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AuthorIs Disruption ray spell overpowered?
Hi guys , I think Disruption ray spell is so overpowered compared to other dark and holy spells which need spell power and effect is limited for short duration.

Whats ur opinion?
it is balanced
How come its balanced ?
yes i feel it is
the whole dark magic is too strong
should be equal to the holy magic power
a spell to reduce 12 def for certain amount of turns is understandable
but not this!
I find that rather the mass darkness spells are too strong. 5x5 area and 2 times per turn... that means in 2 turns with an expert darkness hero, and almost all my army would be like naked (20 def is what I get from full arts).
Exactly some dark magic spells like ie: Delay and confusion are stronger than holy spells .Still I wont say those are overpowered.But this spell is insane.

And I have no Idea as how to play against a disrupting hero whether its necro or knight.
it is a balance how about if raise the dead was only for a couple turns?
or what about despersion
and how many other darkness spells do people really use?
assume we are talking on expect mastery on spells, it will cost dis ray 2 cast to kill down a stone skin. in general, it take atleast 2 turns before it actually work on stone skin.

in pvp, i bet most of your killing will be done within 2 turns to soft down enemy major strength.

holy talent is cheaper and much more useful in most situation; rather than dark talent is more faction dependency.
the whole dark magic is too strong
should be equal to the holy magic power

Makes sense that dark is slightly stronger since the holy player is the one who place his troops the way he wants after all so the holy player has a tactical advantage. 5x5 area is a pain though; there's just nothing you can do to avoid it.

As per disrupt, yes, I would call it overpowered. Maybe elves or DE can do good against it, but slow factions or destruction builds are kind of bound to loose. That's particularly powerfull considering that killing appas is tough (miss), vamp regen crazy amount of HP (low def) and you get shot by a whole pack of skels. No wonder why almost every necro uses disrupt.

@ ibringpain: Well, which dark spell can you cast at level 4 anyway?
@ ibringpain: Well, which dark spell can you cast at level 4 anyway?
doesnt matter disruption ray and sometimes poison is the only spells people use for darkness
assume we are talking on expect mastery on spells, it will cost dis ray 2 cast to kill down a stone skin.
Mass disrupt build has usually 5/6 KN which is almost as much as holy. It however allows to get additional talents, and at least 5 more stat points (SP). So, considering a necro still, at level 12, they'd pick basic erudition + another talent, granting +4 ATK, +5 ATK from points not invested in SP, so they have +9 permanent ATK.
doesnt matter disruption ray and sometimes poison is the only spells people use for darkness
https://www.lordswm.com/war.php?lt=-1&warid=35670251 delay, confusion, disrupt
https://www.lordswm.com/war.php?lt=-1&warid=35670251 delay, disrupt
https://www.lordswm.com/war.php?lt=-1&warid=35782638 delay, weakness, disrupt

That's just from my last log page.

Hardly anybody use poison; only maybe on early levels.
in pvp, i bet most of your killing will be done within 2 turns to soft down enemy major strength.
well after a mass spell hero gets his turn faster its basically just 1 turn
n as i a knight i don't think i can kill anyone in 1 turn
anything*
n to add, all of them are 5 x 5 now why are they 5 x 5 ?
lets see (@expert skill lvl)
delay is stronger than rapid
curse= bless
weakness(10 mana) chast(12 mana)
so weakness is better
disrupt(permanent effect 10 mana)stone-skin(temporary effect 12 mana)
again disrupt is better
confusion(70% range & retaliation effect reduced) evasion(70% range resist)
dispersion & poison are 2 different things
AND
dark has 5 x 5
5x5 isnt a problem considering that dark magic is being casted on enemies and they know u r a dark magician. So 4x4 will do no good for dark magician.
in pvp, i bet most of your killing will be done within 2 turns to soft down enemy major strength.
for Pang:
How many turns need for a knight or wizard to finish a game. Or atleast kill 50% of the enemy.
Pang never plays PvP... Commanders' guild: 0 (0.00) +150.0

He probably has no problem killing bots from the forests...
well i like Disruption ray as it is :)....at least they give some hop for poor necro/DE/Demon facing nasty holy tank knight....lol
Slow factions based on resilience, with -20 defence on almost all stacks after only 2 turns, are left with little hope (if any).
Forgot to add Dark Knight too...actually dark magic is stronger than holy,unless admin add more magic which is available in original Homm V. like increasing luck/moral etc..but i don't think they implementing it here
[Post deleted by moderator Pang // ]
This topic is long since last update and considered obsolete for further discussions.

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