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UNIT - Creature Balance + Visual Changes

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The overpowered nature of raising the dead is a separate issue (I've already expressed my opinion on this – I'm against this spell being a freebie for necromancers, except for Vlad). I enjoy playing as undead, but I dislike abusing the raise dead ability. There are also hydras/wyverns with regeneration, with which the tent works in a positive way, accelerating their full recovery. There is also the "regeneration" spell, with which the tent also works in a positive way. However, in all other situations, a tent with unlimited ammunition serves to prolong the battle. How to fix this: 10 healers. This should be enough to restore wyverns/hydras/creatures under regeneration on one hand, but it also won't allow the battle to be prolonged too much by healing in other situations. I don't see any point in making two versions of the mod, with 10 healers or with 100, because this aspect is not so critical; it's just unpleasant (due to the potential for abuse where there wasn't any before), but no more. The opponent may use this abuse, or they may not, and then everything is fine. In fact, I like 5-6 healers. I suggested 10 as a compromise. Why is 10 worse than 5-6? A normal battle lasts shorter; 10 already creates a motivation to prolong the battle, but at least to a moderate extent, unlike 100. To some extent, it is unfair to give the tent unlimited healing if compared to archers, whose ammunition is limited. The ballista has unlimited ammunition, but unfortunately, this cannot be fixed. Yes, archers can engage in melee combat; that's what makes them combat units, unlike the tent. But if these are standard (penalty) archers, then their melee combat is a desperate measure. In general, I've said everything – the decision is up to the author.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат