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"Grave Chill" -- it seemed like a pretty good ability, suitable for "attack"... The downside was that it deals magic damage (or am I mistaken, and this doesn't affect anything?).
But this was a defensive ability – it returned 5% of melee damage. If the ability returned at least 10%, it would be useful (but it can't be adjusted).
"Protect Us All" -- what was concerning about this ability? Some took it at the beginning of the game to get their share of goblins. Could it be creatively reworked and given as a buff to summoning, for example?
But there's already an ability for goblins, and it's a racial ability – "Goblin Support." Do we need two abilities that do the same thing? To make goblins the main offensive force (they are already very dangerous in WGE).
"Manage Treasury" -- and does troop recruitment remain, or has it been reworked?
Yes, regarding troop recruitment – see post #3 in the thread on the first page. The ability has been adapted specifically for combat heroes.
"Secrets of Chaos" -- it was a good ability, helping to get the right spells for a necromancer (well, that's how it was in the original).
I removed it because it has a bonus to knowledge, which is not thematic (there are no abilities in magic schools that directly enhance stats).
It's easy to see that, based on the principle:
- Relevance: the ability's direct relevance in combat
I removed all abilities that don't provide bonuses in combat. With one exception – the scouting/camouflage branch, which allows you to steal artifacts from the map, since this is also useful for combat heroes (artifacts provide a bonus in combat), given that artifacts appear immediately and don't need to be transported by caravans (which may not even make it).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат