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Well, there were already some ideas for starting spells – they can be applied en masse at the beginning, or individually to each hero.
For example, you can set all tier 6-7 creatures as starting spells (monster hunting), and then the "Death Ripple" spell will work as intended right away.
Regarding siege weapons – without "Overpowering Shot" (OS), there are no problems with extremely high damage at the start. Or, there are ranged attacks, but only as a tier 3 upgrade from a catapult (incompatible with "Multi-Shot"). Otherwise, it just won't work in WGE; the bonuses from ranged attacks are too strong with a small army size and doubled stat effects (which they penetrate).
A ballista without OS in WGE will require fewer perk investments but will perform well, roughly equivalent to a couple of extra dragons in terms of skill (i.e., a full-fledged combat stack). At the start of the game, when stats are modest, it's roughly equivalent to a tier 7 unit, say, a Titan. And rushing with a ballista won't be much different from rushing to tier 7 in the first week.
The fact that reaching tier 7 should be possible in the first week is my firm belief. I've always been annoyed by the sluggishness of strategic gameplay (reaching top tiers only in the 2nd or 3rd week) in Heroes 5, unlike Heroes 3. I've already had enough time to play on a special test map for castle development to confirm that the ability to build tier 7 units already in the first week (essentially, reaching any technology by the end of the first week, maybe with an upgrade on the 8th day) is very good and provides variety – provided that such advancements are balanced (you fall behind in other tiers). Such advancements are extremely interesting when you build your strategy already in the first week to obtain all the necessary resources (and a lot of resources are required for tier 7).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат