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Balanced Units - A minimal balance mod for units

#51
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Nargott
Skeleton Archers: damage 2-2 (was 1-2)
Definitely worth it. It won't make a huge difference in terms of effectiveness, but it will at least make them more competitive with the advanced unit in the endgame.
Nargott
Greater Liches: Raise Dead and Weakness at Expert level (were at Advanced).
Raising Dead should be upgraded, but Weakness could be removed altogether, as another unit already has it. Which, by the way, could also have its spell levels increased.
Nargott
Banshees: Wail (15 morale) x2, increased by 1.5 times
Definitely needed. Wail in its current form is disappointing, and Banshees are practically a forgotten unit.
Nargott
Ghost Dragons: Expert Weakness (was at Advanced).
Similar to the situation above.
Nargott
Druids: Advanced Initiative 9 (was 10).
But this doesn't make sense. As mentioned before, both tiers are equally useful.
Nargott
Crystal Dragons: +Crystal Scale (immunity to abilities that kill exactly 1 creature).
Yes, it's worth it. It won't be a game-changer, but the demand for such an ability is situational.
Nargott
Bears: reduce the chance of scaring smaller creatures (by 1.5 times).
A pointless change. It's better to upgrade the advanced unit.
Nargott
Yettis: 100% damage from Flame Strike (instead of 120%)
We've already discussed this. It's not worth it.
Nargott
Minotaurs: Advanced Initiative 10 (was 8), Expert Morale Aura up to +3 (was +1).
Yes, this is desirable. To be honest, something should have been done with Minotaurs a long time ago, otherwise they are often completely forgotten.
Nargott
Hydras: Advanced damage 11-14 (was 9-12), Expert regeneration 60-100 (was 30-50)
The advanced unit is correct, but regeneration should be increased, but not so much.
Nargott
Red Dragons: damage and health like Black Dragons, additionally 200% burning.
Desirable. Very much so.
Nargott
Griffins: Advanced 200% Frenzy (was 150%), 100% Pike (was 75%).
This is also needed. Otherwise, the combat units are not very popular.
Nargott
Adept: Advanced Retribution (was Expert).
Seraphim: Expert Retribution (was Advanced).
You won't believe it, but this was my very first experiment in modding. :D Anyway, I'm all for it.
Nargott
Imps: all steal 1/8 mana (was 1/4 for base and advanced).
A very questionable change.
Nargott
Cerberuses: damage 5-7 (was 4-7).
Actually, it's 4-6, but that's not the point. Desirable; let them rise from oblivion.
Nargott
Pitfiends: Expert Fireball and Meteor Shower (were at Basic).
Yes, desirable. You could even raise the Lightning Bolt.
Nargott
Wyverns: poison 10 (was 5), scavenger 30% (was 20%), regeneration 60-100 (was 30-50) - I'm not sure about this because of the effectiveness.
Cyclops: Advanced Initiative 10 (was 9).
Everything is in demand, but again, regeneration shouldn't be increased so much.
Nargott
Goblins: 2 repairs (was 1).
Golems: Advanced 100% Chaos Healing (was 50%).
Titans: Lightning 40, Storm 20, penalty 5%.
Similarly; it would be nice to see all this in the game.
By the way, the Dwarves still have an unused ability called "Flame of Vengeance"; what do you think, who should it be given to? I usually gave it to the Arcata Dragons (because their breath is so-so, and they even took away the fire shield); I'm not sure if that's a wise decision.