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Author | Magic system broken |
A very good point ofcourse.
But if they then change the system so that it does benefit PvM, it might wreak havoc on the PvP. | Unfortunately, what I think should be done to fix it would be too difficult to balance properly.
1. Instead of getting one spell (at most) at level 1, Level 1 spells at level 5, Level 2 at 8, and Level 3 at 10, it should be:
All level 1 spells for your school to start,
2nd level spells at 3rd level.
3rd level spells at 5th level. 2nd school as option
4th level spells at 8th level. 3rd school as option
5th level spells at 12th level. All schools as option
Note that you still need to spend talent points on higher schools, so it's not automatic by any means.
2. Barbarians should have the option for magic, probably self-only magic (bloodlust, stoneskin and suchlike). I know, they'd be unlikely to use it much, but they should have the option.
3. Talents should start much earlier, like 2nd level.
I suppose I could have compressed this into:
1. Make levelling on LOWM look like levelling for HOMM. There's a reason why you get this stuff at low levels in HOMM. Getting Talents sooner (and more talent points at any given level) allows characters to be more unique and specialized. Getting spells earlier allows for spellcasters to be more interesting.
Right now, monsters improve (and increase in numbers) at the HOMM speed, while spells and talents are about 1/2 the rate. Naturally, races that rely primarily on monsters tend to win out.
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But again, I think this is simply a fatal flaw at this point. Can you try to imagine rebalancing this with everybody having 10 more talent points and much lower level spells? I can't. I think it's just something we're going to have to live with. | I was thinking about this problem, and I think that the solution of this problem can be very simple. Look, root of the problem lies in fact, that neutral creauter have no bonuses for att. and def. from hero. So the solution can be something like this:
- add att. and def. bonuses to the neutral creatures (i. e. 1 att and 1 def for each level of attacking hero/lord)
- remove wizard bonus for hunting
- reduce number of neutral creatures (due to att. and def. bonus)
It can be implemented very easily, and can make DE and demons sorcerers viable. I know that demons have not erudition, but demons can use hellfire, so I think these changes can be sufficient.
There can be also artefacts for reducing magical resistance, but it is an another topic... | Some people do believe that magic has less effect, but in the margin it actually offers very strong strategic advantage by being able to select your target and keep your melee on the defensive given your creatures the ability to hit first.
I'm guessing that you're not one of these people, since you are having a Might build yourself, even though you're only at level 7. Magic will only get worse at level 8 and higher.
I am now at level 9, but I am too stubborn to take that logical step of quaffing a potion of oblivion. I still manage to survive, but comes level 10, I will definitely have to quaff away my points in Spellpower and Knowledge and put them where they're most effective, or else get my butts kicked by my peers in combat.
This saddens me a great deal, because magic is a major reason that I like this game. To think that, at high level I'll have to give up magic, is just too disappointing. | Well, looking at what happens at .ru server, obviously admins don't wanna change magic system (all these valid points were discussed by players again and again, many dedicated wizards left the game :( )
instead they wanna push players into more group fights.
How?
Clan wars made by 3x3 fights.
In such fight 2 warriors+ mage (chaos DE/gnome or Wizard) have big advantage vs 3 mighty fighters.
recently there was "war" with to-be-announced gnome faction.
Winning vs 3 chaos-oriented AI enemies was next to impossible.
Thats just my speculation, no inside info. | for Van_GM:
maybe the system is set that you shouldn't be able to completely be a magic-only char; it is just that using magic means giving up some (but not all) of your troops power for the ability to dish out some focussed damage with your leader (who in fact isn't able to die before all troops are down so you never lose that strong unit)
so your melee units (and your archer if you have some) do some less damage but you get that damage in return by casting spells where you need it
I think this needs to be repeated because this dude is on to something here. In a single character RPG game, pure "magic" or pure "might" builds may be conceivable because you only have one hero to develop with his own HP. This game on the other hand, is all about armies fighting with heroes in support role either nuking or casting buffs/debuffs or simply whacking enemies. As such, any battle will always be decided by how "mighty" your army is as your hero will essentially "die" when your last unit perishes. You can sacrifice some of your "might" but you can never really exchange all of it to boost your "magic". Not in this game. |
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