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Balanced Units - A minimal balance mod for units

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"Ment"
Not great with the Sylvan ones. In that case, we'd need to reduce their initiative by 1 or something like that, but taking away a major ability isn't cool. The power gain from variability isn't that significant.
The nerf to Sylvan units is stronger, but variability now appears starting from 2 stacks instead of 1. The point of removing the enhanced arrow specifically is that this ability also works in melee, so Sylvan archers deal far more damage in melee than armored units, and I consider this a violation of game logic.
"serovoy"
But there's no point in cutting the archers; they're already glass cannons.
Their damage is cut in all tournament mods. The logic here is simple: even before the introduction of alt upgrades, I could push through with ordinary crossbowmen and set up very strong guards as early as week 1 (up to level 6); accordingly, there is no reason to buff these wonderful archers. Therefore, if the alt is even more OP, the alt must be cut.

I don't know about the archers and Sylvan archers—if these alts were excluded entirely (hypothetically), would anyone say that crossbowmen or bow masters are outsiders in need of a significant buff?
There's also no need to cut Flame Strike, nor the Burning Aura—they aren't all that powerful abilities anyway.
Not a powerful ability—an unblockable shot without penalty at any target with 120% damage and ignite? Under the Dragon Form rune? With this ability, you can wipe out a full stack of Furies in 1 turn.
Regarding the horses, the aura at 10 deals damage almost stronger than a direct attack. For example, against Emerald Dragons, a direct attack results in about 9 from each horse.
The reduction to 7 is an idea from TE.
Vampire Lords are already not very popular because of the huge "variance," the uncontested attack, and a rarely triggering ability.
Is 70% of cases "rare"? The huge variance actually synergizes with this ability, as it deals maximum damage to stunned units.
Their popularity might be low simply because not everyone has tried them and doesn't know how often the ability triggers.
The grade is completely mediocre and won't stand against superior enemy forces; no uncontested attack makes a difference here, while the alt is capable of holding 2-3 stacks simultaneously if the stun isn't nerfed.
Reduce the duration of invisibility? And what will that achieve?
1.5 times less time for the warlock to cast while breaking through OP trappers.
And why touch the wolves? Are they some kind of impenetrable and frequently encountered unit?
The wolves have inadequate Power that doesn't correspond to their real strength and danger. This Power simply ignores abilities for duplicates and pack attacks. You can easily attack a "light guard" and get wiped if you don't have enough archers or if morale triggers.

For now, the following changes remain undisputed:
HUMANS
1. Crossbowmen: armor-piercing range = 4 tiles (was 3)

ELVES
4. Death Dancers: 100% PA (was 50%)

DWARVES
7. Mountain Guards: damage 2-2 (was 1-2)
8. Berserkers: health 30 (was 25)
10. Dragons of Arkat: liquid flame damage 20 (was 10)

DEMONS
11. Fire Demons: health 16 (was 13), explosion 3 times stronger
12. Demonesses: damage 9-13 (was 6-13) or Tempters: initiative 8 (was 9)

UNDEAD
14. Bone Archers: damage 2-2 (was 1-2)

DARK ELVES
17. Nimble Riders: 100% opportunistic strike (was 25%), +agility
18. Shadow Mistresses: initiative 11 (was 10)
19. Red Dragons: 200% burning (was 150%)

ORCS
20. Nomad Centaurs: damage 4-6 (was 3-6), initiative 11 (was 10)
21. Orc Warriors: health 14 (was 12)
22. Daughters of the Sky: mana 16 (was 12)

BUILDINGS
24. Dragon Cemetery, Dragon Tomb: 10 mercury each (instead of 20 and 15), Dragon Gravestone: 5 mercury (instead of 10).
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат