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"Necropolis" - changes to creatures of levels 6-7.

#389
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Hello everyone... I recently started a new playthrough of Heroes of Might and Magic V: Tribes of the East (for the umpteenth time), and of course, I started with the Necromancer faction. After playing through a few missions, I was reminded of modding, where players modify the game to their liking. I downloaded the mod mentioned above because I was also tired of the weak dragons (relatively speaking)... So, let me get straight to the point... After looking at the modified units, I saw that the Necromancer's 7th-tier unit is now as strong as those of Humans, Mages, and Demons in terms of attack, hit points, and other characteristics. However, I also noticed the following: the weekly recruitment limit for these units remains at 3, just like it was for dragons before. Although the dragons had significantly weaker stats, their recruitment limit was 3 per week to maintain balance with other factions. I immediately imagined this scenario: I have 600 Banshees or Spectres, and the enemy has 400 7th-tier units. My units fly in, deal critical damage, and half of the enemy's army is wiped out. And if we consider the lower-tier units, they will take out even more without critical hits in a single attack. The enemy's 4th, 5th, and 6th-tier units might last a little longer, but not for long... I think the best option would be to make the weekly recruitment limit for these creatures 2, just like for all other factions. And, of course, to add some variety, you could do the following: Considering the notorious strength of Dark Knights and the modders' fondness for Necromancers... I'm starting to think that everything revolves around the same ideas, but the result is always the same. 1. Reduce the recruitment limit for 6th-tier units from 4 to 3, while increasing their stats by 25-30%. 2. I recently came across the concept of a Draugr in a book and online. It's a fairly powerful creature that would be suitable as a 5th or 6th-tier unit. 3. Mentioning the Draugr, it could be placed as an alternative (on the same tier) to the Death Knight (6th tier) or the Lich (5th tier), instead of having two identical units with almost the same stats and abilities. Although, it would be more suitable as a replacement for the Dark Knight than the Lich, who is more of a mage. The downside is that it would require a different model. I also saw a discussion about which ability to give to Undead units. In my opinion, no control abilities like Blindness or Berserk should be given to them, and their abilities should not be changed or modified at all, considering the effect that Berserk or Blindness can have. And would these creatures be so unholy as to have Unholy Word in their arsenal? That ability would be more suitable for creatures with magical inclinations, such as mages, shamans, and priests. Undead are melee fighters with a huge, devastating damage output, not spellcasters who strain their throats and wave their hands to cast spells. Or, if you want to make them the dark counterpart of angels, give them Raise Dead, and the Banshees can keep their Wail. Moreover, if we consider all the 7th-tier creatures, they don't have any outstanding abilities, but you're suggesting giving them an ability that can wipe out half or even the entire enemy army (the number of units is equal to 1-2 waves of reinforcements in the castle). However... if the enemy army is large, the damage from this ability will be insignificant because the death of a hundred or so warriors (out of an army of thousands) will not give a noticeable advantage, but rather a significant disadvantage when a 7th-tier unit uses its turn in vain.