I wonder how the magic system is curently supposed to work ? perhaps resistance isnt woeking like it should and late game damage spells are doing more damage than intended. Is there an info page we can look at with the calculations and explanation of the way the magic system is set up.
I am use to games like AoW and HoMM where there is reserch/skill/purchace that limits the way your magic is used. I was surprised that very little reserch is needed to cast high level spells.
I see people complaining about magic mid to late game being to powerfull, when it realy just heroes are to powerfull. It gets boring to have a built up hero and stomp thru everyones defences and take over the map every time ( the 1st 2 times was fun). Building up a heroe is fantastic fun, but killing every monster on the map, parking your hero and hitting end turn for your reserch to build up for any other victory condition is not fun.
It would seem logical to me that if you intend on building a magic heavy leader then you would be spending your reserch points into the magic tree, and a mele heavy into the warfare tree. sure some of the branches of each tree arnt all about building up your hero but not reserching ANYTHING and just stomp around the map creating a magic god from skills alone seems like no strategy just RP. It looks to me like it wouldnt take much programing to fix it just need more reserch on how a full game should progress, where the branches you take and the hero you create change the game plays out to the end.
eg. a mele heavy hero spending all his reserch in warefare would alow him to win most combats sure but he would have a hard time protecting his sxpanding nation as he hasnt reserched any defenceive walls or sumoning/enchantment/overland nuke spell.