• The speed of all creatures is reduced as I suggested:
- 5 speed => 4 speed
- 6 and 7 speed => 5 speed
- More than 7 speed => 6 speed
• The damage of all creatures is reduced by half. However, since some Tier 1 and 2 units have low damage, the growth rate for these tiers is reduced, and their health, cost, strength, and experience are increased.
• Tier 7 creatures retain "Deadly Strike".
• All melee units, along with Scouts and Cyclops, receive "Endless Retaliation". All ranged units, except for Succubi, Monks, Colossi, and Javelin Throwers, do not retaliate, but they retain a one-time retaliatory attack.
Griffons, Iron Golems, and Earth Elementals, which already have "Endless Retaliation," will receive "Furious Retaliation." This is also given to units that need a damage boost: Mountain Guards, Demonesses, High Vampires, Minotaur upgrades, Nomadic Centaurs, Rakshasa Rajahs, Cerberuses, Fire Demons, and Acid Hydras.
Due to the increased health of Goblins, the bonus to mana from their shamans' sacrifices is reduced to 1 mana per 1 hit point.
• The reduction in hero mana reserves per knowledge point remains.
• Regarding the weakening of Tier 1 mages. If the skill is lowered to the "no skill" level and the base number is removed from the formulas, theoretically, small groups of spellcasters will cast spells too weakly, but the larger the group, the stronger they will be compared to the original. The attack and resurrection spells are weakened according to the formulas. This is done so that the values in the new and old formulas coincide or are close when the growth is at its maximum. Here are the resulting formulas:
- "Ice Block" and "Ring of Cold": /0+24*K/ instead of /60+12*K/
- "Wall of Fire" and "Meteor Shower": /0+11*K/ instead of /9+9*K/
- "Lightning" and "Fireball": /0+13*K/ instead of /11+11*K/
- "Stone Skin": /0+13*K/ instead of /24+8*K/
- "Chain Lightning": /0+12*K/ instead of /10+10*K/
- "Magic Fist": /0+8*K/ instead of /20+4*K/
- "Summon Hornets": /0+4*K/ instead of /10+2*K/
- "Raise Dead": /0+39*K/ instead of /120+15*K/
- "Plague": /0+14*K/ instead of /32+8*K/. Remains at a developed level due to different durations at different levels.
The list of minor changes is now as follows:
• - "Mentorship" now gives 5% experience (was 25%);
• - "Fight to the Last" remains only for Barbarian, Demon, Ranger, and Knight;
• - The Knight's super ability gives an additional attack to units in addition to the enhanced "Vanguard" ability.
• - Mana Burst: 20 damage per hero level (+10)
• - Reduced parameter bonuses from minor artifacts when increasing the knowledge level.
• - Dragon Graveyard, Dragon Tomb require 10 mercury (instead of 20 and 15), Dragon Shrine: 5 mercury (instead of 10).
• - Winghael and Haggeesh specializations are weakened by 2 times: 0.5% starting initiative for units instead of 1%.
• - Ballista: 125 health (250)
• - The "Regeneration" spell has a coefficient of 1/1/2/2% (5%) in the formula.
• - The Elven Castle's moat now casts "Summon Hornets" instead of "Entangling Roots".
• - Some changes to units:
1. Archers: armor-piercing shot radius = 4 cells (was 3)
2. Human Archers: damage 2-6 (was 2-8)
3. Dancing with Death: 100% morale (was 50%)
4. Master Archers: initiative 11 (was 10)
5. Forest Archers: damage 6-6 (was 8-9)
6. Arcata Dragons: Liquid Fire deals 20 damage (was 10) and burns allies.
7. Hell Hounds: aura damage 7 (was 10)
8. Vampire Princes: chance of stunning reduced to 1 (was 3)
9. Banshees: Scream formula /(15 (instead of 10) - morale)x2/
10. Swift Riders: 100% damage from flanking attack (25%)
11. Red Dragons: 200% damage from "Burning" (150%)
12. Daughters of the Sky have 16 mana (12)
13. The reduction in the effectiveness of neutral faction spells is removed (coefficient 1 instead of 0.3)
Additional changes may be included in the general list of changes. What do you think about them?
1. Summoning: The "Wall of Swords" spell has a fixed duration of 5 turns.
2. Faiza's specialization: formula - /10+10*hero level/ damage (was "hero level/3").
3. Inferno: The "Sacrifice Pit" and "Gate of Chaos" buildings are swapped.
4. White Bears: weaken the chance of scaring small creatures (by 1.5 times) (coefficient 1.3 instead of 2).
5. Wyverns: poison deals 10 damage (was 5).
6. Goblins have 2 repairs.
7. Yellow Golems have 100% healing from chaos damage (was 50%).
8. Thunderers: the penalty to ranged unit damage from storms is equal to 5% (1%) per giant.
9. Reduction of the additional growth of creatures from a full set of Dragon artifacts from 1 per day to 1 per week (if possible).
Added 9 minutes ago
The question may not be entirely relevant: how do you rate the balance of Bone Crushers, Berserkers, and Arcata Warriors (Tier 4 Gnomes) compared to other Tier 4 units?