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MMH5.5 - Heroes of Might and Magic 5.5

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You got an eye of a visionary. Basically all you say here is correct.
The HoMM5.5 aim is to fix the balance.
Just wait to see the new version changes
Actually, I have a positive attitude toward the RPE mod, but I only emphasize that not all decisions are unequivocally successful if viewed within the framework of different goals and values. For example, if you look at the game as a strategy rather than an RPG.

Of the criticism mentioned above, the most constructive part — within the ideology of RPE — is to rework the skill drop % to create greater differences than the 8-12% for most skills. For example, using graduations of 15/12/8/5/3 or 15/12/8/5/3/2.

There are also serious balance issues with former racial skills: Counterattack and Occultism. In the first case, there should be a truly high bonus, given the situational nature of the retaliation (for example +20/40/60/80% or even higher); additionally, it is desirable to give +1/2/3/4 to defense (or attack). Regarding the second, a bonus to a parameter is a good idea, but given the lack of chains, this is not enough — at least 2 parameter units should be offered at once (for example, +1/+1 to Spellpower and Knowledge). From a strategist's point of view, the primary criterion justifying the existence of a particular skill should be its attractiveness, expressed in the fact that by leveling it up, the hero gains substantial (rather than symbolic and situational) advantages.

Regarding the "muffling" skills, I will note that the fundamental flaw in the design of these skills is that it is an attempt to hit one small nail with a bunch of different hammers simultaneously. It's fine when you take 1 or 2 counter-perks (which work on a "counter or nothing" principle). But when there are many such perks and all are aimed effectively at countering exactly one thing (and doing nothing else), it becomes a significant problem.

Such skills are practically impossible to implement in an appealing way as long as all these perks remain counters. Yes, you can add some elementals in the town as a bonus, but that looks like a mere attempt to save a hopeless skill that is essentially too specialized to be in demand.

At the moment, I see the best solution to the muffling problem as the simultaneous implementation of 2 points:

1) the muffling skill itself should be a counter (full) only at the initial level, while the advanced and expert levels should offer full combat bonuses to the hero without additional muffling (for example, +1/+2 to troop initiative); effectively, this removes 2 redundant counter-perks in favor of 1 more appealing counter-perk

2) the trio of muffling perks (containment, weakening, and corruption) should be in one branch (a basic level 1 perk and 2 advanced level 2 perks stemming from it), and the other 2 bases should again be occupied by combat perks (like Storm Wind and Secrets of Light); effectively, this will allow more freedom to roleplay the muffling school as a full-fledged combat school, where the focus is by no means on highly specialized muffling

Otherwise, distributing muffling to all classes will most likely only irritate players, given the degree of randomness in skill acquisition (and the possibility of severely ruining one's build with a bad draw). After all, one can waste up to 6 levels on this nonsense, gaining almost nothing when fighting neutrals, and in the final battle, with bad luck (or poor scouting), absolutely nothing at all.
Mass Spells will now reset ATB to 0.1
That's great, but why not to 0?
while sorcery will give a 12% ATB boost per mastery level
Strange decision; the previous figures of 10/20/30% sound better and don't look weak (for magic-oriented heroes).
slave market selling price = 45% + 5% per marketplace.
Very low. Why not consider an idea where the sale of creatures is at a rate higher than the purchase? i.e., you built goblins, bought them out, sold them, and ended up with a profit in money (but lost the ability to get those goblins in the army). For example, 100% + 50% per marketplace.

Lastly, 2 wishes.
All creature abilities that have probabilities have now extended descriptions that give some useful examples for evaluating the actual strength of the ability.
This does not solve the problem of the awkward formula from the original Heroes 5 developers. In my opinion, the best solution would be to tie the ability's trigger chance to the value of attack damage / total health of the target. i.e., if the attack kills 20% of the creatures, then the ability trigger chance is 20%. Everything is simple and obvious. Of course, this may be very difficult technically, but if such an opportunity is found, it would be magnificent.

The same applies to the calculation of a unit's spellpower. A linear dependence on number is highly desirable, rather than a failing logarithmic one. As a mathematician, I see no serious justification for applying complex non-linear formulas where they are simply not needed. The player should be able to estimate the spellpower of a unit without a calculator or external tables. Naturally, if this is technically possible.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат