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Balanced Units - A minimal balance mod for units

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#44
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Updated the mod, made archers deal 6-6 damage. Also, increased the upgrade for witches to 20-30 damage (instead of 11 initiative).
"serovoy"
By the way, if you didn't limit yourselves to a minimal number of "tweaks," but fully "polished" the balance to a near-perfect state, what would the changelog look like?
Precise balancing is too complex and time-consuming. We need tournaments with extensive statistics, as well as active participation in them, to see the consequences of the changes firsthand. This mod is a side project for me; it's good precisely because of its simplicity, the fact that it doesn't require any effort. I'm not interested in actively playing the original game (and this mod is very close to the original). I have another mod in which I don't limit myself in the amount of changes, but, as you know, it changes the entire gameplay, rather than specializing in balance fixes.

Added 2 hours 11 minutes ago
In general, if I were to expand the list of balance changes, I would include the following:

Skeletal Archers: damage 2-2 (was 1-2), good for the endgame, but I'm not sure if this change will work for piercing defense. Greater Liches: "Raise Dead" and "Immobilize" at Expert level (were at Advanced). Banshees: "Wail" (15-morale) x2, increased by 1.5 times. Ghost Dragons: Expert weakening (was at Advanced).

Druids: Alt initiative 9 (was 10). Crystal Dragons: +Crystal Scale (immunity to abilities that kill exactly 1 creature).

Bears: weaken the chance of scaring small creatures (by 1.5 times). Jarls: 100% damage from "Flame Strike" (instead of 120%).

Minotaurs: upgrade initiative 10 (was 8), Alt enhanced morale aura up to +3 (was +1). Hydras: Alt damage 11-14 (was 9-12), upgrade regeneration 60-100 (was 30-50) - I'm not sure about this because of piercing defense. Red Dragons: damage and health like Crystal Dragons, in addition to 200% burning.

Griffins: Alt 200% "Frenzied Attack" (was 150%), 100% "Pike" (was 75%). Adept: Advanced "Punishment" (was Expert). Seraphim: Expert "Punishment" (was Advanced).

Imps: all steal 1/8 mana (was 1/4 at base and upgrade). Cerberus: damage 5-7 (was 4-7). Pit Fiends: upgrade "Fireball" and "Meteor Shower" at Advanced level (were at base).

Wyverns: poison 10 (was 5), scavenger 30% (was 20%), regeneration 60-100 (was 30-50) - I'm not sure about this because of piercing defense. Cyclops: upgrade initiative 10 (was 9).

Goblins: 2 repairs (was 1). Golems: Alt 100% healing from chaos (was 50%). Titans: "Lightning" 40, "Storm" 20, penalty 5%.

All of this is based on discussions with top tournament players, but in the format of RTA (where there is no piercing defense, only the endgame).
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат