I came to notice that knowledge really becomes unimportant after a certain degree(unless youre a wizard),because you simply cannot spend as much mana as you wil regenarate until next heavy spell battle.Also,spellpower becomes useless unless you have destruction magic or summon phoenix.So heres how I think spells should work:
First,all spells should have their duration affected by knowledge,and not spellpower.And,in order to make knowledge even more important,the level of spell should affect the duration to.The formula I think would be the best is kowledge/level rounds.So a spell of level 3 would last 3 rounds if you had 9 knowledge.(note that rounds depend on the initiative of the targeted creature).
Knowledge should also affect the spells dispelability.Dispelers knowledge/casters knowledge (and maybe minus some number) should show how effective a dispel was.This also should be affected by the level of the spell(maybe DK/(CK*lvl)-0.5).Alternatively,spellpower could be used for the dispeler instead of knowledge.
Spellpower,on the other hand,should show the effectivness of all spells,not just DD ones.And,because they are too weak now,DD spells should do SP^2 times a certain number damage(or maybe SP with no magic,SP^2 with basic,SP^3 with advanced and SP^4 with expert magic).But boosting and cursing spells should also have an effect based on the SP,too.For example,slow could decrase the initiative for 0.1*SP.
This way,knowledge would become a much more usefull attribute for someone using buffs/curses and for those that use cleansing,while spellpower knowledge combo would become a much more for a mage.Curently,you dont need high SP and knowledge,nor a high magic training.You can just learn basic dark and master of mind with your 20/20/5/5 hero that rellys purely on might,and your slow will still be effective as that of a 5/5/20/20 mage.Magical attributes need to play much more important role than they do now.
What do you think about it?
Spell effects,knowledge and spellpower(or just magic)
- DaemianLucifer
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- RaSmuShaDoW
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One thing is true for sure - geting more knowledge points is usseles that it is higher then some 7-8 points.
That's I think one of the main reasons why Academy is so weak. The system of knowledge afecting damage and duration of the spell is nice idea. It would be somethin similar to the balista damage formula.
That's I think one of the main reasons why Academy is so weak. The system of knowledge afecting damage and duration of the spell is nice idea. It would be somethin similar to the balista damage formula.
- Lady Farquad
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Re: Spell effects,knowledge and spellpower(or just magic)
I agree. When forced to take knowledge usually I feel cheated, and try to avoid it, specially in long games.DaemianLucifer wrote:knowledge would become a much more usefull attribute
I like the whole idea, knowledge improv is a must.
... and I'm glad you got your efreet back!
Morior, ergo sum
- PhoenixReborn
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In heroes 2 you only got one spellpoint back per day unless you had certain artifacts. Now they've tied how many spellpoints you get back per day to the amount of knowledge you have and to some subskills.
So, it's already more useful. Are you afraid of imps? Maybe they should drain more mana? So it is useful there too.
So, it's already more useful. Are you afraid of imps? Maybe they should drain more mana? So it is useful there too.
- DaemianLucifer
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True,it is a bit more useful,but not by far as useful as attack and defense are.And that is my point.I am looking for ways to make all for attributes as useful,and that only your preference decides which one is the one you need the most(along with the hero type you play,but that one is also your preference)PhoenixReborn wrote:In heroes 2 you only got one spellpoint back per day unless you had certain artifacts. Now they've tied how many spellpoints you get back per day to the amount of knowledge you have and to some subskills.
So, it's already more useful. Are you afraid of imps? Maybe they should drain more mana? So it is useful there too.
Last edited by DaemianLucifer on 18 Nov 2006, 01:54, edited 1 time in total.
Well, for the factions that focus on Knowledge, it is useful. It's also alot more useful than most of the old Heroes games. The same problem used to occur in all the old games, but they didn't have the mini-artifacts, or the knowledge/day regen. So you can imagine how useful it was before.
Mini-Artifacts are great. They take slightly underpowered units and make them equal in the low-mid levels, and even a bit more powerful than normal units later. That's a direct relation to your Knowledge stat. Look at it this way, with a few resources, basically every point of knowledge also equals 1/3 of a point in another stat, so you get both. Don't see the problem there.
Sylvan's is a little trickier to use, since it does require certain skills. However... Triple Imbued Ballista + Rain of Arrows + Implosion = ALOT of mana every round (it could potentially be 10 casts of it every 10 initiative). It can also be VERY effective.
Yes, it is in general the least-used stat past a point, but I think they did a good job of balancing it.
Mini-Artifacts are great. They take slightly underpowered units and make them equal in the low-mid levels, and even a bit more powerful than normal units later. That's a direct relation to your Knowledge stat. Look at it this way, with a few resources, basically every point of knowledge also equals 1/3 of a point in another stat, so you get both. Don't see the problem there.
Sylvan's is a little trickier to use, since it does require certain skills. However... Triple Imbued Ballista + Rain of Arrows + Implosion = ALOT of mana every round (it could potentially be 10 casts of it every 10 initiative). It can also be VERY effective.
Yes, it is in general the least-used stat past a point, but I think they did a good job of balancing it.
- DaemianLucifer
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Sure,mini artifacts are great,but what if you dont play wizard?And even with tripple arrow and imbue ballista I never managed to burn over 100 mana in a single combat.Not even in really long ones.And I took master destruction there.Only imps managed to drain me more than that,and it was thousands of them.Arqane wrote: Mini-Artifacts are great. They take slightly underpowered units and make them equal in the low-mid levels, and even a bit more powerful than normal units later. That's a direct relation to your Knowledge stat. Look at it this way, with a few resources, basically every point of knowledge also equals 1/3 of a point in another stat, so you get both. Don't see the problem there.
Sylvan's is a little trickier to use, since it does require certain skills. However... Triple Imbued Ballista + Rain of Arrows + Implosion = ALOT of mana every round (it could potentially be 10 casts of it every 10 initiative). It can also be VERY effective.
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