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Heroes 5.5 WarGame Edition - Tactical Edition.

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No, I wasn't planning on reducing the stealth duration to 2 turns in WGE, as it's still unclear whether this is necessary.
"SRD"
The "berserk" tactic, named after the spell of the same name, requires no further comment as everything is clear. One could try introducing a level restriction for such spells.
It will be difficult to kill with a single berserker, as a 50% damage penalty (not bonus) is applied, and berserk is also very expensive – 15 mana, which, in terms of WGE compared to the original, translates to a price of 50-75 mana. You can't spam such spells without a very high level of skill. Although potential abuses of berserk with the necromancer tag are possible, in that case, you can weaken the tag directly.

Mana restrictions naturally limit the use of higher-level spells, tying them not to level, but directly to skill (and, unlike level, they work constantly). To cast a single high-level spell, 20-30 mana or 4-6 skill points are required (and only for one use!). As I usually see the use of 5th-level spells: normally no more than 1-2 times per battle, while there is a lot of mana, then switching to cheaper 4th-level spells or lower.

For example, you have 50 mana (10 skill points):
1) first cast - 25 mana (5th level)
2) second cast - 12 mana (4th level)
3) third cast - 6 mana (3rd level)
4) fourth cast - 3 mana (2nd level)
5) fifth cast and subsequent - 1-2 mana (1st level)

In reality, this is just one of the schemes, but it is illustrative (and I balanced the price-quality ratio = effect strength based on it). Is it possible to play at all without 5th level spells with 50 mana? Yes, but it is often important to do the most powerful things as quickly as possible, and thanks to a well-cast, most powerful spell, you can win the entire battle, even if you have to switch to minor things for the finishing blow.
Regarding renaming perks - perhaps the "marauding" perk should be renamed.
It has already been renamed – to "Secret Operations".
One of these tactics has already been removed - the "vampires under BDP" tactic is practically unfeasible, as the necromancer cannot summon BDP. Of course, playing as another race, you can capture a necropolis, build vampires, and smile broadly, but this is too difficult - you will have to make a number of sacrifices, and you still need to find and capture a necropolis.
This is impossible in principle, for any race, for one simple reason: Reanimation does not reduce the target's HP (as does Resurrection)! And without this, vampires cannot independently recover from 1 to 2. I even feel a little sorry that I so carelessly cut out such a cool feature as eternal immortality :D
If I had cut it out of PvP, I would be indignant, but in PvE I am ready to make any sacrifices for the sake of balance! Tactics that work exclusively in PvE do not necessarily need to be supported. In my opinion, the word "Tactic" is fully applicable only against a reasonable opponent, and against AI there is the concept of "Technique" (automatism). Moreover, I have developed many other techniques in return: tanking due to low numbers, passive defense, using a heavy class (maneuverable defense). Which, unlike the "immortality technique", works well in PvP battles.


Added 1 hour 15 minutes ago
Now, thoughts on renaming, a summary from the verbal discussion:
(see the illustrative table of creatures in the first posts of the topic on page 1 - the one with icons)

1) Ifrits - into an alternative upgrade, Djinns - into a simple upgrade (possibly return the Djinn model to the simple upgrade, you need to see what is better suited for representatives of the air element + to the overall style of the faction).

2) Rename Gremlin Engineers to Mechanics. Move Incendiaries from the upgrade to the alt (together with the model). Give the alt model to the basic ones (points for mechanics). Use the basic model (without points) for the upgrade, or the blue gremlins from the gremlin mod. The meaning of these manipulations with gremlins/iffrits is to match the class style, for which this upgrade is informally tailored. Mystics sit on the upgrade (together with Jalib, who brings djinn), archmages on the alt, and alchemists on the base (with gremlin mechanics).

3) Swap Mages and Wizards: Mages - base, Wizards - upgrade

4) Return the name Princess Rakshasa (instead of Apsaras Rakshasa) - still controversial, more opinions are needed

5) Magic Unicorns instead of Mystic, opinions?

6) Return the name Light Unicorns instead of Radiant, opinions?

7) Return the name Dancing with Death (instead of Dancing with Leaves), opinions?

8) Reavers instead of Spearmen (return to the old, more descriptive name), opinions?

9) Replace Archons (alt druids) with something (too epic, but the alternatives are too weak)?

10) Flame/Polar Priests instead of Flame Veterans and Elders (the word "polar" raises questions, but there is nothing better yet)

11) Return Erls instead of Taurus, Tursos, and others (despite the confusion with Jarls), opinions?

12) Return Imps and Parasites in that order, despite the rearrangement of abilities (upgrade for Imps, alt for Parasites)

13) Horned/Rift Demons instead of Rift/Sulfur

14) Return Temptresses instead of Lilims, opinions?

15) Lords of Chaos instead of just Lords, return the word

16) Return Skeleton Warriors instead of Skeleton Servants (but then the question is, how to distinguish them from the alt), opinions?

17) Return Ghosts/Specters instead of Specters/Lamias (despite the confusion), opinions?

18) Not everyone googles what Dampirs are, return Vampire Assassins/Vampire Lords instead of Dampirs/Vampires (but leave Nosferatu, because princes after lords is nonsense). Although, for true vampire connoisseurs, I would personally suggest the line Assamites/Ventrue/Nosferatu :)

19) Return Phantom Dragons instead of Dragons of Fate (but the alt model), opinions?

20) Return Taurens instead of Giants, opinions?

21) Inquisitor (hero class) instead of Templar, opinions?

And general questions:

Remove the controversial ability "neutrality" (-1 to morale of allies/self due to neutrality, inability to wear mini-artifacts in exchange for enhanced combat parameters) from the entire line of djinn, but instead give logical "elementals" (they will not be able to be resurrected). In addition, morale will decrease when summoning ifrits, so you will have to return the summoning of balors to the lords.

Since each hero class informally, in style, corresponds to a certain upgrade (at least at the level of duels), other permutations are possible:
- swap the upgrade and alt of dancers (rangers will sit on the upgrades, avengers on the alts), but there is a serious color problem with the style, especially with the icons (it is not good to change in its current form)
- swap the base and upgrade of spearmen (berserkers will sit on the upgrade, there it is more correct to have melee Reavers instead of Spearmen), but there is also a serious color problem with the style (it is not good to change in its current form)

I personally do not agree with all the questions, but nevertheless, I bring these ideas up for general discussion.


Added 17 minutes ago
Ah yes, and here are the "class" styles themselves (formally affects only duels, informally - on the distribution of abilities between upgrades):

Knight/Paladin/Templar (base/upgrade/alt units)
Alchemist/Mystic/Archmage
Druid/Ranger/Avenger
Veteran/Berserker/Priest
Lord/Destroyer/Fiend
Reanimator/Cultist/Reaper
Assassin/Warlock/Sorceress
Barbarian/Chieftain/Shaman (or Chieftain/Barbarian/Shaman?)
Разработчик Heroes 5.5 WarGame Edition.
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