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Tournament edition for online play in Heroes of Might and Magic V.

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#8
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my ICQ is 395049982 - if you have any questions, feel free to contact me there. I'll respond to the Fireball's comments: 1. "Minor changes that need to be tested in 100 games." (I'll say right away that we've already played far more than that.) I personally played about 30 games, and that's the minimum. So: "Mutable Mana" requires a sense of the elements (previously, the Warlock's gameplay revolved around "Arcane Wave"), and there isn't a single faction where any of the native perks play a role anywhere. Plus, this is an incentive for Warlocks to actually level up "Sense of the Elements" because it's powerful. "Chaos blah blah blah." I only changed the damage at the advanced level (meaning the damage at the expert level remains the same); otherwise, the Orc's "Chaos Dampening" would reduce the damage too much, making it much more of a priority than other skills (in my opinion, all dampening skills should be "equal"). "Gave Earth elements +3 morale always" - Earth elementals used to be the most desirable for ALL factions, and this is at level 4 (where there are many dangerous creatures like Archmages or Druids). Since level 4 often appears on pathways, it often created an "unfair situation": one Archmage for one player, Earth elementals for another. Now, not only will overpowered random heroes with 1 Fury (or Pixies) not be able to easily kill level 4 creatures, but it won't be such an easy advantage for the main hero either. But I didn't make them overpowered (Archmages are still much more dangerous). 2. "Dangerous changes" "Lucretia with attack" and "Vampires with changed stats and improved healing" - The Necropolis faction is inherently very difficult to balance. You could say that on most maps (especially on many fast-paced templates), the Necropolis faction is already unbalanced, and the fact that I slightly improved Lucretia doesn't really change anything. And even where the Necropolis faction can be effective, Lucretia doesn't guarantee victory. But even so, Lucretia is good, but Orson or Casper are no worse; before, she was essentially a useless hero. I just brought her up to par with the others. "Dyra with mines" - I don't understand how Dyra could be dangerous: her spellpower is zero (it grows slowly for the Elf, and Blue Druids won't appear anytime soon). Plus, summoning is very strong for the Elf (for example, in combination with Rain, the Hive turns into Hell), but it's a risk - because you might not find the spell - I think that there should be at least some incentive to take that risk. "Kragg" is strong, and everyone is used to the fact that he is very strong in 3.0. But first, I slightly weakened the Orcs, so Kragg automatically stops being overpowered (the troops are weaker, the Shield of Fury is smaller, there are much fewer "good" features, and it's harder to get to them). And here's a hero who will almost never cast spells (because damage is his priority). So, I think (and numerous games specifically against and with Kragg on the test server also showed) that if he isn't buffed, he will start to fall far behind Haggeesh.