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Heroes 5.5 WarGame Edition - Tactical Edition.

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Nargott
I understand, it's a typo. 4 slots aren't a problem.
But for me, that's too few.
Let me clarify right away – I'm looking at it from the perspective of the original game.
Simply put, in some specifically planned builds, there are skill trees that are worth taking only for one specific perk, without leveling up the entire tree (Elf with Lightning, Fireball, and Master of Flames).
There are skill trees that are only needed for themselves, without perks.
In other words, you can level up the entire tree with perks, but it won't give you such a significant increase in effectiveness.
And sometimes you just end up with an extra skill tree.
Therefore, a larger number of skill trees provides greater variety.
Nargott
Against this background, I specifically refrained from introducing additional differences, such as class-unique perks or special class connections, because this is an excess that complicates memorizing the skill tree.
Personally, I can now remember the skill tree for all classes even without playing, while after many years of practical play, I still haven't learned a single skill tree in the original game.
The skill tree can be in the game, but it's not necessary to learn it.
But the 3.0-3.1 principle, when almost all perks were given to all races, doesn't appeal to me.
In 2.0, there was no such mixing of perks.
It was possible to highlight the hero's specialization by giving them perks that are not characteristic of the race. That is, no one from the race has it and cannot have it, but a specific hero does. For example, Chain Lightning was the prerogative of only Warlocks. And suddenly, for example, Sveyya, as a mega-caster of the Dwarf race, could have it. This is a rough example, but it roughly explains the situation.
Nargott
Magic technically won't work for Orcs.
Um... There are 2 nuances here:
1. I was talking about magic simply as a skill tree, if we adhere to the lore that Orcs organically cannot handle magic.
That is, magic is taken simply for the perks, and other bonuses are given for the skill tree (SP, Knowledge, or something else, like Leadership for Necromancers in many mods).
2. If we remember that Orcs do have casters (Shamans) and set out to create a caster hero, then magic does work for Orcs. An example in the replay is casting Haste, Bless, and a battle cry in one package.
Nargott
Weakness here gives -8/10/12/14 to attack, which is equivalent to -16/20/24/28 in the original, thus it works perfectly even without the skill.
Still, there's a 75% difference between -8 without the skill and -14 on Expert difficulty.
Nargott
I'm probably not very open to new ideas right now; I'm more interested in the practical implementation of what has already been conceived.
I'm kind of the opposite – I'm looking for new ideas and ways to implement them. Then there will be a process of removing the unnecessary.
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