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#383
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2 Cobra & Forrest

Classes are definitely a highlight of Warlords, but they have a major problem – they aren't used. More precisely, only two are used – Speedy and Explorer. The rest appear in roughly 1 out of 50-100 games. That is, a lot of rather interesting functionality is essentially excluded from the game.

The problem here is that classes are very unpredictable in terms of build. Modern Heroes is a very dynamic game; starting from the middle of the second week, the game can end at any moment. Therefore, taking a random skill in the hope of getting a second one later is, in most cases, a negative move. A skill should start to be useful immediately after it's taken.

As a result, leveling up when playing with classes and when playing without classes differs only in that, with classes, you take navigation towards the Scout, and sometimes Passfight. Otherwise, the leveling strategy is identical. Classes are either collected randomly or by noobs.

I have intentionally built the Warrior class maybe 5 times in several hundred games. Terraformer – 2 times. I haven't intentionally built any other class.

That's why I came up with the idea of transferring the functionality of classes to skills. I want to bring it back into the game, diversify the gameplay, and boost the skills that are currently not used.

If we go down the path of strengthening the classes themselves, this will only increase the variance without fundamentally changing the situation. And it will add a lot of cases like "I took a skill, but didn't get the Scout." All this doesn't quite correspond to the concept of a competitive game.

Regarding the 25% bonus – this feature was originally designed for fixes where mages were overwhelmingly dominant, and it was necessary to somehow strengthen the warriors. In a random game, however, warriors don't need to be strengthened; they may even need to be weakened. This bonus has led to the fact that 95% of games start with monster specialists, and they continue to play with them until the end.

Even in SoD, there are more cases of switching to a different hero than in Warlords. I want to see something similar in Warlords – so that monster specialists are taken as starting heroes because of their army, and then, depending on what skills they get, players can choose different builds. Overly powerful abilities here only reduce the diversity of gameplay.

The same, by the way, applies to armorers – they have overpowered abilities that are not so noticeable because they start as monster specialists. After removing the 25% bonus, armorers will get a second wind. And they are not in parity with offensive heroes at all. If I see that my opponent has dug up Tazar, I'm sad. If I see that they have dug up Kreg, I don't care.

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