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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Magic school for Dimension Door?
Thread: Magic school for Dimension Door? This thread is 2 pages long: 1 2 · NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 29, 2025 11:57 AM

Poll Question:
Magic school for Dimension Door?

So as the topic says, which school of magic should Dimension Door belong to?

Responses:
Air (Because Air needs BOTH Fly and DD.)
Earth (Because Earth is somehow not OP enough already.)
Fire (Because all schools of magic need a control spell.)
Water (Because Summon and Scuttle Boat + Water Walk is just not good enough.)
All schools of magic.
DD should just be banned.
I don't know.
Other. (Write a comment below.)
View Results!

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
posted March 29, 2025 12:27 PM

It should be in Fire in my opinion.

It's debatable if Dimension Door fits in as a Fire spell, but I can see that working, after all Inferno has Castle Gate and teleporting Devils.

Air and Earth are pretty strong already, and Water has enough adventure map spells.
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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 29, 2025 12:49 PM

Totally agree with you Drakon.
I would limit DD to 1 cast per day though, as Rangers and Beastmasters can't learn Fire Magic naturally.

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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted March 29, 2025 03:29 PM

Teleport is a water spell, therefore Dimension Door clearly should be. Town Portal should also be moved to Fire as the Castle Gate is Inferno.
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phe
phe


Famous Hero
Life and Freedom
posted March 29, 2025 07:07 PM

In Air but the diffrence between casting Dimension Door knowing Air Magic or not knowing it should be in mana cost...

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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted March 29, 2025 10:08 PM

To add to my Water Magic defence, whirlpools also teleport people, and what spell can you cast from a boat? That's right, Dimension Door.
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gnollking
gnollking


Supreme Hero
posted March 29, 2025 11:29 PM

DD & Fly are pretty much the only things that make Air Magic good. And in most maps those spells are banned anyways, which makes the secondary skill quite worthless. Haste is alright, but not worth an entire slot by itself. I think keeping the school as strictly PvP-focused one is alright, no real need to nerf it.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 30, 2025 08:18 AM
Edited by Phoenix4ever at 08:22, 30 Mar 2025.

Gnollking
The issue is that with Tome of Air you get 2 powerful control spells, with Tome of Fire you get 0.
I do agree Air becomes a little weak if you remove DD though, but as you said Fly and DD are often banned anyway.
Still Air Magic got some good spells like Haste, Chain Lightning, Lightning Bolt, Disrupting Ray, Air Shield and some would say View Air.

I was thinking maybe level 4-5 damage spells should cost 999 mana, if you don't have the correct magic school, then you can't cast Chain Lightning without Air Magic, which would also make Air Magic better...

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted March 30, 2025 10:38 AM

To avoid the absnowe need to get air for fly & DD (Dimension Door) and earth for TP (Town Portal) so in every kind of game where those are not banned, they are a "must have"  schools and spells, I was thinking about :
- Make them are multi schooled so more than one option can lead you to get there (the school is not a "must have", you can have choices => better imo to have multiple "path" to play and not "I'm doomed, I had not the only good school at right timing).
- They are "weaker" to make them less insanely strong (if you get them, you are not 3 to 10 "times faster" that easily)

To get there I thought about :
- DD to be fire & air and cost more mana ; could be casted once or twice a day depending on level (probably increase the moove point cost to get a "counterpart" in moove points)
- Fly belongs to air but also earth (naming it levitate ?) also cost more (N : 25 / B : 24 / A : 23 / E : 23)
- TP to be earth & water (like in MM6 where its here) and also cost more, can be casted once or twice a day (depending on level) but cost also more moove points to cast.
Those are just ideas.

I was also thinking to equilibrate more the strengh of some utility spells to make them FAAAR less powerful (and not require many mana nor advanced searching for them as they are level 1 spells nor need any wistom... and are the most powerful spells in game : haste, slow, curse, bless, shield, ...).
Idea is to :
- Make them far less strong (lets say for haste and slow you can think about making a lesser effect on speed if you stand with them as "mass" spells at expert)
- Make them not have "mass effect" when you're expert
- Change some spells levels to make them harder to get (increase school level and/or mana costs)
- Equilibrate a bit the schools accordingly

HF in modding.
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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 30, 2025 10:58 AM
Edited by Phoenix4ever at 11:01, 30 Mar 2025.

FfuzzyLogik
Well that sounds like a complete overhaul of the magic system, which I think is one of the things HotA has planned next.
But yeah a lot of things could be done to the magic system, we must think about what consequences it will have though.
But I believe you also know how to mod H3, so you can do whatever you want.

Btw. Air Magic is not really needed in HotA, if you take Pathfinding and DD is only 1 cast per day.
Fire would not be needed either, if DD was in Fire 1 cast per day.
I could not imagine going without Earth though, that would be horrible.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted March 30, 2025 11:10 AM

Aha distinguishing is a weak player if thinks so much problem about HoMM.. In chess, sports, esp. in budo, etc When disciple asks how does the attacker strike this place? In many things.. But through this to become stronger, so it needs time.. When you accept your appearance, so try also HoMM..

But I love Town Gate (Town Portal) in H4, because I wanted to MOD this.. And H4 realized me well.. I doubt DD for Fire, when

Banish - Earth & Water

Banish destroys a number of summoned creatures based on the caster's skill.

Where do they go? There are two schools of thoughts in this area. Some believe the banished creature is cast into oblivion - dies. Other more sensible thinkers believe they simple return from whence they came.

When enemy summons creatures, you cast a Banish on the battlefield, and animation appears gray gate/portal eats summon creatures.. And it changed red-coloured gate/portal goes to shut and disappear.. It after you can use a Banish to summon Gargoyle.. Don't use a Dispel or Cancellation.. Banish is a very OP.. Maybe JVC makes DD for fire in H5, but bankruptcy..

Ok I played in a few years that AIs allowed to use TP, Fly and DD.. No allowed to me.. Funny! Because of MP.. So I've a experience about AIs..

But what do I vote for? Nothing.. If you asked Slow.. So -25% Fatigue to Earth, and -50% Slow to Water.. or vice versa.. H4 showed the solution.. But from H2 mechanics..

Ok
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Hourglass
Hourglass


Supreme Hero
posted March 30, 2025 04:43 PM

Thematically, and to so extend in terms of spell school balance, the Fire magic would probably be most fitting. Currently Fire is lacking an adventure spell, and DD being in Fire would make people look more for the not much utilized spell school.

That being said, I currently believe that in terms of gameplay, spells such as Dimension Door and Town portal could very well be neutral and available for all spell schools. That alone could make spell school more close to each other - currently both DD and TP are being the big reason why certain schools are meta, whereas others are considered more or less utility. That for sure wouldn't change how we look at Earth magic, but I believe it would be a start towards the right direction. Just move the Slow for Water (it freezes!), buff Inferno spell to somewhat match Meteor Shower and Chain Lightning, and things look quite different already.

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bloodsucker
bloodsucker


Legendary Hero
posted March 30, 2025 05:07 PM

gnollking said:
DD & Fly are pretty much the only things that make Air Magic good. And in most maps those spells are banned anyways, which makes the secondary skill quite worthless. Haste is alright, but not worth an entire slot by itself. I think keeping the school as strictly PvP-focused one is alright, no real need to nerf it.
Thank you.

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Floribert
Floribert


Hired Hero
posted March 31, 2025 09:15 AM

Fire. I didn't hesitate.

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Juas
Juas


Adventuring Hero
Dragón Rojo
posted March 31, 2025 08:33 PM

Well, by thinking on ballancing Magic Schools, I believe DD should be a Fire Spell. So all of them have a movility spell on them. Also, Fire hasn't very good spells to me, I put it on 4th place as it is.

Thanks for this thread Phoenix. I now like the idea of making the change for myself.
I also got an idea from the thing you said that Ranges and Beastmasters have no chance of learning Fire Magic. So maybe it could be interesting, in my mod, to exclude some Secondary Skills depending on the Hero Class, to make them a bit more unique.

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FdgK
FdgK


Known Hero
posted March 31, 2025 11:26 PM

I agree with a lot of you. If you want to rebalance spell schools, it should be in fire, not in water or earth. The only other way for me is to leave it where it is right now but I would prefer fire to have a strong map control spell.

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LordCameron
LordCameron


Famous Hero
Veteran of the Succession Wars
posted April 01, 2025 06:24 AM

If you think about it, you are teleporting across the earth and also the earth spins really fast.

Ergo Ipso Procto: Haste and Dimension door should be earth magic.
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Floribert
Floribert


Hired Hero
posted April 01, 2025 08:40 AM

LordCameron said:
If you think about it, you are teleporting across the earth and also the earth spins really fast.

Ergo Ipso Procto: Haste and Dimension door should be earth magic.


Why then has Earth no vote?

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted April 01, 2025 10:52 AM

Earth is a very strong school because it gets :
- Town portal as "moove spell" on map
- Animate dead / Resurrection to save your army from any losses
- Meteor shower as a very powerful because its strong and quite "costless" spell (12 MP)
- Extra strong slow spell (who's banned freqently on templates because its mega powerful in figths if it can't be "cured") giving your army a powerful initiative and helps you to get your ranged attackers more strong...
Maybe that's why ?
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Dydzio
Dydzio


Adventuring Hero
VCMI contributor
posted April 01, 2025 02:22 PM
Edited by Dydzio at 14:24, 01 Apr 2025.

"other" - casual players should be exempt from voting on balance changes that will be picked up by somebody

99% of "balance ideas" on h3 public forums are completely ridiculous for pvp / hardcore players
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