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The issue isn't the number of classes, but rather what I mentioned in the previous thread:
1) 24 classes require greater specialization than 8 classes; otherwise, there will be a lot of repetition.
2) Greater specialization means fewer core skills (6 + racial, instead of 8 + racial).
3) Fewer core skills lead to monotonous builds in a long game with levels 25+, and this mod clearly focuses on long games (even 6 weeks is considered fast here).
Therefore, reducing the number of core skills is not an option. This means there will be repetition, but it can be reduced by addressing issues with some overpopulated niches (such as chaos + summoning + magic + occultism + education + SP 45%). However, this will require a major overhaul of the balance.
Unfortunately, similar classes are not offset by different races, i.e., different units. Playing as any race, the player can hire a necromancer, druid, warlock, or elementalist with identical gameplay. If there was a restriction – not to hire heroes of other races – then yes. But such a restriction is impossible because the player is playing a strategy game where there are many cities of different factions on the map, and nothing prevents him from mixing units or hiring heroes from other factions.
In general, as I understand it, the goal of 24 classes in this mod is to allow the player to fully play as a warrior, semi-warrior, and mage for each race, using only native heroes. That is, to give each race 3 different classes, rather than giving the game 24 different classes.
As for weak skills, they are a problem, but their nature is unlikely to be related to the 24 classes. The main problem here is that instead of strengthening the mage in the late game, the focus has been shifted to weakening the warrior (both in terms of stats and skills).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат