Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
No new creatures are being created here; my only task is to make all creatures useful, which isn't always possible with the old set of abilities.
But how can you say that no new creatures are being created when you're making completely different creatures? Where have you seen crossbows with tier 4 damage, maneuvers, retaliatory fire, piercing shot, etc.?
I'm not afraid of new things; I'm just stating a fact. Many of the changed creatures definitely fit the description of "new," but it's not a given that they also fit the description of "balanced." If your goal is to create new creatures, that's fine.
The answer is very simple: because it creates a significant imbalance.
Because this is the minimum range where the ability doesn't seem ridiculous. What imbalance can we talk about when forest archers ignore 50% of defense at all ranges (combined with direct hit), which is a real "imbalance," and their overwhelming damage can't be avoided, and defense can't handle it. Or the 100% defense ignore with the charge of lizardmen (you can't really hide from a speed of 8 either). This ability (armor piercing) simply pales in comparison to overpowered things like stunning every 2 out of 3 hits (by the way, where's the balancing for vampires?).
Shamans have an alternative, and one without retaliatory fire, which in itself is a fair counterweight. As for dark magic... doesn't the slow effect given to them by the developers belong to darkness?
Blindness (control) takes orcish magic to a completely new level (not just point-and-click buffs/debuffs of level 1). This doesn't fit the character of the faction at all. Orcs don't blind. Orcs don't cast spells. Orcs kill.
I see only one way out of this situation: increase its range to approximately +-6 cells, but in return, significantly nerf the damage. But I think that's absurd. It's easier to get rid of the ability and find a worthy replacement for it.
Significantly nerf the damage – for what purpose, so that they are ignored again in favor of the alternate, which has no problems with damage? First, try a range of 6 without a nerf, and then see if they will still be used even with such a buff. In general, on average, armor piercing increases damage by 2 times; if we accept this assessment, it is clear that the ALTERNATE will still have to be nerfed in terms of damage, as it is still ahead.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат