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UNIT - Creature Balance + Visual Changes

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Ment
Mostly reasonable comments, but here... Against a human player, I would personally choose Rajahs. AoE abilities against human players don't have consistently good effectiveness, while retaliatory attacks are always useful. Although, on the other hand, Kshatriyas have a very good AoE, better than many others... But still, I would choose Rajahs. Am I wrong?
In general, splash damage is much better than retaliatory attacks (retaliation can be countered with single-target attacks), and Kshatriyas are significantly better in other stats.
I'm considering the effectiveness of abilities against humans by default; how they work against AI is not as important to me.
How much better Kshatriyas are is another question, but the fact is that in other tournament mods, Rajahs were significantly buffed (they were considered underpowered).
Frozensoul
Orcs don't cast spells? Does the original version of the Shamans agree with you?
I agree. Slowing/speeding up is a minor effect compared to blinding; it's not a spell. At the same time, Chain Lightning (available after eating) is a balancing necessity (anti-hit and anti-blind).
Furthermore, in my mod, the concept of "not casting spells" is expressed even more strongly (one type doesn't cast spells, but only debuffs with an attack; the second type inspires and prays, doesn't cost mana, and doesn't depend on magic; the third type casts situational light/darkness spells that don't depend on magic). Because I personally don't agree that Shamans have spells that depend on magic, even if they are simple speed/slow tricks. What more can be said about blinding.
There are more pressing tasks right now, and the situation with crossbowmen is not yet clear, and there have already been enough variations with aimed shots; I hope that at least someone will test a couple of the options I have prepared and finally come up with a fresh idea.
In order to have something to test, there needs to be an appealing option, not just a shot in the dark. What Arabs with 7-10 stats are like is already clear to experienced players without testing.
If a new unit is proposed (new abilities like piercing, maneuvers, retaliatory shot, etc.), the appealing option will be the one that doesn't duplicate existing units (centaurs, succubi, mages). And that hasn't been proposed.

Added 21 minutes ago
Frozensoull
I don't have the time or desire to reread your "wall" of comments about each fix, because the approximate content of each of them can be gleaned from the first two, and there's not much point in arguing with you, because we have very different views and preferences regarding creatures, as well as play style; it will be a waste of time and will turn into an even bigger argument.
Translation: you don't have the time or desire to balance anything. Because any balancer listens to the opinions of experienced players and doesn't ignore them. Arguing is not necessary; it is enough to take note, analyze, and draw conclusions. Instead of taking criticism personally, defending yourself, and making excuses.

By the way, I forgot to mention Paladins. Are you sure you should be buffing Paladins? A unit with immunity to berserk, a valuable Lay on Hands (healing, anti-curse), and +4 defense?
In RoA:
- Alt buffed (+4 defense)
In ToT:
- No changes
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