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UNIT - Creature Balance + Visual Changes

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Frozensoull
The tests were conducted in many ways, but the most illustrative one is 100 archers against 6 lava dragons, which were easily defeated with a single shot...
Tests are tests, but tournament practice is tournament practice (a hint that the test conditions may be incorrect).

Most likely, you tested 1 stack of archers against 1 stack of dragons, which is, of course, far from real combat conditions.

Archers already outperform in ranged damage (except at armor-piercing range), on average by 1.6 times, and with reduced damage, the difference becomes twofold. And considering the blessing (divine power), the gap reaches 2.5 times. A small increase in the ability's radius is good, but it doesn't compensate for such a huge gap. The "maneuvering" ability doesn't suit the formation that is usually used when deploying archers, so it is of little use. Extra hit points are not a priority for archers, unlike damage. It's even stranger to make human archers more durable than dwarven ones.

Regarding grammatical errors, you may not be very interested in this, but the readers definitely are - a low level of literacy directly affects the perception of the material.

Added 20 minutes later
How archers are balanced in RTA:
upgrade - 12 hit points instead of 10, initiative 9 instead of 8
alt - damage 2-6 instead of 2-8

In TE:
upgrade - damage 3-7 instead of 2-8, radius 4 instead of 3
alt - damage 2-6 instead of 2-8

As we can see, in both tournament mods, they understand that it is necessary to reduce the alt's damage, while the upgrade is strengthened without being nerfed.
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