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Since this thread (besides evaluating this mod) has brought up the topic of identified imbalances and what changes participants would (preferably) like to see, I will also add my observations and suggestions.
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In my opinion, it would be great to create a table showing the addition of a hero's main attributes at each level (based on the stated percentage chance of each attribute appearing). Very often, when playing as mages, I would get significantly more magic than the stated percentage suggests. Or, when playing as necromancers/dark elves, I wouldn't get the +knowledge bonus by level 10.
With a fixed table, you could accurately understand what you will get at each level.
The same applies to skills. If the implementation of the probability of a skill appearing accurately reflected the stated percentage, the game could be DETAILEDLY PLANNED. But now, sometimes you have to take a skill that has already appeared 3 times (but shouldn't have appeared that many times according to the percentage), even though the skill you need should have appeared.
In my opinion, the flawed implementation of the probability of appearance plays a much greater role in the imbalance in the game than an extra unit of speed/initiative, etc., for a unit.
I'll say more: there is a trend towards moving away from randomness even in board games, and Euro-style board games have been increasingly eliminating randomness for about 5 years now.
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In my opinion, it would be great to create a table showing the addition of a hero's main attributes at each level (based on the stated percentage chance of each attribute appearing). Very often, when playing as mages, I would get significantly more magic than the stated percentage suggests. Or, when playing as necromancers/dark elves, I wouldn't get the +knowledge bonus by level 10.
With a fixed table, you could accurately understand what you will get at each level.
The same applies to skills. If the implementation of the probability of a skill appearing accurately reflected the stated percentage, the game could be DETAILEDLY PLANNED. But now, sometimes you have to take a skill that has already appeared 3 times (but shouldn't have appeared that many times according to the percentage), even though the skill you need should have appeared.
In my opinion, the flawed implementation of the probability of appearance plays a much greater role in the imbalance in the game than an extra unit of speed/initiative, etc., for a unit.
I'll say more: there is a trend towards moving away from randomness even in board games, and Euro-style board games have been increasingly eliminating randomness for about 5 years now.