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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1545
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I welcome you categorically!
Today I fought some duels against bots. Everything looked very appetizing; I enjoyed it. I generally love battles with small armies, and on top of that, there are interesting roles for the different types of troops. In short, everything is cool. Here are my notes on the mod for the author:
1. In the first match, I played as a Knight against a computer Demon: I started the battle and immediately began reading what each unit—mine and the enemy's—could do, as I always find that interesting) And the first thing that struck me was that it's unclear whether a unit deals a lot of damage or a little =) For example, I have a knight, but I don't understand if it's a striking unit or a tanking one; the abilities seem offensive, but who should I compare it to =) My intuition suggested it was a striking unit, and it seems I was right)))
My point is: playing the original Heroes 5, you also don't understand who is who at first, but there is a document there where comparative characteristics are laid out. Today, I missed such a file. There were images for three races with their stats on the previous page, but in the mod, creature abilities play a much larger role, and beyond their name, it's not immediately clear what they provide, though they might provide a lot. You can check this during battle, but only after placement and only for the units you currently have, whereas I want to see everyone's all at once.
My advice: along with the release, create a small wiki (those same images for each race, followed by an alphabetical list of all ability types with descriptions). Especially considering that the normal mode is unavailable, players might download the mod, be too lazy to figure it out, write that everything is confusing, and delete it. I repeat, I will definitely figure everything out, but I enjoy that process, while many others do not. Some like to put together a ready-made "guide" for the hero's army in their head, but what guide can you have if you only find out what a unit does on the battlefield)))
Again, I have the beta and I've never played the original mod, so point 1 might already be irrelevant; just thinking out loud, moving on:
2. I couldn't check which perks were leveled up for my hero in the duel (like Expert Light Magic or Advanced). Possibly because it's the beta.
3. I didn't like that the number of units in a stack doesn't seem to play a role in the strength of some abilities, as far as I understand. For example, a monk provides a prayer similar to the original game, but 1 monk and 10 monks provide it with equal effectiveness, if I understood correctly. Similarly, a lich reduces the enemy's A and B by -4 just by existing. If this is the case, I think some kind of dependency needs to be devised. Again, for a duel it's fine, but in normal play, it needs testing. Just making a note, maybe I'm wrong.
By the way, the lich had two spells: resurrection and a shield. I don't remember exactly, but they cost, say, 12 and 15 mana. And the unit has 18 mana. That means the unit needs either 15 mana (the price of the most expensive one) or 24 so it can cast the weaker one twice and be left with 0 mana) Well, I'm a dummy—it irritates me when there is guaranteed unused mana =)))
4. Purely decorative: I find the ability of Castle militia to summon their own kind, like the original wolves, to be unaesthetic) From a tactical and balance standpoint, there are no questions) But from a visual standpoint, there are) Like, 40 guys went to beat up some hares, and then BAM, there are 80 of them))) Such an ability would look more intuitive on water elementals or demon nightmares. But of course, the final word is with the author; I'm just noting my observations. By the way, I'll note the cool idea of resurrecting all squad members at the end of the battle. In the original, I think phoenixes only resurrected if everyone died, but here the cherubs (a type of angel) all ressed themselves at the end of the battle. Well, it's logical and correct)
5. And finally, the most sensitive part. I disagree with the damage that heroes deal to creatures with melee attacks:
My battle: I was Undead, the enemy was an Elf (I don't remember the heroes). I remember casting Plague twice; mana runs out faster in the mod. I saw that if I gave Heavenly Shield to my bone dragons, my mana would be gone. So I thought I wouldn't give it, saving it for one good resurrection (it's more expensive here, and there's less mana). And I started looking at the free starting spells, like curse or slowing the turn with wasps. And I realized I didn't need any of that; I needed to kick the enemy Ent with melee—60 damage against its 100 hp(? approximately), I think it was something like that. This is much more effective than anything except expensive spells, of which I'd cast 3-4 throughout the whole battle.
In short, my modest and exclusively personal opinion: hero melee damage needs to be cut further. If I understood Nargott correctly, every single point of attack and defense here is +10 percent, which will quickly create a difference between armies of mage heroes and warrior heroes. And if the most profitable thing is to kick with melee, I will always choose a warrior over a few spells. My opinion: since the warrior boosts the army much more strongly, he should be more useless himself in battle. A mage's army will be weaker, but in return, he has a free lightning bolt (or it cost 1 mana in the mod) and compensates for the army's weakness on his turn. Otherwise, my mage hit with melee and my warrior hit with melee, so why do I need a mage? (Although I'm a noob, maybe that's why the mage hit with melee=) ).
Thank you for your attention