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  1. #1
    Member Member Jarmam's Avatar
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    Default Re: Might and Magic Legacy

    Ah, the infamous 4xDarkCloak Grandmaster Dark Dragon Breath-spam party. It had its moments, until you ran into Robert the Wise - then you start missing Knights and Light Magic buffs ^^

    Just found MM7 on GOG recently. Turns out Archers are pretty good. But if you cant sidestep dragonfire... Im gonna miss that.

  2. #2
    Liar and Trickster Senior Member Andres's Avatar
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    Default Re: Might and Magic Legacy

    Wow. The number of hours I spent on Might and Magic VI : The Mandate of Heaven cannot be counted.

    I'm going to wait a bit more before deciding if I should get MM6 on GOG or this Might and Magic Legacy.
    Andres is our Lord and Master and could strike us down with thunderbolts or beer cans at any time. ~Askthepizzaguy

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  3. #3
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Might and Magic Legacy

    Quote Originally Posted by Andres View Post
    Wow. The number of hours I spent on Might and Magic VI : The Mandate of Heaven cannot be counted.

    I'm going to wait a bit more before deciding if I should get MM6 on GOG or this Might and Magic Legacy.
    The deluxe version of MML gives you a free copy of MM6

    Funny, I've never had trouble killing Tolberti. I read that people had trouble damaging through his Power Cure. I just shredded him with Knight/Paladin/Cleric/Wizard or Knight/Monk/Archer/Cleric

    Both worked wonderfully, though I did miss Lloyd's Beacon for convenience. Lategame a buffed up Master is comparable (if not superior) to a Knight. Actually he would be superior if not for Wallace with it's ridiculous Armsmaster buff. Same with Terminus in 8. And a Paladin with all points blown into Mace will paralyze very frequently.

    M&M 6 sort of disappoints with the broken armour skills and the general uselessness of Might in parties. I frequently read that Sorc/Sorc/Sorc/Druid (or a variation thereof) is the strongest party in the game. And since armour skills don't work and they mess up recovery, a naked dagger wielder will be the best thing on the Might side, which is just sad.
    Last edited by Myth; 01-28-2014 at 14:15.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
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  4. #4

    Default Re: Might and Magic Legacy

    This was a great game series. I didn't think the 6th one was to bad.

  5. #5
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Might and Magic Legacy

    Hmm... I started with 7 so I couldn't go back to 6. I didn't like the realistic faces (compared to the hand drawn faces of 7 and 8). 6 is by far the biggest and hardest of the classic 3, so there's that. Never made it to getting all 6 lords though. Hmmm.. I have to finish it I guess. Can't be a M&M fan and not have finished 6.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  6. #6
    Member Member Jarmam's Avatar
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    Default Re: Might and Magic Legacy

    Tolberti is also infinitely easier than Robert the Wise, because Light Magic is buff-oriented, so it works in the fight. Dark Magic is damage-oriented or debuffing (they're both immune to L/D). So if you ran a Lich/Lich/Lich/PotD Dark-Grandmasters wombo-combo party it would breeze through the middle and end of the game, but Robert the Wise would be this big block of "good luck have fun" standing in your way. Litterally *nothing* you had would tickle him if you ran that setup ;) unless you ran GM Fire Magic which I only did on Light Sorcs, given that it's mostly about direct damage (which Dark covers) and abusing the weapon enchantments for infinite gold (yawn).

    GM Armsmaster broke the game, but it was really what kept Knights relevant. That and their high base hp. I also ran a Thief quite often, but that was mainly because I hated getting blown in my face every time I wanted the sweet lewtz. Also it turns out that they're much superior damagedealers to Knights - again until GM Arms.

    I must read more about this potentially sweet new game.

  7. #7
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Might and Magic Legacy

    I always had each school of magic at GM regardless. Skillpoints past level 15 or so have diminishing returns. I'd rather have a GM Fire/Earth as fallback, even If I almost never use them, than having 16-17 in Dark alone.

    I ran my Archmage with Incinerate as his primary damage dealing spell when playing Light. Granted, Dark Magic has lovely stuff like Shrapmetal and such, but still. Hmm.. So to deal with Robert the Wise one can probably run a Villain and hope for paralysis, a Black Knight with GM Armsmaster and Swords (Going the way of Puck+Wallace or something similar) or a Ninja with the Master's Gloves. The melee char would need to be buffed by the PotD's GM self-school spells, so they'd only be lacking the Day of the Gods buff, which is not a deal breaker IMO when for the remaining part of the game you can blast away with 3 GM Dark Magic casters.

    I'd probably go with Knight since he is so solid he can carry levels 1 to 15 on is own basically.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  8. #8
    Liar and Trickster Senior Member Andres's Avatar
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    Default Re: Might and Magic Legacy

    Quote Originally Posted by Myth View Post
    The deluxe version of MML gives you a free copy of MM6

    Funny, I've never had trouble killing Tolberti. I read that people had trouble damaging through his Power Cure. I just shredded him with Knight/Paladin/Cleric/Wizard or Knight/Monk/Archer/Cleric

    Both worked wonderfully, though I did miss Lloyd's Beacon for convenience. Lategame a buffed up Master is comparable (if not superior) to a Knight. Actually he would be superior if not for Wallace with it's ridiculous Armsmaster buff. Same with Terminus in 8. And a Paladin with all points blown into Mace will paralyze very frequently.

    M&M 6 sort of disappoints with the broken armour skills and the general uselessness of Might in parties. I frequently read that Sorc/Sorc/Sorc/Druid (or a variation thereof) is the strongest party in the game. And since armour skills don't work and they mess up recovery, a naked dagger wielder will be the best thing on the Might side, which is just sad.

    We didn't have internet at home back in those days and I've never been very tech savvy, so I was never aware of those MM6 bugs you mention.

    Which makes me wonder, how many less complaints about "broken games" would there be if people didn't have internet. I'm pretty sure that, except for stuff that makes your computer crash, most people wouldn't even be aware that they are playing a so-called "broken game".

    Away with the internet! Ignorance is bliss!
    Last edited by Andres; 01-29-2014 at 13:19.
    Andres is our Lord and Master and could strike us down with thunderbolts or beer cans at any time. ~Askthepizzaguy

    Ja mata, TosaInu

  9. #9
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Might and Magic Legacy

    They are broken as in: bugged. They don't reduce recovery time, so your guys swing much slower if they are wearing armour. There is also a gate in castle Darkmoor (or something) which doesn't open. Fortunately, there are fan patch fixes for those.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  10. #10
    Robot Unicorn Member Kekvit Irae's Avatar
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    Default Re: Might and Magic Legacy

    Ah, good old MM6&7. Archery was so broken in that game, and by broken I mean overpowered. I once ran with 4 Archers, and dominated anything that I could see. Loose a volley on the enemy so they are stunlocked, move back a step, repeat until you kill it. Not to mention Air+Water allows for flying, town portals, and enchanting.

  11. #11
    Member Member Jarmam's Avatar
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    Default Re: Might and Magic Legacy

    So Yahtzee took a swing at our newest MM-game, and I am annoyingly in agreement with him. I hate when that happens, but after a while it becomes kind of futile to escape the frustration of mainly two things: The grid-based movement and the inescapable combat.

    Now I like that the game on the high difficulty is continually smacking me around like Im hardly even there, forcing me to scout for quests and enemies that I have a chance to beat. Im fine with that. What I absolutely hate is the exact situation that he describes, which is what just happened to me: You walk through a magical tree-portal only to walk into a 600 foot Minotaur of Epic Doom, who then casually annihilates you in three cleave attacks with you having absolutely no way of fighting back - including by running away! It's so bloody frustrating that it's forcing me to save-scum, because if I ever get out too deep I am dead with no chance to bolt for it - yawn! It ruins the adventuring fun by becoming an oldschool trial-and-error-platformer, which is sad to say the least.

    And then there is that grid-system movement. My goodness I hate it. I picked a stern, what-appears-to-be-quite-old elven ranger to dish out the hurt at range. Well, I think she's killed litterally (as in: litterally) 100 times more creatures in melee than at range, because unless the enemy is exactly on your line of tile - something they actively attempt to dodge - you can't... shoot them... what? At best you get 5 shots before the enemy is in melee, which happens once per never. Im fine with tuning down ranged kiting, but its so extremely in the other ditch that I wonder what they were thinking. The grid-thing also really hampers adventuring, mostly because I feel obliged to grid-surf in order to not miss anything. Even in towns! What was so bad about the MM7-movement system outside of combat that they couldn't just use that? I had to scout for "things" by looking at said "things", now Im just path-walking down 1 linear wooden path after the other to get to the chest at the end. I don't get the secrets system, I hate the lack of Perception-like abilities that don't need refreshing every 50 steps and there are too many One-Turn-Kill-spells in the most arbitrary of places. Culled your way through the Elemental Forge-elves? Have some Light Elementals! Oh... they were kind of easy. Not like the doombringers from HoMM6. Now! Walk three steps to the right towards those two Air Elementa... aaaand you're dead to double Chain Lightning of complete annihilation. Hope you save-scummed! You prick!

    At least my Paladin is a walking monster of awesome, else I would probably have given up by now out of sheer frustration. I cannot wrap my head around the downgrade in design from games that are 15 years old.

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