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And that's a bad thing, because it affects variety.
If one branch has 200% damage, another has 50% stun (the numbers are arbitrary, it might be a lot, but definitely not weak), and a third has 300% oversight, and they are incompatible, then they will all work great, but under different conditions.
Although I understand the author's concept, like "the average level 1 skills are always taken, and that's normal." But with it, the variety is still less than without it.
This makes Might and Magics heroes differ so we do not lose variety. Nobody asks the player to pick Combat. Some people like their heroes to support the army so they go for dark or Light and Leadership + empathy tree.
The reason behind how we arranged the perks and why the middle one comes as base perk are two:
- There are not enough perks to create 3 by 3 paths for each tree.
- The hero can pick a restricted amount of perks (just 3).
Moreover, there are plenty of strategies that do not require middle perks. I am away the next 2 weeks but when I am back I will start uploading some replays.
If there are other appealing alternatives, like 50% stun (instead of 20%), or 200% damage to all hero attacks, then it's not a given that I will pump up oversight. But the strength of the skill in PvE will certainly increase. After all, it was conceived as a key skill for Might? An "analogue" of wizardry?
I suggested the numbers 50% stun and 200% damage offhand, in the context of returning triple oversight, as competing skills, you should not evaluate these ideas separately without returning triple oversight.
The question was whether it is technically possible to set a 0% penalty for all types of terrain, or 25% is an unavoidable measure? (if we forget about the Pathfinding skill)
This is not a suggestion to do so, but rather a technical question (are there any bugs that prevent this).
As for the suggestion, I would advise you to think about whether it is really so important to compensate for roads, to the detriment of the overall logic and convenience (standard roads)?
Terrain penalty is a work of Magnomagus and Deflaktor as far as I remember so I am not quite knowledgeable but I will tell you what I know.
The idea was to make penalty equal for everyone so it is fair for everyone in PvP.
The only issue was with Grass that by default is 0% and it cannot be changed. So they decided roads on grass to have penalty to compensate.
Pathfinding bonus was increased from 50% to 75% to make the move boost a bit higher as the skill was useless.
Final line, all those terrain changes are done in regards to PvP first (same penalty for everyone) and technical restrictions later (grass cannot have penalty).