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Authorfighter arts vs. magic arts
Hi!

Is there a topic on why fighter artifacts give more bonus attributions (in amount) than magic artifacts?

I mean like lvl 5 weapons:
Sword of retribution gives +3 atack +1 def = 4
Combat staff gives +1 attack +1 spellpower = 2

If there was a discuss about this plz give me the link!

Thanks

Octavio
life is unfair~
Not to mention magic arts cost more on average than melee fighter ones ^^
It's supposed to be for balance since potentially (in the long run, at magic guild 5) magic can do more damage.
yes it is for balance because if you could buy a magic artifact for the same price as sword of retribution that gave +4 spell power everyone would change to a wizard...
magic attack insta for melee must go to enemy maybe die on way
but I think might/magic art should add more other stat ( like triforce charm and contradict ring ) this art make battle more interesting. might warriors are force to use some magic and wizard has option for troops to decide some attack instead of def and def...
"It's supposed to be for balance since potentially (in the long run, at magic guild 5) magic can do more damage. "

Erm..
No, not true.

"magic attack insta for melee must go to enemy maybe die on way "

Since all armies consists of melee units only.
Oh wait...
Melee attack gets reduced by enemy defence while magic attack is like Armor Ignore

its about the balance
#9 don't forget that magic attack need both spell power and knowledge XD
As is the might versus magic debate is pretty even. Neither is a broken system.

I have found magic arts to be a lot more expensive than might arts. However magic opens the door to a lot more variability of play.

A blaster can hit an enemy's ranged attack that might otherwise be protected by blockers.

(Defensive) Buffs can be used for devastating effect on units like Griffins. A few times I have even seen buffed griffins virtually takeout the entire opposition.

My magical weapon of choice is the poison spell.

From a personal perspective I have found the disadvantages of magic to be in cost and hunts.

I have also found magic builds (from experienced players) to have a slight advantage in PVP. This could be because most opponents are not very familiar in fighting against spell-casting players.


Cheers
"Melee attack gets reduced by enemy defence while magic attack is like Armor Ignore

its about the balance "

1.) Ranged profit just as much from Attack and suffer equally from defence.

2.) Melee damage increases in an exponential way once a certain threshold compared to defence has been reached.

3.) Melee and ranged damage profits from several valuues like Initiative, Morale, Luck and enchants.

4.) As long as a melee stack lives it's damage is theoretically unlimiited. Regardless of talents a hero runs out of mana sooner or later. Mana Recovery helps to prolong it but it's still limited.
Regardless of talents a hero runs out of mana sooner or later. Mana Recovery helps to prolong it but it's still limited.

You can have mana restotration, or spirit link. Or even normal hit. So hero can also do unlimited damage. It is reduced but so is a stack with 10% of intially stregnht also

In my opinon, this game is all in all balanced, people who claim othervise should revalue their tactics and not the game
This wouldn't be an issue if players would just get rid of the "Might versus Magic" dichotomy. It's not black and white. It's all shades of gray. Unless if you're a Barbarian. XD
"You can have mana restotration, or spirit link. Or even normal hit. So hero can also do unlimited damage. It is reduced but so is a stack with 10% of intially stregnht also

In my opinon, this game is all in all balanced, people who claim othervise should revalue their tactics and not the game"

1.) Normal hits by a unit with initiative 10 which cannot be increased significantly, does not profit from morale, luck or enchants is neglegible compared to what his troops can deal.
Especially if you play as magic build your hero's damage is pitiful.

2.) Spirit Link requires a stack to be hit AND suffer sufficient damage so that you get enough amounts of mana back meaning he stack must suffer heavy casualties meaning that this kind of mana regeneration is very limited at best.

3.) In my opinion, there are many unbalances in this game and people who claim otherwise are just biased.
As you can see, I can make such claims without backing them up, too. Albeit I got at least some hard proof by statistics that this game is more might than magic friendly.

"This wouldn't be an issue if players would just get rid of the "Might versus Magic" dichotomy. It's not black and white. It's all shades of gray. Unless if you're a Barbarian. XD"

This exists exactly because 90% of all players play as might. Only because of wizards and their hunt bonus magic is saved in PvE. Ever tried PvE as magic DE? Mercs and Hunts? That's a painful experience compared to might DE or magic Wizard.
Magic builds can be pretty powerful in PvP but then again DE and Wizards only play as pure magic builds in PvP. Most other factions play a pure might or sometimes with a splash of magic like Necro for some Wasp Swarms or Raises or some knights for the occasional buff or curse.
Still most DE are might builds even in PvP.
Mage class in all games where is wizard is very expensive
As you can see, I can make such claims without backing them up, too. Albeit I got at least some hard proof by statistics that this game is more might than magic friendly.

I dont think you have shown any hard evidence of magic being underpowered. In 3vs3 it is esential and a bit on the overpowered side. In Duel 2vs2 Hunts its just as powerfull as might. In the last events destruction was underpowered in this is overpowered => balance.

People complain to much about balance isues istead of enyoing the game.
attack and defence attributes slowly become redundant as your troops die.

Spell and knowledge attributes allows a *constant* minimum damage per hero turn as long as you have troops and mana.

In other words, might attributes devaluate the longer the battle lasts while magic attributes will be as valuable from beginning to end until no more troops or mana.
"I dont think you have shown any hard evidence of magic being underpowered. In 3vs3 it is esential and a bit on the overpowered side. In Duel 2vs2 Hunts its just as powerfull as might. In the last events destruction was underpowered in this is overpowered => balance.

People complain to much about balance isues istead of enyoing the game."

No, magic is only as powerful as might in hunts in mercs for wizard faction due to the silly bonus which made no sense and was ntroduced only because otherwise magic would be terrible for all factions there.
This faction ability did not even remotely exist in the original HoMM 5 on which this game is based unlike almost all other abilities therefore the only reason can be a balancing one.
What you said about PvP is just the same I said what I said about magic in PvP: Its strong here albeit for 2 factions only. For all others about 90% of the player base go full might or nearly full might with a splash of magic.
This alone shows that magic is balanced only in the PvP section of this game.
Otherwise it's pretty lackluster.
Numbers are hard evidence by the way. 90% might not be the perfectly correct number but I am pretty sure it is the right trend.
As to ahrd facts, you do not provide any either. You do not even try to gauge a trend or a number.

"attack and defence attributes slowly become redundant as your troops die.

Spell and knowledge attributes allows a *constant* minimum damage per hero turn as long as you have troops and mana.

In other words, might attributes devaluate the longer the battle lasts while magic attributes will be as valuable from beginning to end until no more troops or mana. "

This would be true if mana is umlimited, but especially in min arts thanks to ridiculous high cost for magic arts mana is very scarce and the damage of a magic hero in min arts is about half of that of a might hero.

And even for a magic build the troops still provide some amount of damage and they have to.

You say that might attributes devaluate the longer the battles goes but you are forgetting that might builds got 5 attributes which enhance their ability to deliver damage fast AND reducing damage a signficant amount.

Magic got 2 values only. 3 if you count inititative but there are 2 artifacts only whic increase a heros' initiative.
This faction ability did not even remotely exist in the original HoMM 5 on which this game is based unlike almost all other abilities therefore the only reason can be a balancing one.

You can't take on aspect out of HoMM V and argue after that.
Here people can built and almost 100% specilized heroes, this is not possible in HoMM V, often you will end up with more knowledge if you play faction with that as primary.

But there is many factors that is different.

One could make many arguments if only looking at one aspect: Ie. Less units here overall compared to atribute points. So here Magic should have it easier and be OVERPOWERED


And you are right I don't come with statistics, but don't think is neccesary I heard everything and everyone being argued as both overpowered and underpowered at one time or another. And usally people who are X complain that Y is overpowered and them self (X) underpowered. This looks like it is one of these times
This topic is long since last update and considered obsolete for further discussions.

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