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UNIT - Creature Balance + Visual Changes

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Nargott

In general, the changes you are suggesting are very "fanatical," because even in my mod (where creatures are balanced from scratch), crossbows/archers differ less from the original. And perhaps other units as well, I was just too lazy to check them all (that's why I only touched upon the Arabs). It seems to me that the goal here is no longer to balance the upgrades, but simply to come up with new creatures.

As I said before, we have very different views on balance, especially since you started fixing it from scratch and made the main tactical emphasis on tanking.

We have already discussed the meaning of the word "fanaticism," and there is no particular point in returning to this. No one is inventing new creatures here; my only task is to make all creatures useful, and this is not always possible with the old set of abilities.
Bravo1853

Just increase the range of the accurate shot and that's it (subtract 1 cell from the calculated shot formula without penalty). You can slightly reduce their maximum damage, take away 1 attack point. That's the easiest way.

The blinding ability needs to be removed from the shamans. What could be worse than an Orc with Darkness?

How people are afraid of everything new... What makes this ability so appealing, when for 3 expansions in a row it makes units less attractive, even compared to the unupgraded version?

Has anyone ever wondered why the developers gave this ability such a small range? The answer is very simple: because it creates a significant imbalance, since when the armor is completely reduced to zero, the creatures of the last tiers turn into dust, while the creatures of the first tiers receive quite adequate damage, which is illogical in itself. Based on this, such a small range was given so that this ability could be used as difficultly as possible or even impossible in some situations.

I see only one way out of this situation: increase its range to approximately +-6 cells, but in return, significantly reduce the damage. But in my opinion, this is nonsense. It is easier to get rid of the ability and find a worthy replacement for it.

I have already posted several ready-made options, but practically no one has tested them, but there are plenty of theories, and they are all based on armor penetration...
Bravo1853

The blinding ability needs to be removed from the shamans. What could be worse than an Orc with Darkness?

The shamans have an alternative, and without a counterattack, which in itself is an equal counterweight. As for dark magic... doesn't the slowing effect given to them by the developers belong to darkness?
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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