ok, so dungeon has heros that start with dark magic
but dark magic isnt in their guild
instead, its in haven's guild
so...haven, sylvan and academy are supposed to be the good guys, right? so they all get light magic
inferno necropolis and dungeon are the bad guys, and 2 of them have dark magic.
Ive never used 'unholy word' but its my understanding that it hurts all the good guys and doesnt hurt the bad guys.
so im guessing that they made haven overpowered enough so that it could kill the inferno even with the haven hero casting curse of the netherworld each time its his turn. What u think, good guess?
Why are mage guilds screwed up?
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
naw, curse is a pretty weak spell. it's typically a complete waste of a turn to cast it, unless there are very few of the enemy left, and you really just want to prevent the enemy hero from acting again (so it makes an OK 'finishing move'). typically, haven hero's spell power is too low for it to do much more than a hundred damage or so.
don't forget that light magic also has the light version of the netherworld spell too (word of light) which doesn't hurt dungeon critters, only necro and inferno.
it's still a useful skill for dungeon though. the dark spells i use the most are level 1-3 for example, and require perks to truly make them effective.
(mass slow, mass confusion, mass weakness, mass suffering, etc.)
again though, both are very weak spells:
64 + 8(power)
don't forget that light magic also has the light version of the netherworld spell too (word of light) which doesn't hurt dungeon critters, only necro and inferno.
it's still a useful skill for dungeon though. the dark spells i use the most are level 1-3 for example, and require perks to truly make them effective.
(mass slow, mass confusion, mass weakness, mass suffering, etc.)
actually haven gets equal dark and light magic in their guilds.so...haven, sylvan and academy are supposed to be the good guys, right? so they all get light magic
actually it hurts everybody but necro and inferno. (so it's the one that hurts dungeon)Ive never used 'unholy word' but its my understanding that it hurts all the good guys and doesnt hurt the bad guys.
again though, both are very weak spells:
64 + 8(power)
But its silly cause with the 1-3 dark magic spells, only decay cares one bit about spell power (unless you REALLY expect a battle to last 18 turns), and they dont get the advantage of irresistable magic or empowered spells (no empowered decay, and why not?...but instead you can get...and let me pause here for effect... empowered fist of wrath...and empowered wasp storm...) , yet dungeon has 2 heros that start with dark magic.
but haven getting dark magic is genuinely hilarious...so they can do the best buffs for their own already overly numerous troops and the best curses on their enemies, both with little or no dependence on spell power, which haven conveniently does not have. Meanwhile, haven doesnt have to worry about heros that start with, say, destructive magic ...u follow where im going with this? man this needs to be fixed.
but haven getting dark magic is genuinely hilarious...so they can do the best buffs for their own already overly numerous troops and the best curses on their enemies, both with little or no dependence on spell power, which haven conveniently does not have. Meanwhile, haven doesnt have to worry about heros that start with, say, destructive magic ...u follow where im going with this? man this needs to be fixed.
well , just imagine lethos with desructive magic from the start on a small map ... you follow my thoughts ?
then Haven its is true have both dark and light , but in order to launch all these spells, they nedd just sooo much more mana than a typical haven hero gets, and by the time they are done cursing and buffing, he firsts curses are already gone for a long time ...
so no haven magic is not overpowered...
You can even prevnet them to just use magic with suppres light if they are low on knowledge or some imps are good too ...
then Haven its is true have both dark and light , but in order to launch all these spells, they nedd just sooo much more mana than a typical haven hero gets, and by the time they are done cursing and buffing, he firsts curses are already gone for a long time ...
so no haven magic is not overpowered...
You can even prevnet them to just use magic with suppres light if they are low on knowledge or some imps are good too ...
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...
The truth pure and simple is seldom pure and never simple...
right, Its true haven wont have great knowledge skill...
and I certainly dont think dungeon needs to be stronger...
I just wish other factions didnt have heros that...u just dont know what on earth to do with, cause they are doomed to level 1-3 spells, like lethos, and raven, and pretty much every faction cept haven
and I certainly dont think dungeon needs to be stronger...
I just wish other factions didnt have heros that...u just dont know what on earth to do with, cause they are doomed to level 1-3 spells, like lethos, and raven, and pretty much every faction cept haven
your right, keep in ming those big eight plauers map , when you will have to capture a town, and then if you are lucky ...
But that is one of the features i d like to see reworked in this game: starting dumb skills, dumb ultimate path, and dumb skills choices forbiding to get these ultimates ...
wanna make some poll on that one, everyone should agrea ...
But that is one of the features i d like to see reworked in this game: starting dumb skills, dumb ultimate path, and dumb skills choices forbiding to get these ultimates ...
wanna make some poll on that one, everyone should agrea ...
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...
The truth pure and simple is seldom pure and never simple...
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
sounds like a hero mod in the making.
I have no problems with dungeon heros that have dark magic skill to start, but if you want, it would be very quick and easy to replace those skills with another, if you prefer.
figure out what you want and make a post in the modcrafting guild area.
I have no problems with dungeon heros that have dark magic skill to start, but if you want, it would be very quick and easy to replace those skills with another, if you prefer.
figure out what you want and make a post in the modcrafting guild area.
there are several mods dealing with these particular issues, two of which are posted in the mod area on CH, and others posted over on Elrath.dumb ultimate path, and dumb skills choices forbiding to get these ultimates ...
thank you, but mods make me wonder how we adjust with each other mods in MP, and BTW, do you know if a mod that ALWAYS allow you to pick a clever skill to go to ultimate exist ? ( like don t give the choice between magic res and ressourc for sylvan ... )
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...
The truth pure and simple is seldom pure and never simple...
The ironic part is that the guy that you are asking just so happens to have made just that sort of mod Check the mod section.Kilop wrote:thank you, but mods make me wonder how we adjust with each other mods in MP, and BTW, do you know if a mod that ALWAYS allow you to pick a clever skill to go to ultimate exist ? ( like don t give the choice between magic res and ressourc for sylvan ... )
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Simple:You both apply the same mod.Its really not that hard.Especially with the mod manager(forgot where the link is though).Kilop wrote:thank you, but mods make me wonder how we adjust with each other mods in MP,
Sir_Toejam indeed made a mod that makes ultimates easier to get.Kilop wrote: and BTW, do you know if a mod that ALWAYS allow you to pick a clever skill to go to ultimate exist ? ( like don t give the choice between magic res and ressourc for sylvan ... )
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