Thoughts on the schools after playing them all
Posted: Wed Jan 04, 2023 7:44 pm
I've played through all of the pure schools and here are some observations.
Sorcery:
I'd say that Sorcery is stronger now than ever. The early game of Sorcery seems much stronger than in classic relative to the others now. There are so many weak neutral towns that it makes grabbing them with Magic Spirits and Phantom Warriors extremely easy and powerful. Also Nagas are better than they were.
On top of that, Spell Lock and Invisibility are pretty vital since all the AI wants to do is dispel.
But the real kicker is that the capital towers shoot powerful magic bolts, so Magic Immunity is hugely important. This makes flying Paladins a very effective army or heroes with Magic Immunity or just anything with Magic Immunity.
So Sorcery is by far the best school IMO. It was probably the best in Classic as well, but it seems to be even relatively stronger now.
Life:
Life is good. Prayer is way OP with its combined buff and de-buff. Endurance is very helpful as always. The Incarnation seems relatively better since getting heroes seems relatively less common. Righteousness seems better than it was in Classic, but also more like what I expected it to be in Classic. It blocks a lot now it seems in terms of magical attacks. So its almost as good as Magic Immunity. OTOH, maintaining buffs is quite difficult with all of the de-buffing so that goes against Life, but if you take Archamage its ok. Raise Dead is relatively better with the almost guaranteed deaths when attacking capitals.
Nature:
Nature seems better than it was. It seems to have gotten a few minor buffs that just make many of its spells a little better. Like Nature's Eye for example, which is well worth using now. Crack's Call was toned down a little, but doesn't seem to really hurt the human player. In the late game Regeneration is relatively better due to the need for it for attacks on capitals. In spite of the higher movement, the Earth Gates are relatively better and mobility seems to be more of an issue in this game. Pathfinding was nerfed, but rightly so and I like how it works now, it makes sense. Change Terrain seems more useful because I often end up with towns that have no woods somehow.
In spite of all this, Nature is still weak, but I'd say that the Life + Nature combo is stronger due to the buffs and increased relativity utility to some of Nature's spells.
Chaos:
Chaos seems to have been nerfed the most. Flame Strike is now pathetic and IMO Flame Strike was really an essential part of making Chaos viable. Without it its too hard to defend in the mid-late game. Hell Hounds are still good, but just don't seen as relatively good as they were. The Uncommon summons are all pretty strong, in fact Fire Giants and Gargoyles seems stronger. Even the Rare summons are a little better.
But it seems like the AI does a better job at countering Death and Chaos now, using appropriate buffs liberally. It just seems Chaos units run into a lot more in this version of the game. And it also seems like unit protections are more important then ever, if for no other reason than wizard towers. But overall it also seems that rocks are generally stronger, so you run into a lot more ranged attacks like from Fire Giants, Catapults, Stone Giants, and Air Ships, which do a good job of weaking Chaos units while Chaos has little way to defend, esp. w/o an effective Flame Strike.
Death:
Death seems stronger overall, which I didn't expect after playing Chaos. But the main reason is Regeneration and Illusions Immunity. Regeneration is so important now IMO. This makes Shadow Demons and Werewolves a very powerful combo, or just Shadow Demons. Wraiths, actually seem hugely nerfed. They don't seem to be worth using anymore. They hardly ever create undead, Life Steal seems rarely to work, even on low resistance units. They seem to just keep getting weaker and then dying without hardly ever healing themselves. But, Shadow Demons and Werewolves make up for it, though they are a bit slow. Death's town curses are less useful in the hands of the player generally, because the AI makes so many towns that cursing a few is useless.
Ghouls are also pretty good in the start since they can move faster and there are many weak neutral towns, so they seem to make getting started a little easier than in Classic when not using 11 books.
Summary:
Mobility is still hugely important. Sorcery, Life and Nature still provide the essential buffs to mobility. The abundance of towns in the early game, both neutral and wizard spawned, makes combat summons very powerful, which favors Sorcery and to a lesser degree Chaos.
The wizard towers are quite devastating, but their effects can be largely negated by Magic Immunity and Regeneration, significantly increasing the value of those attributes. The enemy's use of ranged attacks seems improved, which favors schools with the ability to negate or heal those attacks, again Sorcery and Life, and to a lesser extent Nature.
I'd say overall the balance has shifted even more strongly in favor of Sorcery. Life+Nature is also good, but suffers too much from de-buffing. Chaos is considerably weaker. Death manages on the back of its Regeneration units - Shadow Demons and Werewolves.
Sorcery:
I'd say that Sorcery is stronger now than ever. The early game of Sorcery seems much stronger than in classic relative to the others now. There are so many weak neutral towns that it makes grabbing them with Magic Spirits and Phantom Warriors extremely easy and powerful. Also Nagas are better than they were.
On top of that, Spell Lock and Invisibility are pretty vital since all the AI wants to do is dispel.
But the real kicker is that the capital towers shoot powerful magic bolts, so Magic Immunity is hugely important. This makes flying Paladins a very effective army or heroes with Magic Immunity or just anything with Magic Immunity.
So Sorcery is by far the best school IMO. It was probably the best in Classic as well, but it seems to be even relatively stronger now.
Life:
Life is good. Prayer is way OP with its combined buff and de-buff. Endurance is very helpful as always. The Incarnation seems relatively better since getting heroes seems relatively less common. Righteousness seems better than it was in Classic, but also more like what I expected it to be in Classic. It blocks a lot now it seems in terms of magical attacks. So its almost as good as Magic Immunity. OTOH, maintaining buffs is quite difficult with all of the de-buffing so that goes against Life, but if you take Archamage its ok. Raise Dead is relatively better with the almost guaranteed deaths when attacking capitals.
Nature:
Nature seems better than it was. It seems to have gotten a few minor buffs that just make many of its spells a little better. Like Nature's Eye for example, which is well worth using now. Crack's Call was toned down a little, but doesn't seem to really hurt the human player. In the late game Regeneration is relatively better due to the need for it for attacks on capitals. In spite of the higher movement, the Earth Gates are relatively better and mobility seems to be more of an issue in this game. Pathfinding was nerfed, but rightly so and I like how it works now, it makes sense. Change Terrain seems more useful because I often end up with towns that have no woods somehow.
In spite of all this, Nature is still weak, but I'd say that the Life + Nature combo is stronger due to the buffs and increased relativity utility to some of Nature's spells.
Chaos:
Chaos seems to have been nerfed the most. Flame Strike is now pathetic and IMO Flame Strike was really an essential part of making Chaos viable. Without it its too hard to defend in the mid-late game. Hell Hounds are still good, but just don't seen as relatively good as they were. The Uncommon summons are all pretty strong, in fact Fire Giants and Gargoyles seems stronger. Even the Rare summons are a little better.
But it seems like the AI does a better job at countering Death and Chaos now, using appropriate buffs liberally. It just seems Chaos units run into a lot more in this version of the game. And it also seems like unit protections are more important then ever, if for no other reason than wizard towers. But overall it also seems that rocks are generally stronger, so you run into a lot more ranged attacks like from Fire Giants, Catapults, Stone Giants, and Air Ships, which do a good job of weaking Chaos units while Chaos has little way to defend, esp. w/o an effective Flame Strike.
Death:
Death seems stronger overall, which I didn't expect after playing Chaos. But the main reason is Regeneration and Illusions Immunity. Regeneration is so important now IMO. This makes Shadow Demons and Werewolves a very powerful combo, or just Shadow Demons. Wraiths, actually seem hugely nerfed. They don't seem to be worth using anymore. They hardly ever create undead, Life Steal seems rarely to work, even on low resistance units. They seem to just keep getting weaker and then dying without hardly ever healing themselves. But, Shadow Demons and Werewolves make up for it, though they are a bit slow. Death's town curses are less useful in the hands of the player generally, because the AI makes so many towns that cursing a few is useless.
Ghouls are also pretty good in the start since they can move faster and there are many weak neutral towns, so they seem to make getting started a little easier than in Classic when not using 11 books.
Summary:
Mobility is still hugely important. Sorcery, Life and Nature still provide the essential buffs to mobility. The abundance of towns in the early game, both neutral and wizard spawned, makes combat summons very powerful, which favors Sorcery and to a lesser degree Chaos.
The wizard towers are quite devastating, but their effects can be largely negated by Magic Immunity and Regeneration, significantly increasing the value of those attributes. The enemy's use of ranged attacks seems improved, which favors schools with the ability to negate or heal those attacks, again Sorcery and Life, and to a lesser extent Nature.
I'd say overall the balance has shifted even more strongly in favor of Sorcery. Life+Nature is also good, but suffers too much from de-buffing. Chaos is considerably weaker. Death manages on the back of its Regeneration units - Shadow Demons and Werewolves.