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MMH5.5 - Heroes of Might and Magic 5.5

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"dredknight"
We refer to numbers as far as they actually matter. Denomination in the MMH55 stats has allowed us to narrow some of the problems by an "eye" than by the math.
Here, the issue also lies in subjective perception. Personally, I really dislike weak bonuses, like in Heroes 6. Yes, in theory, they can become useful after N months of gameplay, against the backdrop of other skills that have become so outdated that they are almost useless. But if I choose a skill, I aim to not drag it out until the point when it becomes meaningless.

Perhaps, there is a fundamental contradiction in tastes - as I mentioned before, I never play games for 3+ months.
For me, 2% always looks like 2%, regardless of the time frame, army size, and what I have upgraded. I don't see any synergy. Instead, I see the decline of magical parameters against the backdrop of the overall increase in the number of troops. And the decline of those skills that lose their relevance at this stage, i.e., in terms of percentage, they start to work weakly. This, by the way, is one of the reasons why I don't like long games.

If you don't like strong bonuses for parameters, and I don't like weak ones, then there is a compromise solution - remove all such skills from the game that don't give anything other than these bonuses. Why waste a level-up on something that can be obtained through artifacts, bonus buildings on the map, or simply through natural level growth?
I'm not insisting on anything - I'm just suggesting possible options for consideration.
It is very hard to just "keep that skill away" and pick it in level 20 or later. It just does not work that easily. We already discussed the level up offering mechanic.
In practice, I will upgrade other skills, without waiting for level 20. And I will take +2/+2 at best, only when it is offered after level 20, if by that time the skill has not already been chosen (which depends on how early it started to be upgraded). At best means that if there are no other important skills that are stronger than "+2/+2" for 2 level-ups.

You see, the fundamental problem when a skill is supposedly imbalanced is that it can be easily tested in practice: the player upgrades it and confirms their rightness/wrongness. But when a skill is supposedly too weak, the player simply won't upgrade it and test its balance. In this regard, there is no point in arguing about whether a skill is weak or not; it should look good externally, or it won't be chosen. And this does not depend on who is right on the forum.
- Lets assume +1/+1 is weak and we make it +2/+2 and you go and pick it.
+2/+2 will immediately look better than +1/+1 with a long wait for +2/+2 (an improvement to the game). However, this is still not the best option from the point of view of game interest.
So, if you are interested in my opinion, then:
1) removing this skill (with or without replacement) is the best solution
2) increasing it to +2/+2 is a good solution
This is why I consider investing time in rethinking any of those options a waste of time which can be invested for example in developing new stuff for the game.
If you consider the presence of unappealing skills acceptable, that's fine - let's close this topic.
I can be helpful in discussing already implemented features and their optimal settings, but developing new stuff is less interesting to me (although, of course, it is important in your mod).

P.S. Keep me updated on how the testing of 0.0 ATB after mass spells is going; it is also very important to me that it works without breaking the game.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат