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Magic appears weak


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AuthorMagic appears weak
Wizards are meant to play as magic faction, as are barbarian meant to play as might faction. From now on I have in mind only other 5 factions.
2 reasons why magic is weaker then might:
- can fully equipped magic player wearing only magic artifacts beat fully equipped player wearing only might artifacts? I do not think so. If you have seen such a battle post a link.
- I checked 200 players and I did not find one of them who would have more spell power points then attack points. But almost every fourth has 0 spell power .

I think that admins planned for magic just for support for might players and not to play only as magic.
- I checked 200 players and I did not find one of them who would have more spell power points then attack points. But almost every fourth has 0 spell power .

this is debatable. it is all about your playing style. take knight as example, they have varies talent to go with.

so, some players prefer go to full might, therefore you got full atk or full def built;

some players prefer getting support spells while still maintain a reasonable might strength, therefore you can see holy knight or dark knight around;

some players prefer go to full spells path, although it is rare but i saw 1 knight in last blindfold tour with full Sp as dark knight.

I think that admins planned for magic just for support for might players and not to play only as magic.

well, just intro the new formula on exp calculation will do. players cast support spells can get certain exp if allies unit kill some with the buff OR target get killed while debuff is on.

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ofc, you can have a HoMM style on wiz which increase def per Sp and atk per Kn. ratio can be nego, take example 1:3, so with 24 Sp, you will get extra 8 def for troops.

this tune is the smallest without causing a big chain.
https://www.lordswm.com/pl_info.php?id=4365571

Dark poison knight, 25 spell power, plus a talent that gives +5 SP for dark spells. Poison does 146 damage a turn for 4 turns :)

I think this would be a standard knight.
I see a standard DE might build with tactics...
Dark poison knight, 25 spell power, plus a talent that gives +5 SP for dark spells. Poison does 146 damage a turn for 4 turns :)
He played only one battle with that spell power and lost heavily against barb. Poison doing only 64 damage per turn.
https://www.lordswm.com/warlog.php?lt=-1&warid=18297997

well, just intro the new formula on exp calculation will do. players cast support spells can get certain exp if allies unit kill some with the buff OR target get killed while debuff is on.
I'm looking forward on that.
well, just intro the new formula on exp calculation will do. players cast support spells can get certain exp if allies unit kill some with the buff OR target get killed while debuff is on.

"Shared exp" checkbox anyone?
He played only one battle with that spell power and lost heavily against barb. Poison doing only 64 damage per turn.

what you expect? barbarian with its resistance can even counter any negative buff but not just spell dmg. they do give wiz hard time.

ofc, let's say we change the opponent, if he get a might DE as opponent? you will see how those shrew and liz fall in no time. yet, there are disadvantages playing as poison knight, but discussion will be out of topic.

again, it show that 'might or magic?' is just the style you wanna go with.

can i blame: 'omg, barbarian resist is too good, my poison knight cant deal dmg on them. pls nerve them?' OR 'omg, poison knight kill my shrew so fast, pls nerve them?' sure, you cant blame....

go back to the topic, you can always switch to other faction if you are having problem with that faction.

106>

'share exp' is more like an option for those using less AP, they get more exp. it is different with the idea i gave.
Some people still do not get it. I am not saying that mages are weak in PvP. I say magic seems weak or let's say unattractive compared to might build for all but wizards in most cases. the top 100 give a strong indication for that.

I am about to think that the hunt bonus damage which wizards enjoy should be a general bonus for all factions against neutrals. That might make magic more attractive for other factions, too while not touching PvP balance.
Well that's true that destructive magic isn't good option for Demon and even for Dark elves who looks like mages (starts game with mana and one spell) it's better to be fighter. For DE it's better be might due to hunts - it's much easier to do damage "bigger by magnitude" with shrews then attacking with spells which are limited due to mana needed to cast. In PvP there maybe isn't a such horrible difference in killing potential, but hunts and merc. quests are very common type of battle. For a demon situation is much worse. I was a demon mage when I was at lower levels, but as before hunts and merc quest are simply too difficult with spells. Demons have hellfire ability to support with destruction from magic besides spells alone. But it's horrible, it have only 30% chance to trigger and it deals 7dam/SP so it's in average 7*0,3dam/SP = 2,1dam/SP what is pretty tiny compared to cost 5 mana. So you need also big pool of mana to support this ability, which means very low damage. DE have better special ability, but spells cost too much mana to be this ability viable for hunts and merc quests. So we have three fractions with destructive magic, two of them starts as mages (at lvl 1), and only one is good at hunting and merc quests. Even one "mage fraction" designed to use destructive(!) magic can be simply used only as warriors...
Solutions? I think solution should be made in hunts and merc quests, maybe it can be done this way:
- neutral monsters have defense bonus
- or all casters (not only from wizard fraction) have dam bonuses to them.
i also think that the hunt bonus should apply to all factions, since it is a bonus for wizards, as their true special ability are mini arts.
There are many interesting ways to use magic, it seems to me that players are just not creative enough to figure it out. I think we need some duel or GB type of tournament to see.
Additionally, since GB is expensive or time consuming, people mostly do hunts and mercenary quests (which is weird, because I think that playing against real opponents is the most interesting here - another reason we need some well funded duel type tournament :-)), when "full-might" or "almost-all-to-might" is better choice, except wizzards.
btw. I agree with Jabbar and Pang.
i also think that the hunt bonus should apply to all factions, since it is a bonus for wizards, as their true special ability are mini arts.

Interesting idea, as we *may* see Magic DE and Magic Demon builds then. Other factions would see now advantage in this change, since the damage multiplier bonus applies only do Elemental damage-dealing spells.

Or perhaps DE and Demon would stick to good ol' habit of running around with Shrews or Cerberi, respectively! ^_^
i also think that the hunt bonus should apply to all factions, since it is a bonus for wizards, as their true special ability are mini arts.

That is a great idea. But only to elemental and poison spells.
Magic builts are better suited for PvP.

Following 110's idea, this would make magic builts more hunter-friendly during 'breaks' between PvPing.

I for one wont mind going Poison necro and magic DE during PvP tournaments or PvP wars.
This topic is long since last update and considered obsolete for further discussions.
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