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Author | miniarts are refunded! |
i understand the new rules, but not really fair to do this so short before the realestates come, all wizards suddenly have milions and will be able to buy all :S:S | for kiwi:
Yeah, but remember. We worked for them, they didn't pop out from no where. | will be fixed later. | Faction levels:
Level 9: 7 Att, 7 Def, 10 Ini,5 HP, 2 Morale, 2 Speed.
Level 8: 6 Att, 6 Def, 9 Ini, 4 HP, 2 Morale, 2 Speed.
Level 7: 6 Att, 6 Def, 8 Ini, 4 HP, 2 Morale, 1 Speed.
Level 6: 5 Att, 5 Def, 7 Ini, 3 HP, 1 Morale, 1 Speed.
Level 5: 4 Att, 4 Def, 6 Ini, 3 HP, 1 Morale, 1 Speed.
Level 4: 3 Att, 4 Def, 5 Ini, 2 HP, 1 Morale, 1 Speed.
Level 3: 2 Att, 3 Def, 4 Ini, 2 HP, 1 Morale.
Level 2: 2 Att, 3 Def, 3 Ini, 1 HP.
Level 1: 1 Att, 2 Def, 2 Ini, 1 HP.
Level 0: 1 Att, 1 Def, 1 Ini.
Rewriting this from the russian page was much less satisfying than bugging people by pm and collecting the info myself.
Uploaded once again on demand. | Hmm why ?? Then what is the unique racial abilities for Wizards now ? ^^ Plzz tell me | miniarts | But the mini arts not devour gold ?? or what ?? I do not really understand .. ^^ I mean every time the racial goes up, then all ur creatures got automatic mini-arts ?? | yea, u can attach whatever miniarts u like for free
every time the racial goes up,it gives better stats for the miniarts | for _DeDrow_:
Mini-arts are now free.
The Strength of the mini-art is determined by faction level
The Number of effects within 1 Mini-art is determined by combat level. | whining wizards .. have you thought of the talent change DE has undergone? offense moved from 7 to 8 ... Luck stays at 9 and morale at 10 ... very overpowered might DE now, sure!!! | 70: DE got additional troops | Guys, this is not a thread to argue who got what and who's better off...
Don't turn it into one | #71: Not at all levels... | I think that the update balanced a bit. Wizards with their mega strong mini-arts (if played as might wizards) were nearly unbeatable at some levels, miniarts have greatly been cut of in that direction (no luck anymore), but casting is made atleast possible now (but still arts have half the effect for more gold costs).
I wonder why they made chaos magic 10 points, for it being the main talent for wizards and all other factions main talent only costs 7 points 0.o
Fire magic armor reduction has greatly been nerfed (might wizard cut of) but effect of chaos magic talent on spells has been increased (magic wizard improvement).
So, wizards are now forced to play as wizards and not barbarians, as they should for being WIZARD, but still their magic was not improved enough for the cut in might wizard abilities with mini-arts and other effects in my eyes :/
Its the first step after stupidity from the start to make this game balanced even more, and this has no finished i think :) | "So, wizards are now forced to play as wizards and not barbarians, as they should for being WIZARD"
That is a thesis I cant understand,, demons can choose might or magic, DE can choose, even knights can effectively play with high SP using poison... etc.
In HoM&M you didnt have to be a wizard playing Tower.
Fortunatelly in my opinion you are wrong, even with new rules Might Wizards at lvl 8 - 10 are realy strong, especially ambushes against players on new thieving map are cool (High ini, and first shot with magi destroys half of enemy army). And now wizards can afford enchanted weapons ;)
"but still arts have half the effect for more gold costs"
I think that new arts (11 lvl min) have similar cost/effectivness ratio (for might and magic build) so maybe when I'm lvl 11 I will start playing magic wizzard not only in hunts and MG. | Lvl 11 arts for casters are nice, the +ini for the hero is really good, whereas piercing through magic resist in such low quantities is not worth mentioning :P
What is HIGH initiative for you when you see magi with ini-miniart as fast, lol?
Might wizards are not as strong as you say.
I meant that the lower level arts have to have a similar cost/effect ratio as the level 11 arts concerning wisdom/spellpower arts.
That is a thesis I cant understand,, demons can choose might or magic, DE can choose, even knights can effectively play with high SP using poison... etc.
In HoM&M you didnt have to be a wizard playing Tower.
Non-wizards might have this freedom of choice, but "old wizards" had only the choice between sucking (as magic wizard) or owning (as might wizard), concerning duels/GB's/...
Wizards NOW have te choice between being average ok with magic (one can now even win such battles) and being bad as might wizard because one's units are just not made for fighting (that might come of the fact that wizards are casters), low damage, low initiative, low hp (always compared to any other faction). Gargs don't do any damage, golems are too slow (in 2 ways ^^), gremlins are not worth mentioning, genies are like wet paper, magi have a very nice damage output, but effectively no hp. I could not fight with Sphinx or giants until now, but i think with these units wizards become a bit more compareable to fighters.
If you want to have proof for what i said, you can look at many players win/loss ratios and will see that even good wizards are worse than for example bad elves ... | I forgot to say that spellpower and knowledge are each point worth 2 AP whereas attack and defense only 1 AP. A BIG mistake by admins, because that results in fights that are equal when the fighter wears 15 AP and the caster around 30 AP (of course defense/attack/ini are on wizards arte aswell) |
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