Nargott, you surprised me. You can actually offer specific solutions. Thank you for that.
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.
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%.
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.
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.
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.
Dancers: upgrade < alt, reduce damage from 4-6 to 2-5
I agree + reduce the damage of the upgrade by 1.
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.
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).