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Heroes Community > Library of Enlightenment > Thread: no TP or DD favors might too much
Thread: no TP or DD favors might too much
Citrus_mind
Citrus_mind

Tavern Dweller
posted April 03, 2007 12:39 AM
Edited by Citrus_mind at 00:41, 03 Apr 2007.

no TP or DD favors might too much

I was thinking about this common rule I think it gives might heroes a very strong advantage.  I was playing an XL random today and had about 25 knowledge with a cleric, exp int, and I visited a mana vortex.  That's a nice 1000 spell points, she was around level 20.  With that, I can move around the map for a weeks.  Now if I was lvl 20 Crag Hack and had maybe 10 knowledge, no int or vortex, I would be much more limited.  I mean it's like saying, oh no Ballista or level 1 and 2 spells... that would clearly disadvantage might players.  If a mage main hero can last long enough to get DD, I think they ought to be able to let their advantage be taken.  Though the spell is very powerful, it requires you to be a magic hero, get expert air magic, and intelligence to be really potent.  Plus you'll have a harder time in the first few months with holding onto troops and covering more ground since you need to recharge mana more often.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted April 03, 2007 10:27 AM

Quote:
...Though the spell is very powerful, it requires you to be a magic hero, get expert air magic, and intelligence to be really potent...
Doubtfull statement.

I would say a might hero (especially a barbarian) will have expert air much earlier than any magic hero (except the ones who start with basic air) in 8 out of 10 cases. Same with expert earth. And when u finally found DD or TP in your mageguild (with magic hero), the might hero will already have superior stats and maybe DD and TP aswell due to tomes or spellbinders hat. No need for intelligence, if u have 20 or higher knowledge due to artefacts.
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Better judged by 12 than carried by 6.

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doom3d
doom3d


Known Hero
Avatar of general Z
posted May 28, 2007 12:20 PM

If we could increase the number of magic wells on the map, it would help  a lot. How many maps have You seen with 48 well +48 magic spring?
Is it possible to do that with rmg.txt? (other way is WoG for randoms)

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liophy
liophy


Famous Hero
Bulgarian
posted May 28, 2007 02:22 PM

With magic wells or/and magic spring you will favorise might heroes even more. Becouse might heroes generaly find it hard to keep their mana. For a magic hero with lot of knowledge and intelligence its not that much of a problem. But with barbarian with 1 knowledge till 10 level... its big case.

Even DD or TP canot help Magic heroes. The only thing that helps magic heroes is early battle, as early as possible.

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doom3d
doom3d


Known Hero
Avatar of general Z
posted May 28, 2007 07:41 PM
Edited by doom3d at 18:35, 30 May 2007.

One wise man said somewhere, that magic heroes are weaker, because they run out of mana, so magic skills and skillpoints become useless.

Now an other wise man said, that tons of magic wells does not help,
because magic heroes will never run out of mana.

Both statements can't be correct at the same time.

My experience shows to me, that they do run out of fuel around day 1.
And they desperately need regular mana refueling until lvl30.
Therefore more magic well should help magic side at the beginning.

Another idea: right now barbarians start with 6 primary skills points. (4-0-1-1). Wizzards only with 5. (0-0-2-3)
If magic heroes are soo weak, then increase sum of primaries to 7.
A magic hero starting with 0-0-3-4 may be as good, as a barbarian.

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