Did I understand the gist of what you wrote correctly? You didn't go into the details of the mod, but you're discussing the overpoweredness of an ability in relation to the "balance" of your own mod, and you're emphasizing that your hunters can attack twice. What difference does it make that your hunters have 20 Initiative when that's not the case in my mod? And it doesn't matter whether your Furies have invisibility or not. In my mod, "invisibility" is absent for everyone; it's too unfair of a skill.
You should be discussing the balance of a mod in relation to the balance of another mod. You wouldn't compare the characteristics of a car to the characteristics of an airplane, would you, comparing which one travels faster on the ground?
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Good evening. No, you misunderstood what I said. This comment was primarily a response to an earlier comment by Ment and a continuation of my previous comment. I was comparing skills based on the vanilla game. Furthermore, I expressed my opinion about initiative, and this was also mostly a response to Ment's comment where he compared whether double damage or double initiative is better.
I did express my opinion about your idea of balancing skills based on the strongest, but I specifically made a note that 1) I haven't personally played your mod, so I can't evaluate it in practice, and 2) even in the example with double initiative – "this is if it works the way I understood it" (because double initiative is one thing, but giving all units the "Charge" ability, like with Rakshasa, is completely different in terms of gameplay and balance).
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*to put it simply, I didn't mean to offend the author in any way. I just expressed a little of my personal opinion. I rarely write in your thread, but I follow the development of the mod. However, since "some time ago," I can no longer watch your videos, and since the forum sometimes glitches, I miss some things. So, I have a vague idea of the latest changes in the mod.