What general conclusion can be drawn after reviewing the classes? The goal was not to make them unique. The goal was to tailor all useful skills to each class, which may suit it, according to its characteristics. Plus, general restrictions on magic (one school - Might, two - Balanced, three - Magic).
Excellent wording.
There are far fewer such archetypes than 24. In essence, all the differences lie in the Might, Balanced, Magic categories, racial ones (where they exist), schools of magic, and (for combat classes) a focus on attack or defense (based on parameters). Although there are also a few unique classes (such as Wizard or Heretic).
In no way. I believe that "melee" skills should not be weakened.
Regarding leadership for necromancers, I already wrote about it above - this skill should not exist there at all.
I think we can close this topic because after this change, we will have to improve all other Might trees to make them as competitive as Combat, and we don't want that.
Yes, this will make Might classes more similar to the General Balanced group, but they will still have fundamental differences in characteristics. But there will be more differences between Might classes themselves.
So, if Might and Balanced will be more similar, while the heroes within the classes are a bit more different, aren't we back to the same state?
Then why is there only 1 class with high knowledge (40% +)?
If you have a hero who only focuses on knowledge (and no Artificer), it will be a turn-off for any player because it will never be considered as a pick for a primary hero.
It is not that we want to be like that, but this is as far as we could go with it.
Perhaps, you set the goal to create self-sufficient classes, so that the player could win back any strategy with native heroes, but the use of non-native heroes still does not cancel.
Regarding all class changes - When considering just primary skills, it sounds good in theory, but reading the class profiles, you talk about the army as if it is just for the Might heroes. This is what we tried to avoid when considering mechanics.
Both heroes have an army where Might has a stronger one due to passive effects from skills, while Magic has a weaker army and compensates with magic. The most important thing here is that the success of both players depends on the tactical maneuvers on the battlefield.
The lesser gap between the Might hero's army and the Mage hero's army (because of 5% -> 3%) allows the highest-tier Mage creatures to actually still do considerable damage in battle (or withstand assaults).
With this taken into mind, you can't say that Attack and defense is a combination against Might, and Attack + Knowledge is a combination against a mage. Because the mage has an army, and he will use it to the best of his ability.
This is why Frenzy feels so good on friendly creatures, as it allows a dark mage to complement his army in unusual ways. On the other hand, Frenzy on the enemy army is pure massacre wherever you cast it. It just kills the vibe of good tactical decisions.
Also, defense against mages is not given by primary skills but by perks and secondary skills like Shatters. Knowledge is a utility skill; it does not help in battle except to provide mana for spells. They can be offensive or defensive, but their effect and efficiency have nothing to do with the knowledge primary skill.