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Let's break down what has changed, point by point.
1) Now, the Avenger is more applicable, as the differences between the upgrades have been removed. +
2) Currently, Deadly Shot doesn't seem to be required for Enchant. +
3) I'm not sure about area-of-effect spells (I'll check today).
4) Attack is now 6%, but we paid for it with 4% in Light magic. Thanks to the incompetent developers for so "successfully" mixing up our core magic with enchantment (I just can't understand how this happened and why they can't make a small patch to fix it). Overall, it's a mixed bag +/-
5) With the appearance of alternate Druids, Chaos is no longer so useless. +
6) Wingu finally got a decent percentage for his ability. +
7) Nothing has changed here. -
8) Same as the previous point. -
9) I think Counter was given to us just for show. -
10) Now, it seems that if a spell is not resisted, the damage is reduced by the resistance chance. For example, we have 100 damage from a spell, and we have 30% resistance. If the spell hits, the damage will be 70. I don't know exactly what is happening with the Warlock's Unstoppable Magic in practice. Ideally, resistance should now work even against them, but the target still takes damage from the magic. Example: A Warlock with 50% Unstoppable Magic casts a spell with 100 damage; with resistance, the target will receive 50 damage. If Unstoppable Magic is 25%, then with resistance, the damage will be 25. IMO, resistance against the Warlock is not that important, as our only hope in a fight against him is an attack from the first turn (and units usually reach the enemy right away). +
11) Elven Luck definitely needs to be strengthened; otherwise, there's no point in this perk. -
12) I'm also not particularly impressed with Talanar's ability; it would have been better to make him a machinist.
13) Problems with wood:), everything goes towards building the city, and there's not enough left for arrows:) -
Regarding the High Elf start. The start isn't particularly fast, but it's manageable. If you're lucky with neutrals and heroes in the tavern, it's quite good. IMO, Ossir has the fastest start, followed by Gilraen. I usually play as Wingu, and if I get one of the above-mentioned heroes as the second hero in the tavern, it greatly simplifies the game at the start. It's also good if you don't have to build the city from level 1; the sooner you have more archers and druids in your army, the better.
Everyone already knows that the "machinists" have the best start in the game; the Elves don't have them, which is a pity:(
1) Now, the Avenger is more applicable, as the differences between the upgrades have been removed. +
2) Currently, Deadly Shot doesn't seem to be required for Enchant. +
3) I'm not sure about area-of-effect spells (I'll check today).
4) Attack is now 6%, but we paid for it with 4% in Light magic. Thanks to the incompetent developers for so "successfully" mixing up our core magic with enchantment (I just can't understand how this happened and why they can't make a small patch to fix it). Overall, it's a mixed bag +/-
5) With the appearance of alternate Druids, Chaos is no longer so useless. +
6) Wingu finally got a decent percentage for his ability. +
7) Nothing has changed here. -
8) Same as the previous point. -
9) I think Counter was given to us just for show. -
10) Now, it seems that if a spell is not resisted, the damage is reduced by the resistance chance. For example, we have 100 damage from a spell, and we have 30% resistance. If the spell hits, the damage will be 70. I don't know exactly what is happening with the Warlock's Unstoppable Magic in practice. Ideally, resistance should now work even against them, but the target still takes damage from the magic. Example: A Warlock with 50% Unstoppable Magic casts a spell with 100 damage; with resistance, the target will receive 50 damage. If Unstoppable Magic is 25%, then with resistance, the damage will be 25. IMO, resistance against the Warlock is not that important, as our only hope in a fight against him is an attack from the first turn (and units usually reach the enemy right away). +
11) Elven Luck definitely needs to be strengthened; otherwise, there's no point in this perk. -
12) I'm also not particularly impressed with Talanar's ability; it would have been better to make him a machinist.
13) Problems with wood:), everything goes towards building the city, and there's not enough left for arrows:) -
Regarding the High Elf start. The start isn't particularly fast, but it's manageable. If you're lucky with neutrals and heroes in the tavern, it's quite good. IMO, Ossir has the fastest start, followed by Gilraen. I usually play as Wingu, and if I get one of the above-mentioned heroes as the second hero in the tavern, it greatly simplifies the game at the start. It's also good if you don't have to build the city from level 1; the sooner you have more archers and druids in your army, the better.
Everyone already knows that the "machinists" have the best start in the game; the Elves don't have them, which is a pity:(
Белый и Пушистый! Иногда.....