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Might and Magic The Might and Magic Discussion Thread

What is the best Might & Magic game in the series?

  • Might and Magic: Book I

    Votes: 17 2.3%
  • Might and Magic II: Gates to Another World

    Votes: 29 3.9%
  • Might and Magic III: Isles of Terra

    Votes: 59 8.0%
  • Might and Magic: World of Xeen

    Votes: 182 24.6%
  • Might and Magic: Swords of Xeen

    Votes: 5 0.7%
  • Might and Magic VI: The Mandate of Heaven

    Votes: 210 28.4%
  • Might and Magic VII: For Blood and Honor

    Votes: 129 17.4%
  • Might and Magic VIII: Day of the Destroyer

    Votes: 26 3.5%
  • Might and Magic IX

    Votes: 10 1.4%
  • Might and Magic X

    Votes: 73 9.9%

  • Total voters
    740

Reinar

Scholar
Joined
Oct 20, 2015
Messages
145
I am playing a solo run of M&M7 with a dwarf cleric and I got to the point where you have to kill the blaster guy (Robert the Wise/Tolberti). I am unable to do so, because he's immune to dark magic and I can't do better...
solo33.jpg

:negative:I'll try putting few dozen skill points I was saving for blaster into mace. Also adding a bunch of levels (currently at 73) by clearing Titan Stronghold, Temple of Baa, probably Nighon as well (Rocs were pretty hard for me when I met them in Celeste).
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,179
Pillars of Eternity 2: Deadfire
I never really needed to kite aside from running away from huge fights. Bows are shit later on anyways.
It's not that it is necessary... if you do content in "correct" order and/or possess metagame knowledge how to break the game.
But these games have perhaps some of the most cheesy combat, actively encouraging rote "tactics" and exploiting the system ever devised.
Perhaps due to their unnatural hybrid free-roam real-time/turn-based combat.
Another game which was a hybrid was Arcanum... and the combat there sucked balls as well.
 

Maggot

Arcane
Patron
Joined
Mar 31, 2016
Messages
1,243
Codex 2016 - The Age of Grimoire
I never really needed to kite aside from running away from huge fights. Bows are shit later on anyways.
It's not that it is necessary... if you do content in "correct" order and/or possess metagame knowledge how to break the game.
But these games have perhaps some of the most cheesy combat, actively encouraging rote "tactics" and exploiting the system ever devised.
Perhaps due to their unnatural hybrid free-roam real-time/turn-based combat.
Another game which was a hybrid was Arcanum... and the combat there sucked balls as well.
All I did was read the manual. I know people on the codex like to exaggerate to get points across but M&M is a pretty easy series that requires no minmaxing whatsoever unless you're trying to do something like a knight solo run.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,179
Pillars of Eternity 2: Deadfire
Not saying it's difficult. Just that it encourages rote tactics, which are often the most efficient route to success.

I remember clearing dragon caves (!) way sooner then I should just using bow kiting.
 

Reinar

Scholar
Joined
Oct 20, 2015
Messages
145
Not saying it's difficult. Just that it encourages rote tactics, which are often the most efficient route to success.

I remember clearing dragon caves (!) way sooner then I should just using bow kiting.
Like the very first one on Emerald Isle? :) I once played a game where I killed the dragon there and then save scummed lots of relics and artifacts from him. It was interesting playthrough but once is enough, it's better the classic way with shit gear, dying on rats in Harmondale.
 

ilitarist

Learned
Illiterate Village Idiot
Joined
Oct 17, 2016
Messages
857
FYI: Stranger of Sword City is currently on 50% sale on Steam. Historical low price they say. If you like me then you want some blobber action but are not willing to go full hardcore with something like Elminage Gothic and don't want to go back to classic but less penetrable games. This game looks good for that kind of attitude. There's some anime BS but as I understand you can switch to using more tolerable graphics and portraits. I understand it's more like Wizardry but you'll probably like it too.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,179
Pillars of Eternity 2: Deadfire
Not saying it's difficult. Just that it encourages rote tactics, which are often the most efficient route to success.

I remember clearing dragon caves (!) way sooner then I should just using bow kiting.
Like the very first one on Emerald Isle? :) I once played a game where I killed the dragon there and then save scummed lots of relics and artifacts from him. It was interesting playthrough but once is enough, it's better the classic way with shit gear, dying on rats in Harmondale.
Yea, might have been this in M&M7. But I think I've cleared some more locations with bows. Starting in M&M6, which for me was a huge decline.
 

Artyoan

Arbiter
Joined
Jan 16, 2017
Messages
652
So I finally finished MM6. Not sure if I'm going to move onto MM7 right away or wait for a bit. MM6 is the only Might and Magic I've played save for 9 and I never finished either one and hadn't played them since way too long ago.

What I liked:
New Sorpigal is the definition of comfy.
First half of the game is near perfect.
The Temple of Baa Gong bone surprise
Loot remained interesting thru most of the game. It only tapered off near the end when stats started to matter less.
Exploration was consistently rewarded.
Melee still stayed fairly strong due to being able to melee anything I could just barely see behind a corner.
I had to actually write notes down. Been a while since I did this.

What I didn't like:
Abandoned temple of baa poisons and diseases is way too much bullshit for that early on.
I know its a staple of the series but the sci fi elements come out of nowhere and its not my cup of tea.
Castle Darkmoor. What else is there to say about this. The Varn pyramid wasn't half as bad for me.
The real portraits felt like a lineup of low budget porn stars.
Many dungeons are too long and overly complex.
Outdoor areas in the latter half had too many enemies with high health bloat.
Dungeon difficulty could be weirdly misleading with enemies outside the dungeon being way harder than what was in it. Supreme temple of baa comes to mind.
Jewelry shouldn't break. And all shit shouldn't break at this rate.
Bows start out strong and have almost no growth at all.
Gold didn't stay relevant for me. I ended the game at level 97 with 2 million gold. It wasn't an issue for the latter half the game.
I don't actually know what many of the debuffs were doing to me other than changing my portraits.
The Sweet Water zone was very disappointing.

I'll probably think of more while I'm at work.
 
Joined
Jan 7, 2012
Messages
14,257
Jewelry shouldn't break. And all shit shouldn't break at this rate.

I think stuff (only?) breaks when you die/get knocked unconscious. One of the NPCs has a comment on this IIRC.

I don't actually know what many of the debuffs were doing to me other than changing my portraits.

Most of them are stat decreases of some kind. Some of them getting worse over time, where you'll die if you reach 0 in any stat. Kind of gets irrelevant in the mid/lategame when you have 100+ stats, you can run around poisoned for weeks.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,226
Location
Bjørgvin
Dragon breath among otherr things will definitely ruin equipment. I thought the whole Rapair thing was stupid, since your Repair guy could repair all the party's broken items in mid combat spending no time on it. Passing the items around was an annoying time sink. If I had been even more lazy I would have given all my characters Expert or Master Repair skill to avoid the tedium.
 
Joined
Jan 7, 2012
Messages
14,257
I know it was only death/unconsciousness in MM 3-5. Will check when I get to MM6 (which I plan to replay soon), maybe really hard blows also do it or something.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,226
Location
Bjørgvin
So, my own pros and cons of MM6.


The good things:

New Sorpigal is one of the best starting areas of any CRPG.

So much to explore. And lots of "hooks", like the Obelisks, Dragon Towers and Pedestals, which really make you wanna explore to find out more.

Score is (partly) dependent on time used. I regret not using a Gate Master or developing my Water master faster, as I could probably have shaved off 2-3 months and hopefully breached the 100,000 score.

While combat is not very tactical, it still is mostly fun, especially casting AOE spells outside. The upside of the huge number of enemies, especially compared to MM3-5, is that casting Inferno inside is correspondingly more rewarding.

Excellent loot system, and there was always potentially better items to find. Not quite as extreme as MM2, though.

Unpredictable dungeon sizes and layouts, from one small room to a huge pyramid.

So many quests and sidequests.

Need to find trainers and meet the restrictions for training.


The not so good things:

Only 1 race, 6 classes and 4 characters was further dumbing down of the M&M games.

Bad monster AI or "detection". Monsters seem to be only triggered by distance, along any axis, totally disregarding walls and floors. Also, if located in small rooms, for some reason they will hug the sides of the door. Not sure if the latter is due to monster being "smart" or just poor pathfinding.

I didn't use Alchemy system very much, mostly because the benefits of the Healing and Mana potions were so small. Should have been some mid level potions that restored 100+ or full Health and Mana. Also, most potions were soon redundant due to spells, cheap temples and stat bonuses becoming rather meaningless.

Temple healing is ridicilously cheap and effective. Every time you're low on mana and/or health just Teleport out, pay 40 Gold to get full HP and Mana, and Teleport back.

Repair system. Would have been more point in it if you couldn't reapir stuff in mid combat and even using no time on it.

Last Dungeon was a decline difficulty wise when it came to combat. At this stage the demons could hardly touch me (Titans and Dragons still were nasty, though) and I just blasted them, occasionally casting Sparks against huge numbers.

Too difficult to get to Castle Stone. Weird that there's no transport there at all.


General comments:

I explored most of the game, except the Dragon Riders Cave, Agar's Laboratory and the last parts of a couple of dungeons.

Did all quests, except turn in Mordred.

Forgot to do all the Arena challenges.

Didn't realize I could use the ship Queen Catherine to travel to Hermit's Isle until I had already explored the isle.

Forgot about the Well than exhanges XP for money. I had more than a million gold at the end of the game. Training costs were not a real problem;
Expert Merchant (and one Master) + selling all loot I found prevented not affording to train.

I never bothered with Master Light and Dark Magic due to extreme Reputation fluctuation.
The spells are just too costly, and the effect too small in my experience. Shrapmetal did less damage than Sparks. Prismatic Light rarely worked (Inferno was much more reliable). Incinerate generally worked better than Dragon Breath. Sun Ray did solid damage when it worked, but usually Implosion was more reliable. Seems high level monsters have higher resist to Light and Dark than to Elemental. Mass Distortion rarely worked either (very effective against Cuisinarts, though), again making Implosion and Incenerate generally more reliable.

The character portraits were not as annoying as I remembered.

Overall an excellent game, but suffered somewhat from enemy HP bloat in the later stages. But the game was shorter than I though; I only used 2.5 weeks to complete it, but then I had played it twice long before (without completing it), which surely helped.
 
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