Argamet - some kind of barbarian marker?:) Well, in the starting zone there is almost no undead before the water, so it's unclear how he'll be restoring them; he doesn't know how to cast Raise Dead, nor anything else, and he has no racial ability. The starting army is terrible; I wonder what % of it will remain
with a non-easied hero when encountering centaur bandits... And what exactly will the hero himself be doing while his army is being shot down? Killing 1-2 units with an unupgraded strike?:) I'll keep quiet about the serious opponents... Apparently, is the necromancer's cloak supposed to help somehow in exchange for skeletons? I doubt it...
Proposal: expert(maximum) necromancy + full necromancer set + in the spellbook, instead of Dark Ritual (what do we need that for? o_0), Necromancy and "Banshee's Cry" (and definitely give him the necromancer special ability Cry of Terror, since he won't be able to get it himself) + ring (-2 luck to enemy) + replace the starting army with min 15 vampires with the 1st upgrade + replace Devil's Strike in Attack with Cold Steel from the necromancer attack branch
(need to think about what the hero himself will actually be doing during battle; war cries aren't particularly effective for corpses, we can't cast anything except Banshee, so the only option is to upgrade the strike: attach Devil's Strike and Stun Strike to the special ability)
Total: we get a powerful necromancer-rusher who, from the start, will seriously upset everyone both in spirit and luck. Throughout the game, Mute Chaos and War Machines are upgraded (a tent for recovery/cleansing is mandatory for the Barbarian), Attack/Defense will grow well, as well as the army as soon as we loot the Necropolis.
Dyavur - original combination, it'll do, just strengthen slightly with artifacts
Proposal: boots of speed (+1) + barbarian shield
Gotai - almost a wonderful barbarian-shouter, just strengthen the hero's initiative and raise the defense
Proposal: attach "Sharp Mind" and "Distraction" to the special ability + give a barbarian shield and a first aid tent
Kirgan - a player choosing this hero must clearly understand that he will not leave the starting zone; it's hard to imagine a weaker hero and a more useless special ability. Definitely into the scrap heap for smelting!
Baghan - almost balanced, strengthen slightly and he's a gem
Proposal: increase Blood Rage to expert + boots of magic resistance + first aid tent
Garguna (if the proposal is accepted, can be renamed to Butcher :)) - an unfinished butcher :) In the entire line of barbarians, there is no ideal barbarian (like Nemesis for mages or Irina for T.E.), she could be made into one. Idea: a swift butcher-rusher with maximum barbarian privileges
Proposal: change chieftains to the first upgrade (with double attack) + Blood Rage to expert + Pure Rage special ability from the start + change the special ability from useless to a maximally effective strike: "Disrupter" special ability (I think it's one special attack at the start of battle + growth of damage from hero's direct attacks as hero level increases; attach Devil's, Stun, and Torment strikes to this "Disrupter", and "Fire of Fury" (from barbarian education))
+ skilled leadership -> empathy -> inspiration -> battle euphoria + abolish attack down to basic attack -> retribution + artifact boots of speed (+1)
Total: you get an ideal high-speed barbarian-powerhouse, with a high-quality strike squad that runs far and hits 3 times per attack, effectively beating the enemy stack to zero; a very interesting battle would result with a yellow player in the Castle, only Mute Chaos needs to be upgraded first)))
ShakKaruqat - normal, just strengthen slightly
Proposal: dragon wings + in the special ability, +2 health and +1% initiative growth per hero level
Varvara: without fury, these centaurs won't get far, especially since she knows inspiration; what's the point of giving that to a hero from the start who isn't intended to split the stack, but rather to gather a strike force. and there's no point in moving inspiration if she can neither shout nor hit properly.
imho, to the scrap heap along with Kirgan
Added after 18 minutes
I created the heroes by conditionally dividing them into three groups:
- Easy to play;
- "Absurd";
- Interesting.
Some even satisfy the requirements of several groups.
PavliG suggests making them all easy to play, which I honestly don't like. Initially, I didn't maintain balance between starting heroes (why is it needed in single player), as heroes are intended for different players. That is, if we want to play easily - we take one, if it's hard - another, if we want to mess around - a third one, etc.
Therefore, I would like to emphasize the interest of the heroes rather than ease of play ;) Therefore, I urge everyone to support this direction.
Moreover, I am proposing a balance between ease of play (as you put it, but for some "very easy" includes a non-easied hero and they start experiencing the desired difficulties, although what ease of play is there with the yellow sphere-launcher or with the necromancer?) and interest, with a tiny remainder of absurdity (since the latter is neither interesting nor passable in the end). I propose to develop the potential of different races and different tactics to an optimal level on this wonderful map, keeping in mind that one won't be lucky enough to experience this via the skill wheel or on any other map, thereby increasing the uniqueness of this wonderful single player and creating an inevitable desire to replay the map again and again using this or that method/tactic/hero.:smile01:
In general, since this hasn't caused strong support yet, I'll hold off for now, let the people join the discussion.