1. #1

    Magic is so underpowered its a joke

    I just played a game where I had a magic hero focusing on prime magic. The other guy had a might hero focusing on offence and warmachines.

    I had 3 times his army literally I was playing dungeon he was playing elves. He was also 3 levels higher then me. I wanted to focus on doing damage with implosion on his army. My implosion kills 10 core creatures 10 bloody core creatures its a joke .... and another 4 with its echo.....

    I barely won barely and I had 3 times his troops. If some one tells me how to upload the savefile I will. But at this rate you can scrap all magic heroes 70 elf archers core kill 35 elite (medusa) with one shot and my implosion kills 10 bloody archers...
    Share this post

  2. #2
    Originally Posted by ereius69 Go to original post
    I just played a game where I had a magic hero focusing on prime magic. The other guy had a might hero focusing on offence and warmachines.

    I had 3 times his army literally I was playing dungeon he was playing elves. He was also 3 levels higher then me. I wanted to focus on doing damage with implosion on his army. My implosion kills 10 core creatures 10 bloody core creatures its a joke .... and another 4 with its echo.....

    I barely won barely and I had 3 times his troops. If some one tells me how to upload the savefile I will. But at this rate you can scrap all magic heroes 70 elf archers core kill 35 elite (medusa) with one shot and my implosion kills 10 bloody archers...
    The direct damage spells are a bit under-powered, but the debuffs can get ridic.

    Fortune in 4x4 from the Prime skill tree is insane. Letting you cast twice in a round, is also really good.

    Blizzard? Fog Shroud? So many good debuffs and buffs.

    No longer are the best spells in the game are just a few that do direct damage.
    Share this post

  3. #3
    Yeah, I want to see all spells equal good across the screen, feel that the direct spells in earlier games was the optimal choice no matter. Like the debuffs and buffs so far.
    Share this post

  4. #4
    RobvD84's Avatar Senior Member
    Join Date
    Mar 2013
    Location
    Utrecht, Netherlands
    Posts
    570
    Well yeah Sylvan are indeed OP when they have the combo full range skill and the ult race skill. This will give the ranged units in Sylvan such a boost. I really think they should remove the full range and replace it with a another +2 or 3/ 10% dmg for shooters. Also when i had a Sylvan Hero who could get this skill (i mostly use Osir for this) when i got around level 10 -12 i already got nearly 20 attack, and not to mention that each point of "revenge" will get you 4 attack for each of your unit, so that is another 12 of you have the max of 3, and with utl race skill, you always do crit hits. And i don't think a magic hero would have a high attack or defence. So yeah OP.
    Share this post

  5. #5
    Originally Posted by RobvD84 Go to original post
    Well yeah Sylvan are indeed OP when they have the combo full range skill and the ult race skill. This will give the ranged units in Sylvan such a boost. I really think they should remove the full range and replace it with a another +2 or 3/ 10% dmg for shooters. Also when i had a Sylvan Hero who could get this skill (i mostly use Osir for this) when i got around level 10 -12 i already got nearly 20 attack, and not to mention that each point of "revenge" will get you 4 attack for each of your unit, so that is another 12 of you have the max of 3, and with utl race skill, you always do crit hits. And i don't think a magic hero would have a high attack or defence. So yeah OP.
    That is my point, at lvl 12 you have like 21 attack with a might hero... i had like 5 defence and 4 attack with my magic hero and around 15 magic. There is no way the current spells make up for the difference in attack and defence. Whats even more ****ed up is that the might hero still has access to spells GOOD debuf spells and buffs for instance in the above mentioned game he still casted : arrow storm on his archers and blizzard on my troops. The difference between a might hero and magic hero is staggering direct damage spells need to be seriously buffed late game like doubled or tippled in power to make a magic hero worth it at all
    Share this post

  6. #6
    Originally Posted by Grim_04 Go to original post
    The direct damage spells are a bit under-powered, but the debuffs can get ridic.

    Fortune in 4x4 from the Prime skill tree is insane. Letting you cast twice in a round, is also really good.

    Blizzard? Fog Shroud? So many good debuffs and buffs.

    No longer are the best spells in the game are just a few that do direct damage.
    Grimm the might hero still has access to buffs and debuffs..... the only purpose to go full magic is not for the buffs or debuffs its for the direct damage spells
    Share this post

  7. #7
    maybe, this should be posted or moved into the Feedback Forum better...

    HOWEVER, this is an important Topic, it was an important Topic in Hereos VI as well i feel, it is hard to say if Magic hereos or might hereos are better at the Moment, i didnt test both enough BUT
    some People also say that Magic is OP, especially the area spells like Tsunami are supposed to be devasting on higher Levels,
    I think that the Balance isnt that bad atm but of course some poitns here are also valid, if u give a might hero lots of offense and defense and every single creature has a benefit of it,

    by the way, it was a great idea to Change the mechanic how might and magic works all creatures receive their Bonus dmg from might now instead of the splitted Thing with might for might creatures and Magic for spell creatures in hereos VI, i think ist easier to Balance stuff this way, however so creatures on might hereos have a steady nice Bonus on their stats due to the high might and defense value and they get also warcries, i like tghe warcries and they feel weaker than spells i think what they also should but im not sure how strong they are in the end, noone can say until it is more tested, i'll try it if i have the time,
    so Magic heroes have to catch up the loose in might and defense with the their spellpower, so in the end there has to be a ballance between might hereos' might and defense buffs+ warcries and Magic hereos' spells and the lower might and defense buffs, i dont think Magic hereos are weak but i cant say yet if there is the proper Balance but i think there can always things be done and normaly might hereos are stronger than Magic heroes from my experience, but i really lack the Information atm, since the beta is expanded we should test it now but i cant do it alone :x
    Share this post

  8. #8
    RobvD84's Avatar Senior Member
    Join Date
    Mar 2013
    Location
    Utrecht, Netherlands
    Posts
    570
    I think it is more or less a problem about skill combination. Some combinations are strong and you can have them pretty fast (if you choose free). And i don't know if magic heroes can have skill combo's (magic) that gives them a huge advantage (maybe the combo of Light Wisdom, Fire Wisdom, etc, etc.?)
    Share this post

  9. #9
    well, after some first tests, i can say that Magic hereos seem to have more Impact on the battle than might hereos although might hereos are also quite good, i think the Balance is quite good to be serious, there is nice stuff for a might heroes just as for Magic hereos and the scaling for spells feels good, i would rather say ist too good than might hereos being too strong...

    i'll test it more but i dont think there are serious Problems
    Share this post

  10. #10
    Originally Posted by MoritzBradtke Go to original post
    well, after some first tests, i can say that Magic hereos seem to have more Impact on the battle than might hereos although might hereos are also quite good, i think the Balance is quite good to be serious, there is nice stuff for a might heroes just as for Magic hereos and the scaling for spells feels good, i would rather say ist too good than might hereos being too strong...

    i'll test it more but i dont think there are serious Problems
    Magic heroes actually ARE weak, because they lack really devastating spells, while might heroes can have access to buffs and debuffs, which scale with their army's power, and with their might and perks. For example every turn said hero can duplicate a creature stack which will be even more numerous than the original one, and with expert dark magic this stack will ignore first instances of damage. This exact might hero can cast despair, debuffing enemy morale by -105, for example, and so on. It all scales with his army's power. The only reason to go for magic hero always was a direct damage magic. I used to play implosion/disitegrate centered heroes before and they did well.

    But now it's useless, because there is no reason to ever go a hero without an offence tree. Magic won't matter if said might hero will destroy 4 stacks of your army in one turn.

    Game needs much more damage dealing magic, and it needs to be really destructive, as a reward for not having a vital offence or leadership tree.

    So far every faction's heroes can be divided by tiers. For example Tier 1 for dungeon is Yrris (Stalker growth increase on a first week or two, able to master dark magic, able to move fast via exploration tree, high base attack and so on). Darkstorm comes second - he wouldn't if he had no offence tree in his arsenal.
    Share this post