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Heroes 5.5 WarGame Edition - Tactical Edition.

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Dyrman
I haven't been convinced yet.
You put a lot of effort into implementing your skill tree (even created it in the game), so it's logical that it's very difficult to convince you otherwise. Therefore, I'm now providing arguments for others.
2-2-4, with the perks arranged correctly (your arrangement doesn't suit this scheme). A variant for the sake of a variant is pointless.
I disagree with you here. The more options, the better. On the other hand, all perks should be appealing so that each option is effective (competitive).
From this point of view, the structure with no connections between all level 1 perks offers maximum variability, but then there are major problems in leveling up the desired skills randomly.
The current option (3-4+) is a balanced compromise between variability and accessibility. Such connections allow for targeted leveling, while at the same time minimally restricting variability. Your variability is much more restricted.

Also, a number of skills cannot be logically divided into 2 basic perks (such as machinery or schools of magic). That is, it is possible, but it looks worse.
For example, in defense:
1) A line of magic reflection (in this case, it refers to damage reduction).
2) A line of physical resistance.
The magic reflection line is too situational to be a full-fledged perk.
Below, I see schemes with a bunch of useless perks that are supposedly discarded.
You simply didn't read the descriptions (in the posts above). If you did, then provide examples.
Also, I'm in favor of situational perks.
Even for navigation (but at level 3).
Yes, if navigation and other situational perks are to be included, then only at level 3 to minimize the number of useless options. But it still remains and to some extent complicates the leveling process for the player. If there were no randomness, they wouldn't interfere much.

According to your scheme, Barbarian Luck will be useless for a demon. It only works on orcs. And you yourself discarded navigation. :)
BB, aura of speed, fallen knight, secret advantage, and sharp mind are too powerful perks for level 1. I also have sharp mind at level 1, but this is specific to the mod (all perks are powerful + with reduced speeds, going slightly earlier isn't that important).
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