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Heroes 5.5 WarGame Edition - Tactical Edition.

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Dyrman
You don't need an overpowered ballista – three of them is enough. This is actually a plus.
etc.
You can argue about this endlessly.
Please, write concisely. I don't want to read everything.
I see that you don't want to – you're not reading carefully; otherwise, you would already understand what I'm writing about – you wouldn't have to repeat it. In short: in your scheme, the ballista is either useless or overpowered because it can be greatly enhanced by perks from other skills, especially ranged attacks and fire arrows. Up to 10 times (in addition to what is already boosted in the machinery). Plus, you can read the last paragraph of that post; it raises questions about the binary scheme, and it would be interesting to hear your answers.
The logic of the scheme itself is important. I wrote about the ideal that should be strived for, but whether it is achieved or not is another question.
Okay, but it's difficult to discuss abstract logic if there are specific examples. If you have a better version of your wheel, I'm ready to discuss it and compare it based on any skill (comparing everything would take too long).

Added 3 minutes ago
Dyrman
Once again, there should be perks on the base that affect all subsequent ones – two.
The key word here is "should." Who should they be for? So far, there is no argument as to why this is better than other options. I understand that in your scheme, this may already be the case (although in many respects, the enhancement is contrived), but why should other schemes be based on this criterion?
Any scheme has its pros and cons; I have revealed the cons of your (binary) scheme, as well as pointed out some of the pros (simplicity of leveling). Reveal other pros.

Added 1 minute ago
SRD
And can a perk be changed – that is, can you not permanently discard, for example, the protection of Askh and luck on the road, but turn them into something more delicious?
I think it's possible, but I left such empty perks as a reserve. To have aces up my sleeve when I start implementing the wheel. For example, if a good idea appears, I will take an empty perk and use it.

Added 3 minutes ago
SRD
And here's another thing – I once suggested linking a number of spells to skills, removing them from free access, and this idea was successfully banned (in the symmetry thread), but now I see, for example, vampirism, regeneration, earthquake, and something else attached to skills... and now, attention, the question: what prompted the revision of this point?
Nothing prompted it; this concept has been in the WGE for a very long time.
Here, not just any spells are added, but exactly those that are not given in the guild. Grief, vampirism, regen, revenge, frostbite, wall of fire, earthquake, and elementals cannot be obtained in the guild (formally, they are in the level 6 mod).
There are also some other spells that are in the guild, but are added for perks. These are classic mass stone skin, mass haste, as well as teleport and heavenly shield. I haven't added any other spells to reduce the role of the guild. Except perhaps for random ones, such as for wisdom, or logical enhancements of perks like scholar.

Remind me of that post where I criticized your approach; perhaps there were completely different reasons, I don't remember the nuances. Most likely, this concerned exactly those spells that are already in the guild (and in the original, they all are).

Added 3 minutes ago
Dyrman
Nargott has a single-player wheel; it's not very good for multiplayer, just like my example.
I will not refute this statement because it is not based on anything, and because there is no direct (not theoretical) refutation – that's two.

When I start implementing the planned on the map, then I will actively play on it, respectively, many things may change (where I was wrong), but the focus will always be on multiplayer – I won't play and test with the computer. I can say for sure that I have multiplayer experience in leveling in RTA, and I even took second place in one tournament, so I have a practical understanding of what should be in the wheel and what should not be – from the point of view of multiplayer and the interest of leveling. However, not when playing on the map.
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