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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1462
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Nargott

2. I spent quite a long time trying to figure out what to do with the debuff skills, which perks to assign to them, and what additional effects to add to the skills to make them relevant, rather than completely useless if the opponent uses different magic. But why have 4 problematic and vague skills when you can make one logical and simple one? I realized that I don't want to memorize or remember what distinguishes Anti-Summon from Anti-Light, why one skill is characteristic of one class and the other is for another, what additional effects they had, and so on. Creating a bunch of workarounds to make all of this somehow work.

I agree that, given the availability of only 5 skills to upgrade, dedicating a couple of branches to debuffs is not ideal.
I like the idea of combining the debuffs.
But I think that ideally, there should be only 2 of them.
A Light-Darkness debuff and a Chaos-Summon debuff, or some other variation.
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