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Thread: Wizards or Warriors? | This thread is pages long: 1 2 3 4 5 · «PREV |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted March 11, 2007 12:48 AM |
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Well wizards don't need that much mana and mana regeneration is a waste. She only shines in MMR and I'd advice you not to spam raise dead!
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feluniozbunio
Promising
Supreme Hero
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posted March 11, 2007 12:15 PM |
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Wizards FTW
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diplomacy4you
Tavern Dweller
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posted March 17, 2007 08:06 PM |
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Quote: Looks like Wizards are winning so far, though I'll agree with Khan. That a mix of both can make the best hero.
Anyone else think warriors are best?
While I think both warriors and wizards have there strong points, I believe that a truly successful hero needs both might and magic. For haven, expert light magic with spells like mass haste is especially useful.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted March 17, 2007 08:29 PM |
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umm, light magic just like water magic in h3 is considered "might magic"
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted March 17, 2007 08:42 PM |
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No. Light Magic is magic.
Magic can also improve might! Magic is always better than might
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homam
Known Hero
Sailor of the open seas
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posted March 18, 2007 08:58 PM |
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wouldn't be more correct to write Spellcasters or Warriors?
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Pomo
Famous Hero
The lone peasant
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posted March 19, 2007 12:59 AM |
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Well Doomforge is right, the 'wizards or warriors' comparison is pointless if you're going to say that might heroes can't use magic - no half decent player is going to tell you that they don't choose at least one magic school in most circumstances - but that doesn't mean 'ZOMG Magyk rulz ZOMG'. Light and Dark scale with the size of your army, Summoning and Destructive do not - therefore, light and dark are 'might' schools of magic.
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linkTouched by His Noodly Appendage
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted March 19, 2007 01:25 AM |
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Quote: Well Doomforge is right, the 'wizards or warriors' comparison is pointless if you're going to say that might heroes can't use magic - no half decent player is going to tell you that they don't choose at least one magic school in most circumstances
Actually sylvan can play very well with def, luck, leadership and logistics against most. However that's a bad idea vs necropolis and inferno.
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Map also hosted on Moddb
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pomo
Famous Hero
The lone peasant
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posted March 19, 2007 03:03 AM |
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Yeah for sure, but in most cases - and by a considerable margin - it is good to have at least one magic school. Mass spells are simply too good to pass up. I'd still rather have mass light magic against all factions with Sylvan.
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Plexus22
Known Hero
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posted April 12, 2007 03:04 AM |
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Quote:
Quote: Might is right in Heroes V
Maybe you're right,or...you aren't...It doesn't matter!The best thing to do in Heroes5 [no matter who you choose-a wizard or a warrior],is to learn the luck ability.And that is true!
If you want tosee,am i right,try playing the game,without the help of luck.
I play Academy games all the time without chosing luck. Actually with a wizard hero there are plenty of other skills that benefit the hero more than luck. Ofcourse having luck is always nice no matter what faction but wizards dont need to and shouldnt focus on luck. Especially against human players, damage from the wizards troops is not going to be as important as developing other skills/abilities that help defeat the enemy in other ways.....i.e. MoTW + implosion or dark mind spells, etc.
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PhoenixReborn
Promising
Legendary Hero
Unicorn
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posted April 12, 2007 04:21 AM |
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To add an interesting twist, I just found out that the orcs will not have combat spells, only adventure map spells. Now we really get to find out. My bet is on magic.
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Bask in the light of my glorious shining unicorn.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted April 12, 2007 09:22 AM |
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gh, that never worked. Ubi is playing a risky balance game ;p
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Plexus22
Known Hero
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posted April 13, 2007 02:36 AM |
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If thats the case, the creatures will probably have massively powerful magical immunites or resistances or they will have such good initiative that you will have to stop them with magic in order to have a chance. Hmmmm....I'm interrested to see how this works out.
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pomo
Famous Hero
The lone peasant
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posted April 13, 2007 04:12 AM |
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If Ubi can find a way to balance a total might-no magic faction against a whole bunch of other factions that rely heavily on magic, then I'll be mightily impressed. The potential problem is that either you have to make the Orcs so mighty that a similar pure might strategy can't outmuscle them - to compensate for their magic deficiency - or they need some very strong magic resistance - which obviously will make for very bad matchups with dark magic/destructive users. My concern is that if the 'balance' is based on resisting spells VERY heavily, then it becomes (even more so) a game of luck - if my puppet gets through your 75% resistance I win (because you have no chance to cleanse it), otherwise GG. Too much randomness as a deciding factor is bad...
Anyway, maybe Ubi will surprise me and either A) not leave Orcs without magic (which I'm hoping) or B) find some reasonable way of balancing them without relying on some stupid resistance lottery.
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted April 13, 2007 05:51 PM |
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You all say the Orcs need to have a high magic resistance and that's just because they can't cast cleansing?!? What the heck, cleansing is not available to all the other factions anyway (Inferno and Dungeon, for example... Necro also lacks Cleansing, but the Undead are immune to mind spells...)
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted April 13, 2007 07:48 PM |
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which leads to imbalance, as I've pointed it out in my "perfect balance" thread..
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Pomo
Famous Hero
The lone peasant
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posted April 14, 2007 03:05 AM |
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Yep that's the point - either we get another faction that can't counter dark magic - or we get a faction that depends on a high degree of randomness to be successful against dark magic. I suppose maybe the problem is just with the mechanics of dark magic...
Or you could just let everyone choose their spells when building the guild - and give Orcs a guild.
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linkTouched by His Noodly Appendage
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 14, 2007 03:11 AM |
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Quote: Yep that's the point - either we get another faction that can't counter dark magic - or we get a faction that depends on a high degree of randomness to be successful against dark magic. I suppose maybe the problem is just with the mechanics of dark magic...
Or you could just let everyone choose their spells when building the guild - and give Orcs a guild.
Yes, or let's rethink Light and Dark Magic
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What will happen now?
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Plexus22
Known Hero
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posted April 14, 2007 03:23 AM |
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Its not JUST that they cant cleanse dark magic but if they have no magic ability at all (i.e. light magic) then they have no way to boost their army either which like Pomo said, means they have to be exceptionally powerful in the might department vs other might oriented factions which to me seems like it can only lead to more imbalance.
Ofcourse theres always the racial skills which could be used to counteract magic as well as add some army boosting powers.
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PhoenixReborn
Promising
Legendary Hero
Unicorn
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posted April 14, 2007 05:23 AM |
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Quote: they have to be exceptionally powerful in the might department vs other might oriented factions which to me seems like it can only lead to more imbalance.
Ok, but chances are a Haven hero is going to have light magic...We'll see what the distribution of skill points is, I mean, what is the purpose of spellpower and knowledge, it must have some racial significance, we don't have enough info yet.
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Bask in the light of my glorious shining unicorn.
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