Also the logic you use is invalid. By saying "lets take combat and for some reason do not go with further perk upgrades" you impose that the player would not take any more skills from that tree even though it will be superior to other secondary skill branches. This statement not possible in practice because anyone who play heroes in PvP play for the victory. Anyone who play for victory tries to make his best run.
1) A good base + good skills is better than
2) A zero (very weak) base + even stronger skills that compensate for its weakness
Even if the first option equals the second (with all skills taken in both branches), the first option offers more diverse gameplay and is therefore much more interesting. I often level up skills without maxing out their individual perks, or not leveling them up at all. It is normal practice to level up what is needed, and not everything at once. If I like the base of the Wizard skill, I will level up Wizard. But if I don't need the perks in it, I won't level them up. And if the game forces me to level them up to be effective, I will be annoyed by this forced choice ("take the perks - or don't level up the base at all!").
Get a race and a hero try to find an easy win strategy against your opponent.
Or am I missing something, and are there any changes that fundamentally prevent the opponent from arriving on week 3 or 4 (as in the original game) with a level 20+ hero and expertly upgraded Wizardry and SP at 20-30?
Unfortunately, I don't like your modification enough to play it in its current state. The fact is that most of the individual changes are excellent, and the game deserves praise, respect, and high ratings in any case. But there is the word "balance," and in my case, this is the stumbling block (the most important detail). Balance implies not only how it plays (who has a better chance of winning), but also how it looks. Therefore, the balance can be "equal" and still be bad, uninteresting at the same time.
The fact that you use 24 hero classes is very good, and actually inspiring. The skill tree also looks great visually, a big plus to the people who drew it. However, all of this is undermined by the fact that the number of unique classes is much lower (which is important to me personally). Also, I don't understand why 4 combinations of parameters were removed from 6, in favor of only Might (attack + defense), only Magic (wizardry + knowledge), and something mixed (without strong parameters). Plus, in all this cool skill tree, some skills just make you want to throw them out, because they give an absurdly small bonus. All of this combined creates a barrier that prevents you from enjoying the game.
In summary. 90% of the changes are excellent. The potential of the modification is huge. The work done is solid. The attitude towards the mod is positive. But the attitude towards the balance of individual things is negative, unfortunately. Many players do not delve as deeply as I do, or do not pay attention to some things. My skill is to find flaws and ways to eliminate them, and other players can simply praise the mod.
I will hope that some of the key points from our discussion have been passed on to the developers and will ultimately be beneficial.
I will follow future changes with interest. Good luck!
Added 1 hour 0 minutes ago
I'm tired of lengthy discussions, I'll just list the skills that I have complaints about (and then you decide whether to change them or not):
Potential overpowered skills in terms of meeting on weeks 3-4 with level 15-20+:
Empowered Spells + Mark of the Sorcerer
Flaming Arrows
Sorcery
Unattractive skills:
Armor Spikes
Preparation
Offensive Formation
Defensive Formation
Erratic Mana
Critical Hit
Resistance
Protection (in the wrong skill)
Gatemaster
Chilling Bones
Agonizing Strike
Unattractive skills (excluding individual perks):
Combat
Offense (starting with Advanced)
Enlightenment (double weakening, both in terms of parameter quality (3.33%) and in their quantity)
Added 9 hours 48 minutes ago
Also, I'll throw in some ideas for parameter distribution so that each class has enough differences from others, at least in terms of parameters:
(this is an answer to the question of how many ways you can distribute parameters between 24 classes)
1) Might: At + Df from 65% and above
50/30 + 10/10
30/50 + 10/10
40/25 + 10/25
25/40 + 10/25
40/25 + 25/10
25/40 + 25/10
2) Mixed: At + Df from 40 to 60%
50/10 + 30/10
10/50 + 30/10
50/10 + 10/30
10/50 + 10/30
40/10 + 25/25 (conditionally, you can put it in Magic, since both wizardry and knowledge are not lower than 25%)
10/40 + 25/25 (conditionally in Magic)
25/25 + 40/10 (conditionally in Might)
25/25 + 10/40 (conditionally in Might)
30/10 + 50/10
10/30 + 50/10
30/10 + 10/50
10/30 + 10/50
3) Magic: At + Df up to 35%
10/10 + 50/30
10/10 + 30/50
25/10 + 40/25
25/10 + 25/40
10/25 + 40/25
10/25 + 25/40
With proper balance, each of these classes will have a distinct playstyle (believe my experience, or don't - as you wish).
Role of parameters:
Attack - to kill the enemy with an army
Defense - to survive enemy attacks (prolonging the battle)
Wizardry - to kill the enemy with magic
Knowledge - to use a large number of spells in battle:
10% knowledge - use spells of levels 1-2 throughout the battle (or a small number of spells of level 3)
25-30% knowledge - use spells of levels 2-3 throughout the battle (or a small number of spells of level 4)
40% knowledge - use spells of levels 3-4 throughout the battle (or a small number of spells of level 5)
50% knowledge - use spells of levels 4-5 throughout the battle
(I specifically wrote out knowledge so that it is clear how it should play specifically for combat, and not economic heroes, i.e. what the prices for spells should be)