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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1284
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SRD
Aren't there too few perks left for the skills? I'm all for removing absolute nonsense like the Blessing of Ash, but for example, in Attack, there aren't many perks as it is – should we really remove Devilish Strike and Stunning Strike from there? (On the other hand, they're a bit out of place too – Attack as a skill is focused on strengthening the army, not the hero; therefore, the perks in Attack should be those that affect the army, not the hero.)
It won't be possible to distribute 7 perks properly across all skills; there's too much unnecessary clutter. With 6 perks, it's manageable. Yes, we had to come up with Attacking/Defensive Styles, but they look much more logical than Devilish Strike and the like. The trick is that there's too much synergy between Devilish/Stunning Strike and the Curse/Aid spells. To the point where either Devilish/Stunning Strike without the spell is useless, or Devilish/Stunning Strike with the spell is overpowered. This effect is similar to the flawed Fire Arrows perk with a maxed-out Ballista and no other upgrades. On the other hand, Devilish Strike + Overseer, Aid + Stunning Strike, and Curse + Torture work well in racial builds, are unavailable to magical factions, and don't cause problems.
SRD
What if we made it so that Double Rune, while remaining a regular perk (not a Super Perk), would prevent access to Absolute Protection when taken, meaning you'd have to choose between Absolute Protection and Double Rune? Example: 1) Attacking Lore -> Runic Harmony 2) Defensive Lore -> Runic Recall 3) Efficient Rune -> Refreshed Rune -> Greatest Rune Absolute Protection = Defensive Lore + Runic Harmony
Super Perks are extremely rare; you need to find at least an Amulet of Mastery for that. Therefore, it's unlikely that Absolute Protection will be able to compete with regular perks; Greatest Rune will be virtually mandatory in 95% of cases without Absolute Protection.
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