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Harmony - Troop Symmetry

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#433
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There's a catch – you can't just cut down movement speeds. If we reduce movement speeds, as I've already said, archers and Sorceresses (both Sorceress units and spellcasting heroes) will clearly benefit, but it will also affect, for example, Wingard. The essence of his special ability is to move his troops forward on the action turn so that they go first, but during the battle, his special ability no longer works, and the whole point was that, having high movement speed, units could run across the entire field in one turn and attack on the very first turn, and in this case, the ability to go first was crucial. But now, with reduced movement speeds, no one will reach the other side in one turn, and going first is no longer as important as it used to be. This means that Wingard's special ability has become less effective, and therefore he has become weaker.
First: where else will the reduction of movement speeds lead?
Second: is it worth strengthening Wingard's special ability, and if so, how?
Reduce the damage of archers and offensive/resurrection magic to 80%, and adjust the rest as needed. On the contrary, Wingard's special ability can be significantly strengthened in percentage terms, giving noticeable bonuses at the start, which his army can use to position itself on the field, rather than just running and attacking. In this regard, there are much more prospects than in a purely rush strategy with the hope of a favorable outcome on the initiative scale. Specifically, I would try the following numbers:
- first, 5% per level (an extreme option)
- then 3%, if the first option is too much
- then 2 or 4%, depending on the previous result (if it is not satisfactory)
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат