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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1573
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Another update on the Humans.

I've tweaked the stats, reduced the regeneration of Cherubs from 30 to 20, and also reduced their resurrection level from base to zero (from 105 to 70).
With the old regeneration, the Cherub was virtually immortal and didn't even need to be paired with Paladins for healing.
Even with the reduced regeneration, it's enough to win a duel against Angels, despite the +4 attack bonus the hero has.
When using the "wait" command, a squad of Cherubs recovers 20 HP twice per round, i.e., 40 HP out of 140 - that's almost 30% of the squad, without taking any damage in return.
This is still a powerful ability, not as powerful against melee units as the 100% vampirism of Seraphs, but it's more versatile - the Cherub can absorb damage at any range, both ranged and magical.
While a Seraph, under heavy fire or chaos, is forced to engage the rest of its squad in a trade to somehow recover, and with a high chance of dying there as well.

Human units


As for the Demons, the process is still underway.

There's a problem with the Balrogs: their overall attack doesn't work correctly in conjunction with their abilities (e.g., with Deadly Strike), so this idea is being scrapped.
Perhaps there will be something else in common, for example, an Intercept aura (100% taunt).

There are also difficulties with the common ability of the dogs - Frenzy, as it extremely increases the damage by 2-3 times, and requires special care with the parameters.
With Frenzy, it is obviously also necessary to add mental immunity or immunity to mind control (unruly dogs) to protect against the broken combination of a single mind control spell - "one-shotting" several squads at once (the dogs' target and the dogs themselves with 0 defense).

The Demons (Tier 2) will be changed; they will all receive the common ability "Jump" (with a minimum and maximum radius = speed), while the upgrades will differ in other abilities:
- base = activated explosion
- upgrade = fiery skin
- alt = explosion upon death
Thus, all Demons will have something like a "radius of armor-piercing fire," with the difference that the armor-piercer hits inside the circle, and the jump is dangerous precisely along the outer arc (circumference).
Jump will deal 200% damage and receive 200% damage in return (if there are any survivors).

Nevertheless, I expect the Demons to be ready by the end of this week.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат