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[ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

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Dirty_Player
But as an option, +5%/7%/10% could be considered.
Armor with resistance is left to sulk in the corner. The idea is to not make a universal bonus for all cases (like armor and offense), but to create a specific addition that will be strong in some cases and not so strong in others. Features like this add strategic layers to the game. Straightforward bonuses are either a must-have (with claims of being overpowered) or useless. The option proposed by Asmodeus meets the requirements of strategy - one bonus for low-level monsters, another for high-level monsters. Here, you just need to adjust the numbers correctly so that there are no imbalances. For example, a full heal will clearly be too strong when used with 7 monsters (they will simply be unkillable), but when used with 5 or 6, it will not create a significant imbalance. Yes, a paladin with a couple of horses will be able to overcome many obstacles, and that's good. Therefore, the "mass heal 100 HP on expert" option is both usable and not unbalanced. Moreover, in the endgame, this is a rather modest bonus, but that's good, because the mage is already good in the endgame, which cannot be said about the initial clearing of the territory - even mass healing will not be some kind of special overpowered ability there. However, it makes sense to introduce a limit on the number of mass heals. Let's say, 3-5 per battle. With the player having the option to choose - heal in the usual way or spend a charge for a mass heal. As for destroying the tent, this adds strategy to the battle; after all, killing a 300-hit machine is not easy, and you will have to spend a valuable spell or attack. In my opinion, this is a quite adequate analogue to the cart - the bonus is also lost when it is destroyed.