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Balanced Units - A minimal balance mod for units

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#62
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1) Rajah Rakshasa - the presence of agility raises questions; here are two more alternatives:
- instead of agility, give defense (e.g., +7)
- don't enhance the Rajah at all, but weaken the Kshatriya (reduce health from 135 to 100)
+7 seems a bit too much... But better than agility, yes.
Maybe combine these two approaches (with different numbers)?
Dancers: 75% or 100% chance to hit?
And has anything been done with the Wind Lords? If not, then 100% is definitely the way to go.
Berserkers: is a change necessary?
Based on my experience, Berserkers, due to their stats and abilities, become less useful both in attack and, even more so, in the final stages. It would be worth balancing their health.
Nightmares: should the aura be reduced or the stats changed (lower Alt's initiative, increase the upgraded unit's damage)?
It's better to increase the upgraded unit's damage.
Vampires: is it necessary to increase the upgraded unit's damage, given that they are already used in attack?
Probably not.
Lizards: won't 100% chance to hit be too strong in attack? Maybe it's better to have 50% chance to hit and increase defense?
It's generally difficult to get any benefit from chance to hit in attack, so let it remain as is.
I wouldn't say so. 100% chance to hit is essentially an unblockable attack... Although I would also leave it as is; the regular upgraded unit's ability to ignore defense is already too strong, so it needs to be balanced.
 

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