Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
How can I change this? - I haven't cut down on specializations yet. I think 5 per level is too much - 3 or 4 would probably be fine (2 is too little, especially since we're losing the rush combat option).
Look in RPGStats. Try 3; at level 25, this will mean that creatures start with 75-100% of their turn accumulated (instead of 0-25%), and it's unlikely that the hero will level up further. It will turn out that the turn order of Wing's creatures at high levels will be determined by randomness to a much greater extent than by initiative - because the start is very close to 100%. With morale, even a rush can be achieved.
Resurrection and raising the dead: I would remove the effect of reducing HP after their application.
While simultaneously increasing the cost of these spells, because they are too powerful, and the reduction in HP was introduced by the developers to prevent spamming with these spells.
Tent: Reducing speeds will definitely prolong the battle, so let the tent move 5 times, but reduce the effect to 70%.
No more than 1 round. It won't be possible to reduce the effect of the tent, but you can reduce its initiative. However, what's wrong with increasing the tent's ammunition - the player will be motivated to prolong the battle with neutrals in order to replenish losses.
Impact magic and weakening spells will be reduced by 70-80%, and the Lucky Mage perk for Warlocks should be blocked; Arcane Waves are more than enough.
I meant only the damage of archers, not health. Lucky Mage is 6 perks for one effect; it's unlikely to be worth it - it's not the most popular build for Warlocks.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат