Leaders - change for the sake of change?
Added 26 minutes ago
In my opinion, the following changes are unnecessary:
1) increasing the growth rate of the League
2) removing invisibility from the Hunters
3) infinite flight for the War Griffons
4) Druids: in my opinion, the upgrades are already quite balanced, and this nerfs the higher tiers
4) Mountain Guardians: the Sentinels become even more useless. They have more defense for standing still, so what? Warriors are better.
5) Arcata Dragons: Liquid Flame deals more damage, but it also hits allies... no, no, no
6) Secret Crystal at level 2? If it hasn't been weakened, it's not very good
I also have doubts about the Cyclops, but...
P.S. Why do Seraphs get +1 mana? Did you make Divine Wrath more expensive in terms of mana? Please list the changes to the spells, because it's unclear.
1) This was done to improve the League as a combat unit, not a mage - they have little health.
2) It was too overpowered - you could basically not lose any units and take down everything with invisible Hunters and magic. We balanced them with a stunning attack.
3) The argument is that it should be the same as with the second tier of Griffons - they also fly infinitely.
4) We balanced it because most people play with the higher-tier Druids because they are stronger as both ranged units and support. The Supreme Druids only had a purpose at the beginning. So, we added more variety and choice in gameplay: support vs. ranged unit.
4) Well, we made a clear distinction between an attacking and a defensive upgrade.
5) Well, it was an obvious bug that all units have armor penetration against all targets, except for them.
This is a brief summary from the video.