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MMH5.5 - Heroes of Might and Magic 5.5

#189
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airman1971
dredknight thanks! ))

one little question: in general, the tent revives 3 times - has it always been this way, or is it a mod feature?

You are welcome! The tent ability can be used precisely three times. It used to be 6 times, but the heal was weak, so we increased the heal by a factor of 2 and reduced the casting to 3 times. This way, the tent has some meaningful impact in PvP and is not too overpowered.

The main issue with infinite casts is that in PvE, people often do not make the finishing blow in order to replenish all creatures.

Regarding Berserk.
Thanks for the feedback; we did not put any description regarding how it works now.

The main reason we made the change was that, however we nerfed the spell, it caused way too much disturbance for a level 4 spell. Here is an example, followed by some points.

Hero 1 casts Berserk on a unit of hero 2. Things that happen because of the spell:
- The unit will lose 1 (or 2 if expert) turns. Damage output is lost for hero 2.
- The unit will hit once (or twice if expert) hero 2's allied units, causing damage. This is what is expected from berserk, so this is the planned spell damage.
- The unit will get retaliated once (or twice). This is more damage caused by Berserk passively, where retaliation may come from creatures with breath attack and/or AOE hit abilities, thus exponentially increasing the damage of a 20-25 mana spell.
- By doing hits, the unit is also exhausting retaliations, which passively reduces hero 2's army damage output.
- Hero 2's army tactical composition is compromised.

Basically, there are so many things that even a puppet cannot excel at.
Also, keep in mind that berserk does not have a unit cap, so you can berserk as many units as you can in a row. Also, you can use berserk in conjunction with Puppet and Blind, which may halt more than half of hero 2's army.

Berserk does not require any tactical thought. You just start casting it on enemy units, and most of the time, it proves to be a good cast because enemy units are close to each other.

Try to compare it with other level 4 spells after month 5 of game time.
In basic terms, Tote Destruction usage is mediocre at that point.
Light spells can offer teleport and magical immunity, providing only a partial tactical advantage (1 unit is protected/moved to a better place; there are 6 more unaffected).

Summoning has Firewall and Summon Elements, which are both obsolete after month 2 due to low damage (Firewall) and a low summon count compared to the hero's army strength.

Also, in any game I have played against a Dark hero, he uses just 2 spells - Puppet and berserk.
There are 10 more spells in the dark school that should have their time on the battlefield, don't you think?

Due to hardcoded issues, the current state of berserk is what we managed to do without causing so much havoc on the battlefield. It gives a strong boost, but unless you are very aware of where your units are going, it may wreck your own army as well.

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