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MMH5.5 - Heroes of Might and Magic 5.5

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#121
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Moving the Berserk spell to a friendly buff would essentially duplicate the Light Righteous Might spell in the Dark faction. For this reason, I rejected this implementation.

A 50% damage reduction drastically reduces the most overpowered aspect of Berserk (damage), making it more difficult to deal massive damage. Because getting 100% retaliation from the target damage dealer is harder than directly controlling that damage dealer to deal 100% damage. Plus, the damage dealer doesn't lose their turn.

This solution was tested in my mod and quickly made Berserk a rather situational spell that doesn't always pay off (like Teleport), especially with a duration of 1 round.

Another solution to the problem, reducing the duration to 1/1/1/1, I don't know how it is in the original, but it certainly wouldn't work in my mod. When a key stack loses its turn and deals 100%+ damage, completely killing any other allied stack (in the case of attacking Orcs), it's too imbalanced, even with a duration of 1.

Another solution to the problem, reducing the duration to 1/1/1/1, I don't know how it is in the original, but it certainly wouldn't work in my mod. When a key stack loses its turn and deals 100%+ damage, completely killing any other allied stack (in the case of attacking Orcs), it's too imbalanced, even with a duration of 1.
"dredknight"
As a bonus line I would add that Berserk was almost identical to Puppet Master. Basically, Puppet Master gives you control over the units while Berserk gave more damage. Now the two spells have different usage which adds to spell diversity.
In my mod, there is a clear distinction: Berserk has a fixed 50% damage penalty and does not depend on SP, while Puppet Master has a fixed 50% initiative penalty and depends on SP. The first works well on powerful stacks, the second on initiative-based stacks. These nuances create a significant difference. Berserk provides an instant solution here and now, while Puppet Master offers a slower solution (due to the initiative penalty) but with direct control and no damage penalty. Berserk is difficult to cancel but easy to prevent with smart positioning. Puppet Master is the opposite.

In my mod, there is a clear distinction: Berserk has a fixed 50% damage penalty and does not depend on SP, while Puppet Master has a fixed 50% initiative penalty and depends on SP. The first works well on powerful stacks, the second on initiative-based stacks. These nuances create a significant difference. Berserk provides an instant solution here and now, while Puppet Master offers a slower solution (due to the initiative penalty) but with direct control and no damage penalty. Berserk is difficult to cancel but easy to prevent with smart positioning. Puppet Master is the opposite.
Разработчик Heroes 5.5 WarGame Edition.
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