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#122
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"Rameliya"
Nargott, you surprised me. You can actually offer specific solutions. Thank you for that.
I've been offering specific solutions from the very beginning of the topic.
There's nothing surprising about it; I'm always ready for a constructive dialogue, and I can justify any position and support it with examples, without hiding behind "different viewpoints."
Crossbows: upgrade < alt, reduce damage from 2-8 to 2-6, reduce the range of fire from 3 to 4
Either don't change it at all, or reduce the range of fire from 3 to 4 (only this)
Demons: upgrade < alt, increase hit points from 13 to 16, increase the explosion by 2-3 times (or more)
It's better not to touch them – there will be a clear imbalance.
There will definitely be no imbalance (this is confirmed by tournament practice with very similar changes). The question is, how do you personally perceive it? Can you explain why you think there is no significant difference between the upgrades (because increasing the range from 3 to 4 is not a big increase)?
Skeletons: upgrade < alt, increase damage from 1-2 to 1-3
There is no need to increase the damage (it will create an imbalance due to the number); it is better to increase their hit points by 10%.
+10% hit points for archers will hardly make any difference (this is a negligible change to a secondary stat), and it certainly won't make a difference for skeletons, since they have 5 hit points.

The pairs I mentioned have a significant gap that cannot be bridged with minor adjustments; in that case, it's better not to change them at all than to spoil the stats and still not get the desired result.
Shields: upgrade > alt, increase damage from 1-2 to 2-2
There is no point in changing them.
Why take the alt if the upgrade has such a powerful ability (a wall of shields) with approximately equal stats?
Wyverns (expensive, weak, and without Bloodlust): increase from 2 to 3, or make them available on week 1 (lower the requirement)
There is no point; it is better to add 5-10% hit points.
5-10% hit points are definitely not changes worth making (the effect is negligible, but the stats are still "spoiled").
Wyverns were doubly unlucky when the balance was calculated:
1) when calculating, the developers confused the sizes of wyverns and paladins (they considered paladins as large and wyverns as small), so, since large size is a serious disadvantage, wyverns turned out to be significantly weaker than they were supposed to be.
2) they don't have Bloodlust (in other words, they often take twice as much damage as other orcs with Bloodlust and don't have any bonuses).
Vampires: upgrade < alt, change the stun factor from 1 to 3 (about 30% chance instead of 70%), increase hit points from 35 to 45
It is better not to touch them – there will be a clear imbalance.
Have you seen the alt in action? The upgrade is not even close to being competitive right now; it's just a mediocre unit. The alt with a 70% chance of stunning very quickly disables half of the enemy army. After the changes, at least the abilities and stats of both upgrades will be comparable.
Dancers: upgrade < alt, reduce damage from 4-6 to 2-5
I agree + reduce the damage of the upgrade by 1.
The upgrade is a rather average unit; there is no need to nerf it. Besides, the goal was to equalize the upgrade and the alt, not to lower both.
"Ment"
Guys, before making such changes, equalizing upgrades and alts, you need to make sure that the balance of the factions is not worsened overall.
Forest Archers: Elven Archers are not the strongest faction anyway, and you want to nerf what they rely on (along with Ents). Don't do that. If you equalize the upgrades, then rather strengthen the masters, or, if you even want to nerf, then boost unicorns or something else.
I definitely don't want to weaken Elven Archers, so, in parallel with nerfing dancers and archers, I suggested increasing the growth rate of fairies by 20%. Archers (upgrade) are already top-tier in their tier, and the alt is an overtuned unit. A similar situation with dancers: the alt is very strong (the best unit of tier 2), but if we raise the upgrade to their level without violating the concept, we will get simply insane additional damage for rushers, which spoils the game (elves already have the strongest rush).
Unicorns or dragons cannot be buffed (these are rush units again), Ents can be buffed (with the consent of the majority), but only in terms of damage (because increasing hit points will seriously strengthen the elf-chaos hero).

What motivates the reduction in damage for human and elven alt archers? These are not only super-strong units, but they also introduce a huge element of luck in mirror matches. Whoever shoots first one-shots the archers of the opponent; this is definitely not a good practice (there was no such excess in any of the previous parts up to part 5).

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