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Nargott, you surprised me. After all, you can offer specific solutions. Thank you for that.
Added 10 minutes ago
Now regarding the issue: I will highlight my comments in bold for clarity.
My comments will be highlighted in green and red.
Rakshasas: upgrade < alt, increase initiative from 8 to 10, plus possibly swap speed (7 for upgrade, 6 for alt)
There is no need to increase their initiative and speed - it's already quite high; on the contrary, I would like to weaken them a little - this is a very strong unit
In version 1.0.1, both the upgrade and the alternative upgrade received +1 to initiative. This is more than enough.
Lizards: upgrade > alt, give alt 25% chance to hit up to 100%
I agree
Agreed. The damage coefficient of the "Random Attack" ability will be increased to 75%, instead of 25%.
Crossbowmen: upgrade < alt, reduce alt damage from 2-8 to 2-6, increase upgrade range from 3 to 4
Either don't change at all, or only increase the attack range from 3 to 4
Changes to crossbowmen/archers will be determined by the results of the vote.
Demons: upgrade < alt, increase health from 13 to 16, increase explosion in 2-3 times (or more)
It's better not to touch them - it will create an obvious imbalance
Partially agreed. The unit will be strengthened.
Succubi: upgrade < alt, decrease initiative for alt from 9 to 7
I completely agree
Agreed. Initiative will be reduced to 8 units (compared to Demonesses, the difference will be 2 units of initiative, which is more than enough to compensate for the control advantage).
Skeletons: upgrade < alt, increase upgrade damage from 1-2 to 1-3
There is no need to increase damage (it will cause an imbalance); it's better to increase their HP by 10%
I agree with Rameliya; they will overwhelm with numbers, especially in games at low levels, since skeletons and their upgraded versions will primarily be recruited.
Vampires: upgrade < alt, change alt stun factor from 1 instead of 3 (about 30% chance instead of 70%), increase upgrade health from 35 to 45
It's better not to touch them - it will create an obvious imbalance
Partially agreed. The mechanics of Higher Vampires/Vampire Princes will be revised.
Dervishes: upgrade < alt, reduce alt damage from 4-6 to 2-5
I agree + reduce upgrade damage by 1
In version 2.0, Dancing Death received the "Charge" ability and a slight nerf to damage, as the ability was too powerful for a tier 2 creature. This is more than enough to compensate for the inequality between the upgrade and alternative upgrade.
The damage of Dancing Death will be further adjusted, as sometimes it is extremely high and far exceeds that of Wind Dancers.
Lurkers: upgrade < alt, remove direct hit or enhanced arrow from alt, plus possibly swap initiative (11 for upgrade, 10 for alt)
I agree
Partially agreed. Master Archers will be strengthened further; version 2.0 did not completely solve the problem of inequality between the upgrade and alternative upgrade.
Shields: upgrade > alt, increase alt damage from 1-2 to 2-2
There's no point in touching them
Partially agreed. The unit's survivability will be slightly increased. The "Defensive Position" ability is significantly inferior to the "Wall of Shields" ability; because of this, Mountain Guards have stats slightly higher than Warriors, but this is not enough.
Berserkers: upgrade < alt, increase upgrade damage from 3-8 to 6-8
It doesn't make sense; it's better to add HP
Partially agreed. The characteristics of the unit will be revised.
Fighters: upgrade < alt, increase upgrade health from 12 to 15
I agree
Agreed. Health will be increased to 15 units.
Shamans: upgrade < alt, give upgrade 16 mana
Either this option or don't touch them at all
Changes to Daughters of Heaven will be determined by the results of the vote.
Next, a little creativity for frankly failed tiers:
Wyverns (expensive, weak, and without blood): increase recruitment from 2 to 3, or make them available on week 1 (lower the threshold)
There's no point; it's better to add 5-10% HP
I wouldn't say that Paoka are particularly bad; they can win many battles. Poisonous Wyverns were strengthened enough in version 2.0.
Necrodrakes (very expensive and weak): significantly (twice?) reduce the total cost of building dwellings, both overall and per mercury
Oh, this is a very good idea. I agree
Ghostly and Astral Dragons were significantly strengthened back in version 1.0.1, and they now provide almost equal competition, and in some situations, perhaps even a slight advantage over other tier 7 creatures. Reducing the cost of building dwellings was implemented in version 2.0.
P.S Before suggesting changes, please make sure that they have not been made before. You can view the list of changes here.
Модификации для Heroes V 3.1:
[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.
[Модификация]VisualFix-Устрание визуальных багов.
Карты для Heroes V 3.1:
[Карта][1x1]The Last Stand - Дуэльная карта финальных битв
Группа VK:
https://vk.com/club176978884
[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.
[Модификация]VisualFix-Устрание визуальных багов.
Карты для Heroes V 3.1:
[Карта][1x1]The Last Stand - Дуэльная карта финальных битв
Группа VK:
https://vk.com/club176978884