Aemar
Arcane
- Joined
- Aug 18, 2018
- Messages
- 6,077
I'll personally refer here only to the second, the third and the fourth game, since I've never bothered playing the rest of them save for the first one a bit.
HoMM2: I like the second game's spell system the most, even if it's simpler than its iterations. Less is more. Most spells remain relevant throughout the game, one of the reasons I like this system. Also, they're not divided according to magic schools. Mass spells and powerful spells have been placed at the top of the spell tier list, where they belong.
HoMM3: unbalanced would be the term to define this spell system. Magic school mastery has become more important than acquiring better Knowledge and Spellpower stats. A lot of spells are quite useless, while others are insanely OP. A spell cast at expert level can become absurdly more powerful than the same one cast at basic level. Mass spells can become available early on. Due to magic schools masteries and gameplay context, some low level spells can become OP, even for the Might heroes. The most flawed of the bunch.
HoMM4: dividing the spells according to conceptual schools instead of elemental ones makes more sense. Learning better spells is attached to accessing certain secondary sub-skills. Heroes can no longer become OP on an individual level due to the limited skill slots and their available upgrades. Learning additional/different school spells can be done by attaching other heroes to the army. Mass ''insert spell'' becomes once again available only at the higher tiers. The most interesting system of the bunch.
HoMM2: I like the second game's spell system the most, even if it's simpler than its iterations. Less is more. Most spells remain relevant throughout the game, one of the reasons I like this system. Also, they're not divided according to magic schools. Mass spells and powerful spells have been placed at the top of the spell tier list, where they belong.
HoMM3: unbalanced would be the term to define this spell system. Magic school mastery has become more important than acquiring better Knowledge and Spellpower stats. A lot of spells are quite useless, while others are insanely OP. A spell cast at expert level can become absurdly more powerful than the same one cast at basic level. Mass spells can become available early on. Due to magic schools masteries and gameplay context, some low level spells can become OP, even for the Might heroes. The most flawed of the bunch.
HoMM4: dividing the spells according to conceptual schools instead of elemental ones makes more sense. Learning better spells is attached to accessing certain secondary sub-skills. Heroes can no longer become OP on an individual level due to the limited skill slots and their available upgrades. Learning additional/different school spells can be done by attaching other heroes to the army. Mass ''insert spell'' becomes once again available only at the higher tiers. The most interesting system of the bunch.