Unique Set of Spells for Each Faction
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One line of unique spells designed for that faction to help with the flavor of their spellcasters.
Currently not planned Suggested by: Alexander Massart • Upvoted: yesterday • Comments: 19
Game kNight Plays
Would need to not be one line, but one spell unique to each faction for each essence.
would be dope
Came here for this; definitely would like to see this but they would not be random like in previous games. Could have a small/medium/large variant or just throw it all in a large Library; or attach half the spells to one of the upgrade buildings and the other half to the other upgrade building since many of them already are libraries
It can be easily done :) Each fraction could heve one unique spell, which can be upgraded in some way ( for example every 5 levels of hero with the most experience or in town with resources).
Loth could have ressurection spell. Cast only once per battle. It can ressurects our units temporary ( but in higher levels our troops can stay after the battle ).
Arleon could have some kind of protection spell.
Barya maybe could produce new artifacts. But in able to do that, we must sacrafice a lot of our other, collectible artifacts.
Rana look like, thay can have a spell, that could modify the battle enviroment. Create swampin the middle of the battle-field? Only Rana could do that ;)
I think this should be part of the general "make factions more asymmetrical" idea.
It could also be a unique multi-essence spell, based on the essence typically generated by the faction. Maybe even go so far as to introduce a 3-essence combo.
Would make each fraction more unique - great idea!
Yes that goes with the "Make factions more unique" suggestion. Totally agree!
I think, that one spell in each fraction ( so total 4 new spells ) which are upgraded the better the hero is, could be quite easily implemented. It will save Devs resources better than creating entire new fraction,from a scratch.
But what spell could that be.
For Loth - ressurection ( raise dead ) is quite simple. Other possibility is "Raise Zombies on the battlefield"or maybe Vampirism ( 1 our unit can act as a vampire in Homm 3 ).
For Baria - what a spell could those artificers have? Maybe create random bombs/ mines? Something technical? Create golems? Or maybe artillery shot from off the field?
For Rana - "create a swamp", which will slow down enemy units? Maybe create swarm of mosquitoes which will attack any unit, that will come to close to them?
For Arleon - blessing? Healing all our troops? summoning an Angel, which will fight for us for one ( max 2) battle rounds?
Help please with coming up with one, but very specific spell for each faction :)
Very important to add more features for each faction either on spells or mechanics like its important to make each faction playstyle different than other factions i think only thing right now which is different is actually the units only.
That would prevent different factions from interacting with the same spellbook in different ways with how different units generate different mana.
It would reduce strategic depth and potential of the game.
Please do not do that.
Would love to see the magic system change a bit, mainly just adding unique spells for each race so they aren't all using the same spells would make it much more enjoyable.
Based on their units, each faction already has unique spell-casting patterns. I don't know how much you have experimented with the game, but each faction's magic casting feels very different.
I don't think it's a good idea to add spells that do the same thing as other spells just for the hell of it. E.g. if one spell already deals damage, why add more spells that do the same thing?
Maybe faction specific Academy upgrades for existing spells.
Well, I posted some ideas in another thread about faction specific magic. I kind of like the idea since it would make the faction a bit unique. But that magic should be quite different and have a specific focus and not too overwhelming. It might even work more like a skill than magic, like in H6 where different actions ”charges” the skill gauge. Anyway, magic/skill idea is summarised down below.
Loth - Necromany (and only that - raising dead troops)
Barya - contract magic (auto reload, raising temp platform for elevation etc)
Arleon - Skill bonus (giving troops som temp skills, like No Retaliation, ignore ZoC etc)
Rana - Swamp magic (hindering magic, like creating swamp, mists for ranged attack)
I agree though with VanLaser above that there is already a uniqueness for factions and magic. But giving ideas is always good since it can lead to further discussions…
If this means some spells unique to each faction seems a nice idea
We are considering to add more spells, but they will not be grouped based on faction but rather per Essence school.
I really agree with introducing some spell variance. And I will even say that a "unique spell book for each would be the best route to go.
1) There has been a lot of call for variance. A unique spell book should be an easy way to achieve this without to much dev. work, and really open up for several ways to play the different factions.
2) It does not per se means inventing total news spells. It could even be so that many of the base spells are rather similar (for instance the blocking item far fay is a tree it is a a fire for the barrian (and uses destruction instead of creation).
3) it would also make sense that each faction only has access to essense from 3 types (that all wielders cannot do the same, and it really annoys me that some spells are clearly named for one faction e.g. the Eth. scale = Rana.
Hope you reconsider!
2) thematically it makes a lot of sense. Current you have spell like the eth. scale (which as far as the game concerns should be a spell only by
I prefer the current system based on essence pool