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1) Overpowered damage, 7-10, not much different from armor-piercing damage of 6, but also deals almost as much ranged damage as the Archer.
2) Arabs become an enhanced version of archers, while this tier doesn't need to be buffed (archers are already overpowered); new archers, see point 1.
3) Similar to point 1, but also with a useful ability.
4) Similar to point 2 regarding Arabs, but archers have insane damage and an ability (enhanced archer is no worse than a direct-hit archer).
"Frozensoul"
To introduce a new ability, you need a lot of time and the desire to delve into the chaos of game data and all related factors, which in turn creates unnecessary hassle; you can do without it.
You are proposing significant changes, but you are too lazy to work on them seriously. In this case, it is better to choose a policy of careful adjustments (minimalism). Fewer changes - fewer possible complaints, fewer misses (because first of all, what is really needed is fixed, and the rest... is simply not fixed). If the goal is not to create a new game with new content, but to rebalance, then each change is a bad thing (a price to pay).
The shamans in my mod are not being discussed here (this was an example of how to consistently develop the concept of Orcs in terms of rejecting magic, not destroying it).
Added 12 minutes ago Frozensoull
Listening to opinions and doing things on demand are different things; I heard you, analyzed it, and made the appropriate conclusions; that's all for now. As for criticism, I value constructive criticism and pay attention to it, because it sets the right direction. But the way you criticize is just an excuse to nitpick, and you can do that with anything. And if you don't have any specific suggestions, then I suggest we end our conversation.
My criticism may be harsh, but it is always to the point. At least in matters of game balance. You are ignoring my experience, as well as the experience of tournament mods, which have significantly more participants than readers of this thread, and at the same time, you are not particularly taking into account the opinions of other forum users. Of the 4 proposed options for Arabs, how many were based on suggestions from other players? It seems that no one suggested increasing the damage of Arabs to the skies, giving them retaliatory shot, piercing shot, enhanced arrow, stunning arrow abilities, or increasing the damage of archers.
All characteristics are balanced to the maximum.
I would also remove this from the mod description; it sounds arrogant, and at the same time, balance can only be verified in practice (and you haven't verified it). In addition, you yourself admitted that it is not perfect and that many more iterations are needed. Any theoretical calculations are the result of assumptions, and each assumption is a source of errors. With so many changes, you have a lot of errors (there should be), you need an army of testers, or you need to hold tournaments, or you need to test a lot yourself; in any case, you need to invest heavily (to the maximum). The opinions of more experienced players can simply shorten the path, but it will still be long. If we are talking about balance.
The fastest way is to take tournament mods (TE or RTA). Look at where the most significant changes have been made and note these points. Then work on them, as you would do yourself, based on some of your own criteria, but without violating the general meaning. This will be objective - the method of the most popular changes. And at the same time, it will not be a copy. It also saves a lot of time on those changes that are not needed and on those questions that you do not have to answer.
And if you add silence to them, they will turn into a copy of battle mages; not only will they silence the damage from piercing shots, but they will also silence magic.
The ability of battle mages silences the damage from piercing shots, but has nothing to do with magic (a clumsy name).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат