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Posts from ASW – Alternative hero leveling. Auto-translated

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#31
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By the way, considering that there are some weak racial units, this makes it even more interesting. But, for example, "Wide Gates" depends on luck ;)
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#32
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That's what makes racial units unique.
Is the uniqueness of racial units that there's no good choice? I thought the uniqueness was that it's common to all heroes of that race and always available at the start.
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#33
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Nargott
They will acquire it – everyone will. See my detailed example above. What’s wrong with using goblins?
But this is clearly not a racial skill, but rather a
mechanical skill.
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#34
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But, for example, "Wide Gates" depends on luck.
So what's the problem? Just make the connection from one or another beneficial perk as an additional requirement for this racial ability.
But this is clearly not a racial ability, but a
machine-related skill.
It's both racial (unique, tied to the race) and machine-related at the same time. Therefore, its position can be in both places. But from the point of view of streamlining, it's better if it's in the racial section, but depends on machine-related perks.
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#35
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Nargott
The uniqueness of a racial skill lies in the fact that there is no normal choice? I thought the uniqueness was that it's common to all heroes of the race and always available at the start.
This is just one of the many unique features.

Added 1 minute later
Nargott
So what's the problem? Just make the connection from one or another beneficial perk a requirement for this racial skill.
It's both a racial skill (unique, tied to the race) and a mechanical one at the same time. Therefore, it can be placed in both categories. But from the perspective of streamlining, it's better to have it in the racial skill category.
And this breaks one of the main criteria (redundant connections).
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#36
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Yes, but in this case, we will have uncontrolled OSs (which is already a disadvantage compared to controlled ones). We need to think about this.
However, these uncontrolled OSs have increased Initiative. Therefore, I would still lean towards the current approach. And it also looks more harmonious, with 3 perks for each level of machinery (instead of 3-5-1 as it is now).

Added 40 seconds later
And one of the main criteria collapses. (redundant connections)
Where does it collapse?

In your version, the connections go from races to skills, in mine - vice versa, from skills to races (just like to the ultimate skill). And that's the whole difference.
From a gameplay perspective, we will be able to take more useful perks in the upgradeable skills (due to the redistribution), + we will have a good choice in racial perks (due to the increased number).

Well, if you don't like the goblins' help in the racial tree, leave them in the machinery. Anyway, the Orc is separate; he has so many unique perks that it won't be possible to put them all in the racial tree.
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#37
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Nargott
However, these uncontrollable creatures have increased Initiative. Therefore, I would still put an arrow there. And it also looks more harmonious, with 3 perks for each level of machinery (instead of 3-5-1 as it is now).
And with the arrow, they will also be uncontrollable. But if you strengthen the catapult, the choice with the creatures might shift ;)
Nargott

In your version, the connections go from racial to skills, in mine - vice versa, from skills to racial. And that's the only difference.
The point is that they are already almost like the next levels of skills for the racial units. In your case, you will have to additionally level up the skill of both the racial and non-racial unit, but in my case, you won't have to level up an additional racial skill.
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#38
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The whole point is that they are almost like the next level of skills for the races. In your case, you'll have to additionally level up both a racial and a non-racial skill, but in my case, you won't have to level up an additional racial skill.
In your case, instead of an additional racial skill, you'll have to level up a non-racial skill twice as much, depriving yourself of other interesting options from there.

For example, "Lucky Gates" is a good skill; in the original game, it comes from "Soldier's Luck." It requires 2 levels of Luck and Soldier's Luck (a total of 3 perks). When transferred to a racial skill, it requires: 1 level of Luck, Soldier's Luck, and 1 level of the racial skill (a total of 3 perks). And if a level in the racial skill is free (as is usually the case at the start), then it can be taken even faster (for basic Luck + Soldier's Luck). In addition, since Luck is not fixed, in addition to Lucky Gates and Soldier's Luck, you can also level up a couple more lucky perks. And if, for some reason, we don't want to level up any racial perk, then we have a choice of what to level up instead in the racial skill.
In the original, if we, for example, don't need "Hellfire," but we need a racial skill, then we will simply have an empty racial skill slot.

In the end, yes, it's obvious that there are significantly more combinations of racial + luck skills when distributing points (we choose both in Luck and in the racial skill). In the original, the maximum racial skill had only one option, but here both skills have variations even at the maximum level.
In the original, we leveled up Soldier's Luck + Lucky Gates + 1 any perk from Luck; plus all or some of the perks from the racial skill. Here, we level up Soldier's Luck + 2 any perks from Luck; plus, in the racial skill, we additionally level up 2 optional perks (and not 3 out of 3).

P.S. And I would advise you not to think in terms of "your option - my option," because in that case, you automatically defend your option (because it's "yours"), and objectivity is lost. Evaluate both options objectively, without personal attachment.
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#39
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Your version: Luck1 - Soldier - Wide Gates Gates1 - Hellfire - Gates2 --- Total of 3 skills and 3 abilities My version: Luck1 - Wide Gates Gates1 - Hellfire --- Total of 2 skills and 2 abilities

Added 4 minutes ago
Nargott
When transferring to a racial skill, they require: 1 level of Luck, Soldier, and 1 level of the racial skill (total of 3 perks). And if the level of the racial skill is free (as is usually the case at the start), then it is taken even faster (for basic Luck + Soldier).
Wide Gates is not a level 1 racial skill in any way, because all level 1 slots are already occupied. Even you suggested introducing a level 2 skill, because level 1 already exists.

Added 1 minute ago
Nargott
P.S. I would advise against thinking in terms of "your version - my version," because in that case, you automatically defend your version (because it's "yours"), and objectivity is lost. Evaluate both versions objectively, without personal attachment.
It's just easier to provide a link.

Added 5 minutes ago
Refresh the page in your browser (even if you add your own message - mine won't appear until you refresh), so that my message appears, because what you are editing, I have already written below and the information is inconsistent. Besides, the ideal option is 1 racial skill and 1 non-racial skill without perks, but this is technically impossible, although, if you try....
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#40
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And even with the arrow upgrade, they will still be uncontrollable. But if the catapult is buffed, the choice regarding the OS might shift.
The problem is that after upgrading the fast units, there is almost no choice left. If without the arrow upgrade, it's either Machine Mastery or OS. Few will want to invest in a rare catapult. But if the catapult is the only available perk at level 2, the player will choose between quickly upgrading the catapult or a more complex option – OS / Machine Mastery.
Although additional scripted bonuses for the catapult will still need to be added.

Added 3 minutes ago
Your option:
Luck1 - Soldier - Wide Gates
Gates1 - Hellfire - Gates2
--- Total 3 skills and 3 abilities

My option:
Luck1 - Wide Gates
Gates1 - Hellfire
--- Total 2 skills and 2 abilities
This is if you tie Gates as a level 2 perk. But it can also be tied as a level 1 perk.

Added 8 minutes ago
My option with a level 2 perk without Soldier, i.e.:
Luck1
Gates1 - Fire - Gates2 - Lucky Gates

That is, it requires only 1 more perk.

Plus, you provided an example that is convenient for you (it won't always be like that, but only when the racial perk directly depends on the basic skill without intermediary perks). So the real advantage in speed is 0.5 perks.

Added 6 minutes ago
Moreover, the ideal option is 1 racial skill and 1 non-racial skill without perks, but this is technically impossible, although, if you try....
Why is this impossible? It's a standard case: a level 1 racial perk that depends on the basic skill. This is the minimum requirement. Is there a restriction on the number of level 1 perks in a racial tree anywhere?

Added 49 minutes ago
By the way, what I liked about RPE is that heroes are not required to have a racial skill at the start, and you can get more variety due to the use of 3 different perks instead of 2 + the standard racial one. Regarding the exe – I understand that it is only needed for compatibility with NCF. At least the RPE core works perfectly for me even with the old (unchanged) exe.
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#41
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Here are some more:
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#42
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The first thing that bothers me is moving Storm Wind from Light to Chaos. Previously, there was a balance of 1 similar perk per school/attenuation, and now it is disrupted in favor of Chaos. So, on the one hand, it's cool to develop a "Lord of Storms," but on the other hand, it's not very good. Maybe it would be better to simply strengthen the perk by increasing the knockback on the scale? The development of Devilish Strike is interesting; it resembles the RPE scheme. In that scheme, they were moved to a separate skill tied to Counterattack (and the Knight received additional bonuses from Counterattack in the form of retraining). Plus, as I understand it, you're leaving people without Ultimatum?
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#43
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Nargott
The first thing that bothers me is moving Storm Wind from Light to Chaos. Previously, there was a balance of 1 similar perk per school/suppression; now, this balance is disrupted in favor of Chaos.
So, on the one hand, it's cool to develop a "Lord of Storms," but on the other hand, it's not very good. Maybe it would be better to simply strengthen the perk by increasing the knockback on the scale?
Besides having to throw lightning, there is also an aesthetic in the names and meanings: Storm Wind is generated by the Storm (Lord of Storms), and the initiative from stunning is also reduced, as is the initiative from Storm Wind.
Nargott

The development of Devilish Strike is interesting; it resembles the RPE scheme.
Instead of Cursed Sign for Inferno, there will be Gate Lord; instead of Aid for Orc, there will be Fury Fire; instead of Watchful, it would be good to use Retribution (or, at worst, Guardian Angel); instead of Combat Aura for Humans, give them something truly worthwhile (as a replacement for Exploding Corpses).
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#44
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Besides having to cast lightning, there's also an aesthetic element in the names and meanings: Storm Wind is generated by Storm (the Lord of Storms), and the initiative from stunning is also reduced, just like from Storm Wind.
Then, move the mana explosion to Light – something like Solar Burn. And that would be logical, as mana is already used in the Secrets of Light, for example. Although you moved the Secrets to sorcery.

Added 5 minutes later
Regarding Light, I'd say Bestowing Blessing < Bestowing Protection < Righteous Wrath.
Because both punishing and haste are very powerful spells.
Evasion is useless (unless used with TE, where it's much better, although it still remains a specialized spell). Its role is only in targeted attacks, as it draws the AI's attention to itself (it's cool to put evasion on ents, and they'll start shooting at them). Blessing is a specialized targeted spell (for a unit with a high stat range), and it doesn't work well in a mass variant. Dispel is purely a situational spell (you can't build a strategy around it), and it's also an area-of-effect spell.
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#45
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Nargott

Evasion is useless (unless you use True Sight, in which case it's much better, although it still remains a specialized skill). Its only role is to deal pinpoint damage, as it draws AI aggro (it's cool to give Evasion to Ents, and they'll start shooting at them).
I'm going to fall off my chair. Evasion is a sure death for Ossir (a significant weakening of the Elf) and the Mage. The only problem with it is with the AI, but you can disable it for him ;)
Nargott
Blessing is a specialized, single-target spell (it doesn't work well in mass form).
No way? The spread of Archers and Rangers is 75% of maximum damage. Zealots are 40%, Griffons with pikes are almost 70%, Izabel is slightly less than 50%, Seraphs are about 70% - is that considered garbage? :eek:
Inferno, for example, also has a very large spread.
Nargott
Remove Curse is a purely situational spell (you definitely can't build a strategy around it), and it's also an area-of-effect spell.
Well, yes, but it can save the Elf from Evasion and Stun ;)

And let's not forget the huge plus of mass spells, which pushes the hero back by half of the scale!

Added 17 minutes ago
As I said, I'll take a look at the suggested build after I post my own.
Nargott


LIGHT
5) Storm Wind
6) Eternal Light
7) Secrets of Light
8) Luminous Revelation (= Ashera's Blessing)
Why is Ashera's Blessing here? Also, Seal of Light should be in Darkness. I think Secrets of Light would be better in Magic or Education. Storm Wind is a matter of taste.
Nargott
DARKNESS
5) Dark Replenishment
6) Seal of Darkness
8) Spell Attack (= Enchanted Arrow)
9) Spell Ballista
Dark Replenishment depends on Magic, so it should be there. When using mass spells (which are Darkness), it simply doesn't work. Seal of Darkness should be in Light, maybe also in Dim. Spell Attack and Enchanted Ballista? Are we depriving the Elf of Enchanted Arrow? Well, well...

Nargott
CHAOS
8) Fire Vengeance
Fire Vengeance increases damage, so it should be in Attack.
Nargott
SUMMONING
8) Exorcism
Exorcism enhances Chaos magic, so it should be in Chaos.
Nargott
MAGIC
1) Keen Mind
Are we preventing Warriors from using Keen Mind?

Nargott
EDUCATION
7) Cold Steel
8) Fire Wrath
9) Grave Chill
Why are these here? Attack and Defense. Or just damage (Attack).

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LUCK
4) Magic Resistance -2 (= Barbarian Luck)
6) Critical Hit (= Elven Luck)
8) Spoils
9) Deadly Mishap
Barbarian Luck is a useless perk; in its current form, it's not needed at all. I'm not sure about Elven Luck. As for Spoils, they don't depend on Luck. Deadly Mishap is also a useless perk.

Nargott
LEADERSHIP
9) Resurrection of the Fallen (= Eternal Slavery)
Are we depriving the Necromancer of Eternal Slavery? Although, it's not very useful, and it's also buggy..

PREPARATION
4) Warlord
5) Guardian Angel
6) Twilight
What's Warlord? And the name is funny, and it's in the wrong place (if this is Inspiration).
Nargott
MASTER OF ARTIFACTS
5) March of the Golems
6) Devotion of Machines
March is only for 1 unit, and Devotion of Machines can be given to all races.
Nargott
AVENGER
6) Hunter's Mark (= Mark of the Cursed)
Did you kill the Enchanter and add this? Oh, Ashera... what about Sinedrudoballistogeddon?
Nargott

5) Gates of Hell
In my opinion, it should be in Luck.
Nargott
UNYIELDING MAGIC
5) Secrets of Chaos
6) Magical Luck
What about the other races? :(
BLOOD FURY
4) Goblin Aid
I've already written about this somewhere.
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