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Heroes 6 - Discussion

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#1171
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You're exaggerating. If, for example, the battlefield in the sixth installment has 10 hexes, then archers will deal, say, 5% or 10% damage. According to your scheme, the need for archers will disappear, and only the AI will use them.
Firstly, I think they'll keep the squares in the sixth game, rather than reverting to hexes; secondly, if it's five percent per square, then a 10-square penalty will be 50%; this is more logical than dividing the field in half, as accuracy actually changes depending on the distance in this way: the further away, the fewer archers hit the target. Therefore, it's more logical to apply the penalty per square, rather than for half the field: the penalty will still be half for the entire field, but the units standing in the middle of the field will take more damage. But one correction: the first four squares from the archer have maximum damage. This would be more correct.

As for the sets, you're right. But it's an incredible bonus if you collect all the artifacts, giving "Lionheart" (I mean the artifacts specifically): +5 to morale and +2 to luck. Then take the horseshoe, and with the Leadership and Luck skills, these characteristics will become ideal! This is only not relevant for necromancers and, to some extent, for mages. Otherwise, the effect is impressive.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"