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MMH5.5 - Heroes of Might and Magic 5.5

#120
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Nargott
Yes, berserk has 4 aspects: (Yes, berserk has 4 aspects)
1) skip turn (skip turn)
2) do damage (nerf to 50% constantly) (direct damage, nerfed to a constant 50%)
3) get retaliation damage (receive retaliatory damage)
4) remove retaliation (remove retaliation)
Point 2 nerfs berserk only to 70-80% (compared to a damage increase of 100+%), but it makes it possible to use berserk not only on units with maximum damage. (Point 2 nerfs berserk only to 70-80% (compared to a damage increase of 100+%), but it makes it possible to use berserk not only on units with maximum damage)
Changing 2 turns to 1 nerfs berserk to 65%, which is close. (Nerfing 2 turns to 1 weakens berserk to 65%, which is close)

Yes, you are correct, but keep in mind that berserk is always a good spell.
As soon as the battle begins, you can cast it on any enemy creature and achieve significant results. Basically, it doesn't matter how you nerf the spell; strategy-wise, this is a straightforward spell.

Also, keep in mind that the dark magic hero has spells like Blindness and Puppet in his inventory, which, if used together, can affect up to 50% of the enemy creatures, which is totally crazy.

By changing the Berserk target from enemy to friendly and increasing the damage bonus, you get the following distribution:
- The damage that is dealt is divided between enemy and allied units
- spell efficiency relies on unit positioning
- Might vs. Magic efficiency is automatically balanced - Might heroes with low spellpower have a small damage increase added to their powerful creatures; Magic heroes with high spellpower get a high damage increase added to their mediocre creatures.
- the spell does not cost a unit action for the enemy and retaliation at the same time.

As a bonus, I would add that Berserk was almost identical to Puppet Master. Basically, Puppet gives you control over the units, while berserk gave more damage. Now, the two spells have different uses, which adds to spell diversity.