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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1031
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Nargott
There's a situation like this:
Vampirism is a special spell, only granted for the "Dark Seal" skill.
Revenge is a special spell, only granted for the "Light Seal" skill.
Holy Word, Death Wave are level 5 spells (can be learned in the guild).

Is it worth making the following changes:
1) Vampirism to level 4, Berserk to level 5, Death Wave - a special spell, only granted for the "Dark Seal" skill.
2) Revenge to level 5, Holy Word - a special spell, only granted for the "Light Seal" skill.

The point is: Wave and Word are situational spells that may not perform well, while taking up an important slot in the mage guild. For example, getting Death Wave in the guild at level 5 while playing as Dark Elves (it will hit your own units) or against Demons (it doesn't work), instead of the important Subjugation. Another example, getting Holy Word in the guild at level 5 against Humans, Mages, Elves, Dwarves, or Dark Elves (it doesn't work), instead of the important Resurrection.
I agree - I've also been thinking about how to solve the problem of situational spells, and even if important spells are nearby, getting something that is often unnecessary instead of something truly valuable is not a great prospect (I've moved Holy and Unholy to level 4 for now - I didn't want to remove spells, although I'll probably do it eventually)
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...