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MMH5.5 - Heroes of Might and Magic 5.5

#409
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Nargott
I never claimed that active skills in Combat are bad (and, by the way, I liked the changes regarding hero attack damage). I was talking about the fact that the Combat skill itself (without any abilities) is very weak. Because of this, it is not profitable to spend 2 levels on Combat (Advanced + perk) for a small +1/+1 bonus.

Let's say we do this. Basic/Advanced/Expert give +1/+1, +2/+2, +3/+3. How are you going to tone down the "melee" perks? Also, how can you justify this with the Leadership for Necromancy, which gives only a +2/+4/+6 attack bonus (because they do not have morale)?

The majority of your points for adjusting the classes concern making more Magic skills available for Might and more Might skills available for Magic. How does this not make the classes even more generic than their current state?

The perspective of the Academy and the knowledge you provide is misguided.
The Academy has Might heroes; they are more geared toward the Magic department because of high Knowledge gain.
High Knowledge gain is deliberate for that race because they can invest Knowledge into creature artifacts, which give Might bonuses and compensate for the lack of Attack and Defense.
Knowledge itself is a very valid skill – it can grant you free units. For example, 40 Knowledge can grant you per week a creature of a tier or resource as follows:
- 3 Tier 7
- 6 Tier 6
- 10 Tier 5
- 13 Tier 4
- 20 Tier 3
- 26 Tier 2
- 40 Tier 1
- 3000 gold (per day)
- 20 of any resource

One hero can generate one creature, one resource, and a number of gold at the same time.
The only issue with Knowledge is that it is not as useful as other stats in the first month of the game because it does not benefit you in any way (besides increasing the mana cap).

Regarding class differences - There is no way you can have 24 completely different classes with just 4 primary stats. There are 3 class groups: Might, Balanced, and Magic, and each of them follows certain distribution criteria for primary and secondary skills.

The difference between classes comes from racial skills, Specialization distributions, and native magic schools (Magic heroes may have access to all 4 schools, but the Magic guild provides just 2), and faction creature profiles.
Nargott
In conclusion: from the point of view of uniqueness, the Balanced classes are the most successful; they are not as uniform as Might or Magic. However, even there, there are overlapping classes.

Balanced classes lack the durability of Might heroes and the punching power of Magic heroes. Their advantage is the flexibility they have because of access to advanced secondary skills in the Might and Magic departments.