Author | Magic system broken |
I think magic it is necessary to cancel, the button "to kill all" in this game should not operate. |
Would it be an option to make the spell damage/effects of troops (e.g. magi) positively dependent on the spell power of their lord? This would partly reduce the initiative problems as pointed out by Jabbar (15) because then all magical units, and not only the lord, benefit from spell power. Also spell power would be more on par with attack and defence, as these now both benefit both the lords themselves and their troops. Just a suggestion. |
Would it be an option to make the spell damage/effects of troops (e.g. magi) positively dependent on the spell power of their lord? This would partly reduce the initiative problems as pointed out by Jabbar (15) because then all magical units, and not only the lord, benefit from spell power. Also spell power would be more on par with attack and defence, as these now both benefit both the lords themselves and their troops. Just a suggestion.
I think that Joltar has a really good point here. Imagine Druids nailing you with a lightning bolt based of a 12 spellpower bonus& they also have increased mana, due to your knowledge. I know I would make the druids a priority target over my Archers then. & I would really hate Wizards & Genies! So I heartily approve of this idea, It would make for a hell of a lot more interesting battles! |
I had this idea in mind as well. Just as each point in Attack increases troop damage by about 5%, make each point in Spellpower increase spell damage by 5% as well. And each point in Knowledge should reduce spell damage by enemy troops (but not my enemy lords) by 5%.
This is still far from making Spellpower and Knowledge on par with Attack and Defense at high level, since there are few spellcasting creatures, but it's a step in the right direction.
We don't need to make drastic changes. Just make changes with the idea that Magic will scale with lords' level, so that it's as relevant at level 12 as it is at level 1. Thus, heroes' spellcasting ability should be dependent not only on spellpower, but also on combat level (exact formula for balance to be worked out). When you get to the point where, when the time comes to assign primary skill points, players find it a tough decision, then you have the right balance. Let players' choices be your gauge. When you see half of the players at level 11 and 12 playing Magic (except barbs, of cours), and half playing Might, then we will have tweaked it right. |
When you see half of the players at level 11 and 12 playing Magic (except barbs, of cours),
Don't forget knights. Our magic is solely supporting-no real damage. If this idea happens, then we knights better get a buff of some sort relating to magic-since we don't have any magic dealing creatures either. |
I had this idea in mind as well. Just as each point in Attack increases troop damage by about 5%, make each point in Spellpower increase spell damage by 5% as well. And each point in Knowledge should reduce spell damage by enemy troops (but not my enemy lords) by 5%.
This shall never happen, it should destroy the whole gameplay. In fact I think the wizards with high spell power are quite powerfull even on my level(9), so it is possible to play this way. |
Well something will always be good at magic and that is a huge differemce between might!
When you go might you need full troops to deal your max. damage that means low troops = low damage!
While at magic you always deal constant damage weakening opponents no matter how much troops you have xD! |
Kuskika was a magic Wizard up until, and a bit into level 12 |
27.
Eh, with a magic build you need your troops to survive long enough for the Hero's turn to come..if anything magic build requires max troops because max troops = max hp..
While constant damage is good, it gets balanced because of poor abilities or damage from creatures (points to wizard units)
Also units getting excessive morale further hinder magic builds, because heroes dont get morale and there are few ways to increase hero initiative..the sorcery talent does increase heroes initiative (sort of), but except that skill all the other skills in that particular section are of (relatively)no use. |
Wizards can somehow compensate their lack of characteristics with mini-arts, but Dark Elves are left in the rain. And other factions can forget the magic path completely.
Yet, I think someone forgot that high-level magic users have access to Mass Spells as well, improving the overall efficiency of spells. And level 4 and 5 spells have yet to be released. |
30: Of course wizards can compensate with mini-arts, but it is those mini-arts that push wizards towards the might build ( since they give might bonuses in general - at least the best of them ). |
I feel, as a player of a Knight, a split might-magic Demon and a Barb, i find it that magic does need a tweaking, both damaging and supporting spells. The idea for a percentage increase does seem reliable, since of course the increase is already in effect for Attack and Defence parameters. If one were to INVEST in a skill point for Attack/Defence, thus getting a bonus for it, then same goes for Knowledge/Spell Power. Simple eh? =) |
"If one were to INVEST in a skill point for Attack/Defence, thus getting a bonus for it, then same goes for Knowledge/Spell Power."
-> the point is, it wouldn't give a general bonus putting a point in KN/SP
it would affect 0-2 creatures and never be fair for those knights/necros/demons playing magic build getting a huge disadvantage for not getting any bonus out of it but in fact becoming weaker than ever compared to a wizard magic build
maybe the system is set that you shouldn't be able to completely be a magic-only char; it is just that using magic means giving up some (but not all) of your troops power for the ability to dish out some focussed damage with your leader (who in fact isn't able to die before all troops are down so you never lose that strong unit)
so your melee units (and your archer if you have some) do some less damage but you get that damage in return by casting spells where you need it
but maybe it was never meant to be a standalone-build and is only a side-effect by gargs with very high hp, flying ablity and at DE shrews and minos
but that's just an assumption |
You forgot on POISON spell. They deal a lot of damage... |
I guess... in high level, mage will be more depend on mini artifact... where they can actually earn whole lot of money during lvl5-6 by getting element to sell from mecenery quest... |
You forgot on POISON spell. They deal a lot of damage...
nahh.. unless you mean Mass Poison. But that costs a lot of points in knowledge and most DE/Necro/Demons are might. Not really much use.
I guess... in high level, mage will be more depend on mini artifact... where they can actually earn whole lot of money during lvl5-6 by getting element to sell from mecenery quest...
True. Although its hard to earn much with merq. I earned no more than 35k so far with 130 quests done |
not to mention the costs of arts... around 15k, so only 20k net profit. Thats only a tiny fraction of what you need for full double minis |
magic for no wizards is useless, as a DE magic build witch i tried at level 10 with 22 spell power, wow the fireball is so wonderful in group battle but u r zero at hunts , and group battle for high level is 1 in a day or maybe in maximum 2 , wizard have there ability to do more damage in hunt, but the game tells u this : if u r not a wizard go to hell with ur magic XD .... that's what the game says to us DE demon etc... if we r magic build . and the most really bad thing witch is really bad that DE special ability and special talent is useless in the game ( empowered and piercing magic)... that thing make the game not much joyful as a DE lol . |
The biggest advantage of magic is that it can be very selective.
You choose without any reservation what the target will be.
When dealing with melee, you have to get close and in range for retribution.
SO what do we have to look at to make a proper comparison.
It is the marginal effect of primary skills on either magic or might. Not the absolute effect.
Some people do believe that magic has less effect, but in the margin it actually offers very strong strategic advantage by being able to select your target and keep your melee on the defensive given your creatures the ability to hit first.
Don't stare blindly on the simple comparrison of damage. |
This only holds true only in PvP, for PvM the damage is simply not sufficient, regardless of freedom to choose target. |