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Renaming:
- Goblin Sentinels => Goblin Bandits.
Since these goblins are the most dangerous opponents, being champions in damage among the light weight class (outstanding damage + double strike), the status of simple sentinels did not suit them very well, despite the fact that they run far.
- Goblin Trappers => Goblin Beastmasters? (the English version is also Goblin Trappers)
- Guardians of Horn => Mountain Defenders (to have a normal concise option - mountaineers), while in the English version it is still Forge Defenders
- Fearsome Raiders => Lightning Raiders (better reflects the status of a unit with 1 attack)
- prismatic breath => iridescent breath
Further, there will be improvements to units that are only slightly different.
1) Monks/clerics/adepts. Too similar in stats, except for spells. You can take away 1 attack from the monks (from 2 to 1) so that they run more actively in melee. Clerics should have a greater emphasis on spells and significantly reduce attack. Adepts should be given an interesting combination of shooting without penalty + shooting at half strength, so that they also run to attack at close range.
2) Fairies/dryads. Too similar in stats and combat abilities (with the only difference being that dryads attack more often and weaker). You can take away the retaliation from the fairies in favor of an increase in defense, especially since retaliation does not go well with invisibility.
3) Young/ancient ents. Very similar in stats and abilities. You can remove the infinite retaliation from the young ents (which appears in the ancient ones when defending). Instead, give them "burning" (it will have to be renamed to "destruction", including for Red Dragons). A very interesting combination with entangling.
4) Lamias/spirits. You can make an even greater difference in stats: the former tank, the latter deal damage (and quickly collapse after the first hit).
5) Vampire Lords/Nosferatu. Weak differences in stats. You can weaken the attack of the Nosferatu and add infinite retaliation, a very interesting combination with vampirism.
6) Imps/parasites/devils. Similar in stats, identical in abilities, except for mana. You can give retaliation to the devils, at the cost of defense. Give parasites the rage from imps (since they spend the first half of the battle accumulating mana). Give imps "taste of blood" (increase attack by 8 and initiative by 2 for 1 round when taking damage). Unlike Vikings, imps do not have a heavy class, and they cannot retaliate with increased damage, but when they hit and receive a counterattack, they have time to make the next attack stronger (initiative allows, the turn comes faster than the effect ends). From an atmospheric point of view, it is simply explained: imps devour their own corpses, gaining strength.
7) Cerberuses/fire elementals. Very similar in stats. You can increase the attack of fire elementals and add a piercing attack on their own (i.e., so that their splash can damage their own, like acid hydra, dark dragons, or siege cyclops). As practice shows, a piercing attack on their own gives a very strong difference, in the case of a large splash area.
8) Crimson/ash nightmares. Weak difference in abilities. You can swap the ash and fiery ones, i.e., give the ash ones panic terror (50% chance to scare the enemy when he attacks), and the fiery ones - a draining aura plus, in addition, fire skin and immunity to fire (they are burning!).
9) Rock golems/mountaineers. Similar in abilities. You can take away the protection from arrows from the mountaineers and give it to the rock golems, and in return give them a retaliatory attack (an interesting combination with furious retaliation). Moreover, retaliation is actively used by red dwarves: berserkers with frenzy and armored ones with claw strike.
10) Granite Golems. The overpowered wall of spikes needs to be removed. Instead, give protection from arrows, protection from magic, and significantly increase attack (making them a champion in attack damage among the light weight class of heavy class). That is, the essence of the unit will not change, but they will deal high damage in a direct way, and not from hits on themselves.
P.S. Although, the unique "burning" cooldown still does not want to be duplicated on ents. Perhaps, "self-healing" would look better: catch enemies and sit in wait, especially since retaliation also increases with this tactic, i.e., the essence of the unit does not change.
- Goblin Sentinels => Goblin Bandits.
Since these goblins are the most dangerous opponents, being champions in damage among the light weight class (outstanding damage + double strike), the status of simple sentinels did not suit them very well, despite the fact that they run far.
- Goblin Trappers => Goblin Beastmasters? (the English version is also Goblin Trappers)
- Guardians of Horn => Mountain Defenders (to have a normal concise option - mountaineers), while in the English version it is still Forge Defenders
- Fearsome Raiders => Lightning Raiders (better reflects the status of a unit with 1 attack)
- prismatic breath => iridescent breath
Further, there will be improvements to units that are only slightly different.
1) Monks/clerics/adepts. Too similar in stats, except for spells. You can take away 1 attack from the monks (from 2 to 1) so that they run more actively in melee. Clerics should have a greater emphasis on spells and significantly reduce attack. Adepts should be given an interesting combination of shooting without penalty + shooting at half strength, so that they also run to attack at close range.
2) Fairies/dryads. Too similar in stats and combat abilities (with the only difference being that dryads attack more often and weaker). You can take away the retaliation from the fairies in favor of an increase in defense, especially since retaliation does not go well with invisibility.
3) Young/ancient ents. Very similar in stats and abilities. You can remove the infinite retaliation from the young ents (which appears in the ancient ones when defending). Instead, give them "burning" (it will have to be renamed to "destruction", including for Red Dragons). A very interesting combination with entangling.
4) Lamias/spirits. You can make an even greater difference in stats: the former tank, the latter deal damage (and quickly collapse after the first hit).
5) Vampire Lords/Nosferatu. Weak differences in stats. You can weaken the attack of the Nosferatu and add infinite retaliation, a very interesting combination with vampirism.
6) Imps/parasites/devils. Similar in stats, identical in abilities, except for mana. You can give retaliation to the devils, at the cost of defense. Give parasites the rage from imps (since they spend the first half of the battle accumulating mana). Give imps "taste of blood" (increase attack by 8 and initiative by 2 for 1 round when taking damage). Unlike Vikings, imps do not have a heavy class, and they cannot retaliate with increased damage, but when they hit and receive a counterattack, they have time to make the next attack stronger (initiative allows, the turn comes faster than the effect ends). From an atmospheric point of view, it is simply explained: imps devour their own corpses, gaining strength.
7) Cerberuses/fire elementals. Very similar in stats. You can increase the attack of fire elementals and add a piercing attack on their own (i.e., so that their splash can damage their own, like acid hydra, dark dragons, or siege cyclops). As practice shows, a piercing attack on their own gives a very strong difference, in the case of a large splash area.
8) Crimson/ash nightmares. Weak difference in abilities. You can swap the ash and fiery ones, i.e., give the ash ones panic terror (50% chance to scare the enemy when he attacks), and the fiery ones - a draining aura plus, in addition, fire skin and immunity to fire (they are burning!).
9) Rock golems/mountaineers. Similar in abilities. You can take away the protection from arrows from the mountaineers and give it to the rock golems, and in return give them a retaliatory attack (an interesting combination with furious retaliation). Moreover, retaliation is actively used by red dwarves: berserkers with frenzy and armored ones with claw strike.
10) Granite Golems. The overpowered wall of spikes needs to be removed. Instead, give protection from arrows, protection from magic, and significantly increase attack (making them a champion in attack damage among the light weight class of heavy class). That is, the essence of the unit will not change, but they will deal high damage in a direct way, and not from hits on themselves.
P.S. Although, the unique "burning" cooldown still does not want to be duplicated on ents. Perhaps, "self-healing" would look better: catch enemies and sit in wait, especially since retaliation also increases with this tactic, i.e., the essence of the unit does not change.