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In general, here are some suggestions. If it's currently difficult to adjust the random generator (and yes, I understand why), then we could fix the Necropolis, but not by nerfing it as drastically as in HotA, but by nerfing the Necropolis castle itself. Specifically:
1. Make Tanta work like Alamar and Jeddite – allow her to permanently resurrect skeletons, but only with the Advanced Earth skill. I don't think this would be too difficult.
2. Fix the Converter spell. Make it convert low-level units proportionally to their health, rather than 1-to-1 as it currently does. For example, 6 peasants would convert into 1 skeleton. But, as before, 1 Kent would still convert into 1 skeleton.
With this, we could increase the number of Goblins and Imps at the start for the Barbarians and Inferno factions. This would strengthen them, while the conversion rate would remain roughly the same as before.
And secondly, there's a mechanic in Heroes games where, due to the law of large numbers, large stacks are very likely to deal damage close to their average damage value. For example, a powerful hero like Claudius enters a battle with a stack of skeletons that deal 125-375 damage. Instead of thinking strategically, he realizes that, on average, they will deal 250 damage and starts rushing the skeletons to quickly eliminate enemy stacks. Who abuses this the most? The strongest factions – Necropolis, Dungeon, and Conflux (with a 2-8 damage range for air units). By making the damage distribution more uniform, we can subtly weaken them without significantly changing the game's mechanics (and without ruining "what the veterans already know, but shouldn't be abusing").
In general, here are some ideas.
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи ICQ:5676388