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UNIT - Creature Balance + Visual Changes

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Bravo1853
Just increase the range of the precise shot and that's it (-1 cell from the calculated formula for a shot without penalty). You could lower their maximum damage slightly, take away 1 point of attack. That would also be the simplest way.
Range 5 is a bad option because there will be confusion between 5 and 6; the values are too close. Good options for increasing the range are 4 and 6. If the alt shooters (with imba damage) aren't nerfed, then armor piercing at 6 cells will barely be enough to balance it (and even then, it's not certain). So reducing the damage of the first grade isn't great (it already loses significantly in damage to the alt).

Generally, from an area perspective, increasing the armor-piercing range from 3 to 4 doubles the ability's applicability, and from 4 to 6 doubles it again (totaling 4x). This solves the problem of excessive situational use.

Added after 1 hour 19 minutes
- Archangels. Attack 30 (-1), Damage 30-50(-20 minimum damage), +Child of Light, +Enemy does not resist.
(The acquired abilities are compensated by the loss of stable damage)
We'll take one ruble and compensate with one dollar.
- Cerberi. Defense 3(+1), Health 20(+5).
(Compensating for the creature's excessive fragility)

- Fire Hounds. Defense 4(+1), Health 20(+5).
(Compensating for the creature's excessive fragility)
Maybe it's simpler to just raise growth if you need to max out the whole tier?
- Hell Horses. Initiative 14(-2).
(Correction of excess faction initiative)
What is "excess faction initiative" and why correct it? How is a demon supposed to defend against an elf rush now with the horses' ini cut?
- Cave Lords. -Spell "Fire Storm", -Spell "Destruction Ray", +Spell "Berserk" at expert level.
(Now this unit can get rid of a threat before it reaches them... but only once per battle)
4-5 units of such lords turn 1 berserk into 4-5; the conclusions are obvious from there.
- Archliches. -Spell "Plague", +Spell "Raise Dead"
(Replacement of a useless spell, increasing the tactical survivability of the army)
Replacing a useful spell with a useless one, because if you need raising, there is another grade.
- Harbingers of Death. Attack 24(-2), -Doom Grip, +Annihilation <animation+description fixed>.
(Increasing the unit's competitiveness by increasing special ability damage, but slightly cutting attack)
Does this unit really deserve such a nerf? A useful ability is removed (anti-fen, anti-buff, anti 7th tier), attack is reduced, and in return, you get situational burning.
- Beasts, Furies, Megeras. Weekly growth +1.
(Correction of army proportionality)

- Minotaurs, Guardian Minotaurs, Overseer Minotaurs. Weekly growth -1.
(Correction of army proportionality)
Top 2nd tier gets +20% growth, bottom 3rd tier gets -20% growth; is that normal?

- Dark Riders. Defense 10(+1), Health 65(+5)
(Slight increase in survivability)

- Agile Riders. Defense 10(+1), Health 65(+5)
(Slight increase in survivability)
Why give +10% survivability to a grade (a one-hit unit) and why the same bonus to an alt that nobody takes?

- Cave Hydras. Initiative 9(+1), -Regeneration, +Acid Blood.
(Now this unit has a greater focus on dealing damage)

- Dark Hydras. Defense 17(+2), Initiative 8(+1), -Acid Blood, + Regeneration.
(Now this unit has a greater focus on tanking)
An incomprehensible swapping of abilities.
- Mistresses of the Night. Defense 18(-2), Damage 20-27(-3 maximum damage), Initiative 10(-1), Health 90(-10), +Shooter.
shot animation is present
(Mistresses of the Night are now full shooters; they will feel less comfortable in melee than before)
Why, if there's another grade for shooting.
- Black Dragons. -Magic Immunity, +Fire Element Immunity, +Water Element Immunity, +Earth Element Immunity, +Air Element Immunity, +Aura of Terror.
Black Dragons without anti-magic aren't Black Dragons. They need to be renamed and possibly recolored.
- Senior Gremlins. Defense 4(+2), -Repair, +Sabotage.
description and names of gremlin upgrades have been changed
(Damage remains small, but stability is increased and the special ability is replaced)

- Saboteur Gremlins. -Sabotage, +Repair.
(Small swapping of upgrade abilities)
For what purpose is this swap?
- Djinn Sultans. Attack 15(+1), Defense 15(+1), Initiative 11(-1), Health 60(+15)
(Increasing damage resistance)

- Djinn Viziers. Defense 17(+4), Damage 14-17(-2 maximum damage), Health 65(+15)
(Increasing damage resistance)
Why do djinns need survivability? Simpler to raise growth?
- Rakshasa Rajas. Initiative 9(+1).
(Reducing turn loss from charge)

- Rakshasa Kshatriyas. Initiative 9(+1).
(Reducing turn loss from charge)
For what purpose is the best unit of the tier (kshatriyas) being buffed, and what will the same buff give to the underdog rajas? The difference between grades hasn't been leveled.
- Titans. Damage 45-70(+5 maximum damage), +Air Element Immunity.
Ability "Lightning Strike". Now deals 40 units per creature (+15)
(Now Titans are more clearly specialized in single-target damage)

- Thunderers. +Air Element Immunity.
Ability "Storm Summoner". Now deals 35 units per creature (+25)
(Thunderers no longer possess a useless ability, but it can still only be used once)
unit texture changed + description change
A storm for 35 over an area is insane; the single-target lightning for 40 takes a back seat here, titans are forgotten. The one-time use doesn't compensate for this.
Balanced options here would be 20-25 vs 40 or 30 vs 50.
- Death Dancers. Attack 3(-2), Damage 2-4(-1 minimum and -1 maximum), Speed 7(+1), +Charging Strike
(Now the unit's damage will directly depend on distance; the more cells it moves, the more damage it deals and the less damage it takes from a counterattack. Much more effective against high-level creatures)
small cosmetic changes
A boost to the elven brainless rush. A mass unit that reaches in 1 turn while ignoring defense leaves no chance of surviving the rush (combined with fairies, fighters, and horns). This clearly shows a lack of tournament (Multiplayer) experience.
- Peasants. Defense 2(+1).
(Compensating for the creature's excessive fragility)

- Militia. Defense 4(+2).
(Compensating for the creature's excessive fragility)
Why make insignificant edits?
- Demonesses.
small cosmetic changes (Demonesses became a bit more chaste; children play the game too xD)
Doesn't matter. They are only needed against undead.
- Dark Wyverns are now Poison Wyverns (model unchanged). -Regeneration, +Acid Blood.
(Regeneration is a rather weak ability for a level 6 creature, and acid blood will reduce the "temptation" to attack the unit)
Not enough struggle breaking through with orcs on geese (wyverns)? There's a useful Wait button for regen.
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