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ASW – Alternative hero leveling.

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#17
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Nargott
The class system was not invented in Heroes of Might and Magic; it shouldn't be attributed to it just for the sake of it.


No, my project had specific goals, and reducing speeds is a means to achieve them.


Well, from the first message, it follows that there are only 2 differences from TE:
1) Emphasis on aesthetics (a subjective factor)
2) No claims of balance

I will explain the second point:

The fact is that in this context, it will lead to overpowered upgrades to strong perks through strong (previously, there was a balance: strong perks were achieved through weak ones).

The most obvious example. Attack. +5/10/15% to melee damage. The skill itself is completely useless. But it opens access to very valuable skills like Battle Fury, Tactics, and Fire Arrows. And from your concept, it follows that Attack (as a weak perk) needs to be strengthened? Who would then refuse to upgrade a strong skill with super perks?

Or is the goal not to "strengthen perks," but to strengthen rarely taken perks? Then this is a pure TE approach.
The absence of redundant connections (one of the main criteria, by the way: I wrote that there should be no unnecessary connections between schools), preserving all the good perks (there is no Mentor in TE).
There are 3 levels of perks: the first level should not be strengthened, but all the others should (if they are not strong enough) + the appearance of new perks, etc.
Attack is a "school." No one will touch the "schools."

P.S. You invented a problem that doesn't exist and are now dwelling on it. Everything that has been discussed still does not carry any informational load because it does not concern the mod.
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