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Heroes 5.5 WarGame Edition - Tactical Edition.

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I played it and gave it a try. Here's what I think (purely my opinion). It's impossible to complete the campaigns because the turn is spent after the battle – there are missions where you need to move quickly. The wheel is not bad, but it's difficult to get the maximum ability, as the amulet is almost impossible to find. Now, I'll talk separately about the skills and their combination...
This is a multiplayer mod – it is not designed (or tested) for completing campaigns.
Attack. It turns out strangely that to get Battle Frenzy, you need to take Tactics and Wild Fury. Tactics is fine, but Wild Fury should be for Elves – it doesn't give any benefit to others (Or swap them – let's say Tactics, Battle Frenzy, and if anyone needs it, they can take Wild Fury). Also, Attacking Healer is only useful for Dwarves; there's no point for others to take it.
"Wild Fury" (the name will be changed) should work for all troops – the description is outdated. The same applies to "Attacking Healer."
The point is that Battle Frenzy is a mega-powerful perk (especially in WGE), and therefore it should not be taken before level 3 in the Attack tree.
Defense, I think everything is fine, only the defensive healer is needed for dwarves, the rest don't need it.
The same – it should work for everyone. Changing the name is not a problem. The essence is what matters.
Luck and Leadership suit me personally. All magic too. I have no complaints about Sorcery and Education. In Machines, I would change the following. I think it's strange to take Sulfur Rain - Catapult - Fire Arrows (as arrows are for a ballista). Let it be better: Ballista - Rapid-Fire Ballista - Fire Arrows. This is my opinion.
This may seem strange, but there is definitely a logic between sulfur shells and fire arrows. Fire Arrows is an overpowered perk (in WGE), so it should not be compatible with either the controlled or the double/triple ballista. It is a kind of alternative to the controlled triple ballista, but not a complement.
Knights – everything is done well, but honestly, it would be better to return Prayer instead of Banishment, but the one that was there. It increased attack, defense, leadership, and initiative. So that it is only available to knights.
Prayer is already available to the Barbarian Daughters of the Sky. For these reasons, it is no longer a purely knightly perk.
I would return Hellfire and Tempting Flame to Demons, as this was originally their advantage.
Demons have enough perks in the racial tree, even without fire – as many as 7. And the Elves are simply poor in the racial tree in terms of diversity. "Hellfire" is very suitable for Elves conceptually, as a elemental additional bonus with fire. Again, the name will be changed.
And for Warlocks, I would increase magic, because their advantage is not noticeable. The hero's attack should be made higher, because if there is no magic, then it is useless. And please make it so that after the battle, the speed does not drop to half, but returns as before, otherwise it is impossible to play in the campaign. I have expressed my point of view. I am interested in your opinion on this.
The point is that the balance of the mod is designed for fast mechanics and early stages (up to 2-3 weeks), and as a result, for fewer guards. In addition, Chaos here is not universal, but specialized – it works perfectly against high-defense units with 30+ defense, but it is not very good at penetrating high-hit points. Therefore, it makes sense for the Warlock to pump Darkness together with Chaos (or even instead of Chaos). In this regard, the branch with "Hellfire" should be very advantageous, as an alternative to Elemental Affinity and Arcane Wave.

Instead of completing campaigns, I would advise playing single-player against AI through the multiplayer menu, on those maps where scripts are enabled (as described in the instructions in the archive). Otherwise, there will be a million bugs, and it will not be the game that was intended – because no one knows how the mod scripts and the campaign scripts will work together, and whether they will work at all.

And I don't quite understand, does taking 50% of the turn for a battle make the hero's movement slower than it was? You should keep in mind that the hero's base movement range is now 36 cells, not 25, and he does not lose a turn when letting neutral creatures go without a fight. You can run at least 35 cells and have a battle at the end of the hero's turn – the range will be greater than it was in the original. The only thing you can't do is defeat several packs of neutrals in one turn without slowing down the turn.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат