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UNIT - Creature Balance + Visual Changes

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RedHeavenHero
If we're talking about "not going too far," increasing the range of accurate fire for crossbowmen to 6 cells while keeping everything else as it was would be quite enough.
And if we want to go even further, we could add a silencer for archers, as suggested here.

I agree with increasing the range to 6 cells, but then they need to be weakened in compensation for the buff. Or just leave them untouched.


Added 5 minutes ago
Frozensoull
Seven options for crossbowmen were proposed (see page 6, towards the end); are there any opinions on this? Which option is better?

Or should they not be changed at all? (except perhaps increasing the range)

Daughters of Heaven. Previously, their "Chain Lightning" spell was replaced with "Blindness," which caused justified outrage because the spell allowed you to stun any creature, even one much stronger, for a long time.

There are several suggestions for resolving this situation:
1) Replace the "Blindness" spell with "Punishing Strike" at an advanced level. Visually, the spell looks very similar to blood magic, which blends perfectly with the image of the shaman, and a powerful enough buff will be a worthy replacement for blindness.

2) Replace the "Blindness" spell with "Summon Elementals" at the initial level. The elementals won't add much combat power but can be very useful as pawns (if they aren't water or fire elementals).

3) Return the unit's stats and abilities to their original values.

I am more inclined towards point 3, but I also don't mind point 1; however, if we strengthen the mothers with magic, then we need to reduce their defense or health.

Added 39 minutes ago
Respected Nargott writes: in game balance, it is primarily important to collect statistics, feedback, and analyze this data (i.e., a large amount of information)... Now on the topic of real imbalances, let's open the file with changes from RTA, open the creatures section, see who was strengthened/weakened, and draw conclusions:

Stop, tell me more about this: Respected Nargott, you cite Half-RTA 1.11 as an example, but why? What is Half-RTA? I answer my own question:

This map is an arena for conducting one single battle between two upgraded heroes. It is similar to duels, but here you build the hero yourself. You can choose what skills and abilities he will have, his army, artifacts. It can also be compared to an "emulator" of the final battle. Only here, you don't need to focus on building a city, clearing neutrals, and capturing the map. Everything is reduced to a decisive battle between the main heroes. The map includes a mod that changes the game mechanics (i.e., creature stats, hero specializations, how abilities work, etc.). I read this information from you::)
http://forum.heroesleague.ru/viewtopic.php?t=20883

But how can we consider statistics from Half-RTA if it is an incomplete, truncated game - it's just a tournament!!!!!!!!!! There is no long playthrough, weekly growth, tactics, or strategy, and many other things; moreover, there is a built-in duel mode!
The fact that Half-RTA is used in tournaments is not indicative. Also, look at the number of players. http://forum.heroesleague.ru/
It is clear that Half-RTA is not very popular, yielding to the original version Tribes of the East 3.1

Why then do you cite this questionable statistic as an example?
I agree with ozensFroull in that you have ABSOLUTELY DIFFERENT VIEWS ON BALANCE, but you insist on your line, imposing your vision of balance on forum participants, AND YOU ARE ALSO RECOMMENDING QUESTIONABLE STATISTICS (I proved this above)
I don't want to offend you in any way; you have your opinion and position, I have mine, but your balance option resembles complete nonsense, detached from the reality of the original 3.1
If Frozensoull created his own mod for Half-RTA, then I wouldn't say anything, but the mod was created for the original version 3.1, so in this context, you are CLEARLY wrong, AND DESPITE THIS, you continue to prove the opposite:)