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Thread: Which Heroes game had the best spell system | This thread is pages long: 1 2 3 · «PREV |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 23, 2018 11:32 PM |
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Hey all nice thread so far!
Have in mind that, love it or not, each of heroes of might and magic series has terrible balance when it comes to magic systems so if you ask which one is the best I read it "which one does not make you mad" xD.
I've played 1,2,3,5 so i leave the rest out of the equation.
Heroes 1 to 3 incorporate pretty much the same system which is improved over the series (more spells, different arrangement etc..) where spells mostly increased in variety but lack any sense of balance in performance and cases of usefulness.
Heroes V brings the first step towards a brand new system which on first look is camouflaged behind the same secondary skill tree.
The addition of perks made it possible to highly customize a hero into a specific spell branch in theory. In practice not so much because perk trees were terribly random and useless. Sometimes you need to pick a number of not that good perks for the hero just to get that one ultra strong. Anyway H5 system even though theoretically superior has the same issues when it comes to balance and usefulness.
AncientDruids said: @fidanas Could you give any examples?
How MMH55 fixes that can be read in this article. Full changelog (not only spells) can be found here.
Most people that stay away from Heroes 5 have their own reasons and I am not going to convince them in anything but if you want to check how the spell effect/damage progression scales in practice download this external app. It has a spell simulator where you can increase spellpower (1 spellpower per click so a lot of clicking. It will be fixed in the next version where you can increase per 10 with right click) and adjust spell school mastery settings.
Cheers!
P.S. Just remembered that MMH5.5 skill system revolves around Heroes 4 skill/spell system idea. Every hero class specializes in particular skill which is emphasized by his specialization and the availability of spell schools he can learn or shatter.
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Su_Lang_Manchu
Tavern Dweller
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posted June 01, 2019 04:21 AM |
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I think a case should be made for (gasp!) Heroes 6.
Of course, the game has its flaws and it is also noticable in the spell segment. However, I think the biggest in the game was the limited amount of spells for some schools and not the system itself.
In no other heroes I've had as much fun and tactical choice as I did with blood inclued Dungeon heroes (I'm an offensively inclined player). For magic heroes, fire and dark spells are incredible powerful. They apply buffs and damage that keep being viable throughout the game.
But not only do you get good spells, increasing your spell power also increases the damage of your magical units. Leveling "Dark Magic" therefore increases the attack of your Stalkers, Faceless and the ability of the Black Dragon.
Cooldown on spells means that you cannot spam your best spells, but forces you to plan rounds in advance and depending on your faction you get a very good selection of spells.
Even as might hero, some spells can become invaluable. With "Ice Bolt" you can freeze enmemies, which will suffer a critical hit by the next unit attacking it (if you got "Ice Breaker").
Pursuing either tears or blood means you will be rewarded with promotions that highlight your playstyle and it are the hero abilities that add another layer to the system and some abilities such as Shadow Implosion or Shadow Blessing are game-changers.
The biggest problem in H6 is the fact that it's ver unpolished and there is an uneven distribution of spells. Light/Earth magic is nearly useless for blood heroes, and Dark/Fire magic is a bad choice for tear heroes. Some factions like Stronghold also have terrible magic heroes because their hero abilities lack synergy (and losing Prime magic is a huge deal).
H6 also has other interesting mechanics in place such as applying the soak "soaked" debuff from water magic, so target enemies receive more damage from air spells. The system itself in H6 is truely beautiful, but it is ultimately underutilized.
So, it's not how spells are divided into schools but the fact that everything is so interconnected.
I am playing/modding Heroes 5 at the moment and it is nice to have a change, but the deterministic nature of H6 makes me feel like I'm making strategic choices and not just roll some dice.
I wish Shades of Darkness could be modded... so much potential left unused
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