reserve in the morning is 3500. With Dimension Door, we spend 200 Mana and fly (at most) 8 cells diagonally and 1 cell straight. Without a penalty, this is 1228 Mana, and with the maximum penalty (swamp), it's 2151 Mana. If we take the maximum penalty, then, in order for Mana Regeneration to match Dimension Door in terms of movement, it needs to restore 1951 Mana. But we want Mana Regeneration to provide more restoration, so that it is more comparable to Dimension Door in value. I think this figure should be 60-70% regeneration at the Expert Water level (presumably), which is 2100-2450 Mana. Perhaps it would be fairer to scale these figures not from the maximum penalty, but from a 150% penalty, which would result in about 50% regeneration, and then the option of 15/25/40/50 would look good. Thus, Dimension Door and Mana Regeneration can become interchangeable, and bringing them under a common denominator of "no more than one of these spells per day, on XL+U with Expert Water/Air, no more than two in any combination" would be justified and fair.
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Why make logisticians even stronger?
In reply to socola
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socola
Why buff logisticians even further?
This is an alternative to Dimension Door (to increase the chances of finding valuable control), not a buff for logisticians. In theory, it could be made so that MP regen does not account for bonuses from logistics specialists; then, in principle, it would be balanced.
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Arwald
This is an alternative to DD (to increase the chances of finding valuable control spells), not a buff for logistics. In theory, it could be implemented so that MP regeneration doesn't take into account bonuses from logistics specialists; then, in principle, it would be evenly distributed.
And Kirr will be running around with 5000 MP. If something like this is to be done, the MP regeneration should be the same for everyone, regardless of the initial amount.

But, in my humble opinion, the feasibility of introducing a new control spell is highly questionable. And if the idea of MP regeneration is still somewhat acceptable, then suggestions like a spell to transfer creatures from one hero to another are beyond the pale. There are already enough control spells, and they are not that difficult to find; why make the game even more dependent on control? To balance the schools of magic? And why does anyone think they should be balanced?
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Well, finding current control spells is often quite difficult... that's why the topic of restructuring the guild is being so actively promoted. Balancing the schools of magic is a very worthwhile goal, by the way. Currently, there's an essential Earth and a useful Air, and the rest are not taken willingly. This situation doesn't seem right to me.
In reply to socola
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socola
Kirr will be running around with 5000 MP. If something like this is to be implemented, the MP regeneration should be the same for everyone, regardless of their initial MP.

That's why a percentage-based system is needed, because it's not always possible to find gloves/boots, it's not always possible to maximize stats (it's risky in the late game), and therefore, the maximum possible amount of MP won't always be restored. And if we don't give a bonus to logistics specialists from their skill, then it won't be an enhancement for them; other heroes with a developed logistics skill, with artifacts, and with stat boosts will receive the same amount of MP regeneration from using the spell and will travel exactly the same number of additional cells. And the fact that logisticians already have a logistics bonus and can travel further by that amount – well, that's what logisticians are for; nothing will change.

P.S.: I wasn't the one who suggested transferring an army with a spell.
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Arwald
Since Dimension Door and MP regen should be interchangeable spells
Even this thesis is doubtful. A mechanic like "either one spell or the other per day" is just oooooh very clunky. It's a crutch for online play, not classic, and just overall wrong.

And, I repeat, figures like 1900++ moves per day cannot be seriously considered; it's essentially a second turn, too strong a bonus, Water will become a must-have.

That is to say, the idea of gaining additional moves itself is interesting, but it needs to be implemented differently, either in terms of numbers or mechanics.
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Wicc
Well, finding current control spells is often quite difficult... that's why the topic of restructuring the guild is being actively promoted.

Balancing the schools of magic is a very worthwhile goal, by the way. Currently, there's a must-have Earth and a useful Air, and the rest are only taken if desired. This situation doesn't seem right to me.
In HotA, it's still a little easier to find control spells than in SoD.
As for me, the inequality of secondary skills is absolutely normal. And if it seems right to strengthen Water and Fire, why doesn't it seem right to strengthen other skills, like First Aid and Eagle Eye? What makes the schools of magic better?
In reply to Wicc
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Wicc
Even this thesis is questionable. The mechanic of "either one spell or another per day" is somehow very flawed. It's a workaround for online play, not classic, and just plain bad.
Well, even now, the mechanic implies using Daily Abilities (DD) 4 times a day, but in online play, it's limited to 1/2 times. It's the same workaround for online play. And in offline play, there won't be this limitation, so who cares how many times you replenish it when playing against the AI?

DD is currently the strongest control ability, and it needs an alternative to effectively double the probability of finding a strong control ability.
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Arwald
Instead, the percentage should be applied in reverse, because it's not always possible to find gloves/boots, it's not always possible to maximize stats (it's risky in the late game), and therefore, the maximum possible amount of MP won't always be restored. And if we don't give a bonus to logistics specialists from their skill, then it won't be an enhancement for them. Other heroes with maxed-out logistics, artifacts, and stat boosts will receive the same amount of MP regeneration from using the spell and will move the same number of additional cells. And the fact that logisticians already have a logistics bonus and can move more cells by that amount – well, that's what logisticians are for; nothing will actually change.

P.S.: I wasn't the one who suggested transferring the army with a spell.
A hero with logistics and boots/gloves will receive more regeneration, which will make logistics and boots/gloves even more overpowered. Regeneration with numbers in the 400-500 MP range on expert difficulty seems somewhat adequate and worth discussing.
Arwald
Currently, Dispel is essentially the strongest control spell, and it needs an alternative to effectively double the chance of finding a strong control spell.
Why? To make the game even more about finding control spells?
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Maybe instead, we could create a spell that removes a portion of the movement penalty for traversing difficult terrain? This could be stacked with "pathfinding." I'm not sure about its usefulness, but it fits the lore perfectly: swamps and snow can't stop a water mage. As a result, with maximum water affinity and maximum pathfinding, the penalty could be completely removed or even turned into a bonus, which would result in an interesting mechanic where roads are unnecessary for a water-aligned hero, or even slightly hinder their movement speed.
 

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In reply to socola
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socola
Regen with figures in the order of 400-500 MP on expert water looks somewhat adequate and open for discussion.
Then it should be a level 3 spell (to reach where needed if you're just slightly short, like picking up a Pandora's box after clearing the way) and then the game will still boil down to searching for Dimension Door. Otherwise, one could at least run around normally even with a useless (currently) water book.

The numbers could be scaled from movement without penalty, restoring 40% of the maximum on expert; with full optimization/artifacts/logistics, that would be 1400 MP (option 10/20/30/40).
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socola
In my opinion, the imbalance of secondary skills is perfectly normal. And if it seems right to strengthen water and fire, why doesn't it seem right to strengthen other skills, like first aid and eagle eye? What makes magic schools better?
Ideally, many skills need to be adjusted. The question here is whether there is a good mechanic and whether there is a gameplay need.

Specifically, the problem with Tent and Eagle Eye is that they are for mages, and mages are weak on their own, so strengthening Tent/Eagle Eye will hardly change the gameplay. And if that's the case, then there's no point in making changes for the sake of changes. The same applies to most other magical skills.

For example, we quickly agreed on Scout, as this skill is often offered to popular heroes, many have it from the start, so there was a gameplay demand to strengthen it.

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