Well, for now, there are vacant skills – Barbarian Light, Darkness, Chaos, and Summoning debuffs.
The debuff effect itself definitely won't be there (there are specialized perks for this – corruption, hold, weakness – 3 perks are definitely enough to bring down any school).
But what will happen is a question (for now, just stats are suggested).
There is also the Barbarian education skill available (Barbarians currently do not have access to it), the effect of which can theoretically be completely blocked and rewritten.
The only requirement is that the skill must definitely play a role in combat, like the new logistics (which will additionally give a starting bonus of 0.1/0.2/0.3 ATB to creatures – and this bonus is especially strong for low-initiative creatures, like undead).
1. Are the additional bonuses of a "strategic" skill (+units, +money for units) considered to be "playing a role in combat"? For example, like the racial bonus of the Order faction (in the part that deals with retraining) – is it considered?
2. Logistics +10/+20/+30 is very, very, very strong. This is, like, Wingael at level 30, who is cut and banned in all sorts of mods.
At one time, I liked the role-playing model from Heroes 4 (compared to Heroes 3). You can consider options from there:
Not throughout the text, but only for the critical (for me) points:
4. Leadership: increases luck and morale. There are analogs – Leadership and Luck. In Heroes 4, there is defensive luck (to reduce damage), and there is also an analog of this (unlucky).
5-8. Combat, Melee, Ranged, Resistances – useless, as the hero is not a unit. But there are analogs to increase the hero's damage (in the Attack branch, double damage and stunning strike).
13. Nobility: increases growth in the city. For this, you need to tie the hero to the city, I don't know if this is necessary. There is an indirect analog – troop gathering, +10% to the number of each unit daily (rounded down). Naturally, also add restrictions on the hero's level, for example, the total cost of such bonus units cannot exceed 100-200 gold for each hero level.
14-15. Economics and Mines. Just money and resources. I don't know if this is necessary. But as an additional effect, resources can be tied to the racial bonus of the Dwarves.
35. Summoning: summons certain creatures to the army. It is intended to have analogs for the Orcs (wolves, manticores).
L = Logic. And a little NCF.
League. We learn Summoning. We summon Medusas. Ranged unit. If we want to go into ranged units.
Alliance. We summon Pegasi (a very beautiful unit). If we need mid-level flying units.
Necropolis. We summon RS (I missed them so much). A heavy, accelerating stack. As a variation – with Vampirism.
MMH5.5 – pioneers in terms of classes, I'm not sure that without such an example, I would have been able to do better on the first try. Therefore, criticizing their version, I am glad that it exists and allows you to see how you can do better, without repeating their mistakes.
By the way, I played one game (War and Magic), where 95% of losses are restored after each battle, a very interesting idea. ...
Let me explain.
Initially, I played Heroes 5 as a "player". I didn't know many tricks, I just played. But then I switched. I found "tricks", "abuses" and just bugs. I honestly reported the bugs, but what can you do about "abuses"? If the game mechanics, without a bug, allows you to use the fact that a fake kills a hundred zombies? A newbie doesn't know this. But I already know that with one Hunter, I can even kill a hundred slow units – initiative and speed allow it. This is game experience. Don't deprive us of this.
What I want for PvE battles is tension. There is a way to give variations to each neutral stack in terms of types (melee + ranged + casters) and a hero. (this is needed for some curses for them, but it will not be possible to fight neutrals without consequences)
What consequences can this have: