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#1652
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My personal opinion is that some creatures in NCF have too many abilities. In my view, the principle should be "Perfection is not when there is nothing more to add, but when there is nothing to remove."
For example, creature 431, the Ranger. Charge, Crippling Strike, Combined Attack, and Swiftness. In principle, Swiftness synergizes with Combined Attack (you can be bolder in positioning the creature so that the Combined Attack works). Although high defense would synergize even better. Swiftness synergizes with Crippling Strike – for the same reason and with the same caveat. Charge... doesn't synergize with anything. So, what's the point of it? In my opinion, it would be logical to remove it, especially since the description doesn't explain where this ability comes from.
And there are many such creatures. 2-3 interesting abilities – that's fine. And even then, only if there's synergy. 4 or more – why have these "Jacks of all trades"?
This is a mild case. I opened Pegasus and, forgetting about flight and being a large creature, it has 6 abilities! And there are such anti-synergistic abilities as Child of Light and 25% Magic Resistance, and Child of Light (well, ugh, find anti-magic or regeneration, Pegasus will copy it, and that's it, why do they need magic resistance?). And also Endless Retaliation combined with Strike and Return. If the retaliation is endless, you send it to the center of the enemy formation and it defends itself; why Strike and Return? And vice versa, if it returns after the attack, how will it trigger the endless retaliation? The chances are not great.
Balance is simpler; it can be easily adjusted with numbers. But, in my humble opinion, these kinds of things "clutter" the tactics without giving anything in return.
 

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