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Posts from MMH5.5 - Heroes of Might and Magic 5.5 Auto-translated

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#426
In ToTe both upgrades has the same speed and initiative.
The fire breath upgrade was kept as offensive upgrade - 8 speed and 13 init. Firebreath is useful skill only when hitting multiple units at the same time and this can happen only if you take the battle to the enemy front line.

The first upgrade was made more defensive -1 init, -1 speed but 20% more hit points and +1 defense. You pick this one if you want more durability and if you know that the battle will occur mostly on your side of the field.
#428
Hey @Nargott,

Here a post from Magnomagus regarding the changes.
Magnomagus
The idea to make magic classes have up to 50% knowledge and boost spell cost massively only works in game that completely resolve around a single human vs human battle. It doesn't work if the hero has to conquer lots of teritory battling dozens of huge neutral stacks.

It only creates variation on paper, not in practice. In practice those heros will just be forced into spellpower boosting perks. the variation between magic classes has to come from different combinations of magic schools.

The idea that any might boost perk needs to give a strong immediate boost doesn't make much sense. In HOMM3 Might heroes never get a strong boost at any point in the game, they just get small unnoticeable boosts with every levelup and then suddenly at level 30 you realize: 'wow these might heroes are just so much better than magic heroes'.

Might perks don't need to catch up with early game destructive magic damage. Might heroes answer that with war machines and higher combat damage. war machines = 'might destructive magic'.

All weak perks and overpowered perks in h55 are placed in such a way that ultimately the amount of invested slots is fair.

Nonetheless he is probably right about sorcery, I forgot the last 4% increases initiative much more than the first. If mass ATB goes to 0, sorcery will have to go back a little as well.

By the way, sorcery is a must have for magic heroes because Nival decided this was the way for hero initiative to catch up with creature initiative. This wasn't really my decision. In my opinion both hero initiative as well as logistics should increase a tiny bit with every level for every hero.

In summary, I'm considering to make the following changes to H55:

mass ATb 0
sorcery 16/24/32 or 10/20/30
combat 10/20/30
defense= same as offense (20%)
archery=15%
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#429
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2dredknight: Okay. As a Multiplayer player, focusing exclusively on PvP, it's quite possible that leveling up for PvE introduces its own adjustments. However, some parameter combinations should still work. Neutrals attack with troops, therefore, a defense parameter is always useful for a wizard against them. That is, SpellPower + Defense is a synergistic combination. Attack + Knowledge are synergistic for heroes with ballistas. Try introducing such profiles, at least for a couple of experimental classes (maybe even not in the release, but somewhere in a version for internal testing). If this idea works, it will significantly diversify the game (and you can think about expanding it to other classes). If not, you can always abandon it.
The idea to make magic classes have up to 50% knowledge and boost spell cost massively only works in a game that completely revolves around a single human vs human battle. It doesn't work if the hero has to conquer lots of territory battling dozens of huge neutral stacks.
I suggested not only increasing the cost but also doubling mana regeneration (from 1 to 2 per unit of knowledge). This would compensate for the increased spell costs in the early game. And spells of levels 4-5 should become available later, if their power is increased along with their cost. See the post above about "Light" (spell examples).
In HOMM3, Might heroes never get a strong boost at any point in the game; they just get small, unnoticeable boosts with every level up, and then suddenly at level 30, you realize: 'wow, these might heroes are just so much better than magic heroes'.
Not quite, Might heroes had very good skills: 1) Offense +10/20/30% (not 10/15/20%) 2) Tactics etc. Based on how he writes about level 30 in Heroes 3 (where even level 20 was much harder to reach than in Heroes 5), I conclude that the author also played very long games (or campaigns) there. :)
mass ATb 0
sorcery 16/24/32 or 10/20/30
combat 10/20/30
defense= same as offense (20%)
archery=15%
Okay. I still don't like Combat (as a basic skill, not in terms of skills within it), but this is definitely better than it was. Weakening Defense may be justified (if compared to the current Offense - it is definitely fair). Archery - you are weakening it in vain; the skill is not the strongest even at 20%. If you make Attack, Defense, and Dodge 20%, then it makes sense to leave Archery at 20% as well. Even human archers of tier 2 receive a greater boost from the neighboring Battle Frenzy than from 15% Archery (and Archery is much more specialized than Battle Frenzy). When I talked about the imbalance of fire arrows, I meant the skill itself, not its prerequisites. 20% Archery or 15% for a ballista won't make a difference compared to fire arrows, but the skill will become less appealing without further progression to fire arrows. It's a pity that I couldn't convince you about Armor Spikes with +1/+1. I am very pleased with 0.0 mass ATB - but I am interested in the technical part; did the problem with 0 solve itself, or did you set a very small bonus, like 0.000001? By the way, what do you think about the Battle Frenzy skill, which is extremely strong while tier 1-2 units are relevant (and it provides a passive bonus)? In what situations would a player refuse to level up Battle Frenzy, such an easily accessible skill? Perhaps it should be swapped with the attacking herd? At level 1 of the skill, it requires Basic Offense, which is not bad in itself (+10% melee damage), while at level 2 of the skill, it requires Advanced Offense (an additional +5% melee damage), which is quite weak and would act as a pure prerequisite, compensating for the great power of the skill itself (in addition to how a weak troop recruitment is a prerequisite for the speed aura).
Might perks don't need to catch up with early game destructive magic damage. Might heroes answer that with war machines and higher combat damage. war machines = 'might destructive magic'.
If a Magic hero arrives in the first month with Destructive magic, it is unlikely that this will be countered by war machines due to the deadly cold, and relying only on Shatter of Destruction is like playing roulette. There is Forge Master - but it also comes with Occultism with 40-50% magic penetration. I looked, the problem is not only with magic. Shock of Earth has been increased from 40*SP to 50*SP, which is extremely dangerous in the early game. Especially with Empowered Spells + wizard's mark. That's why I suggested reconsidering the magic concept, in favor of increasing the cost of spells, especially higher levels (which is also useful for increasing the value of knowledge). So that in the first month of the game, it is not possible to achieve an easy victory with spells of levels 4-5, but in a long game, they will fully reveal their power (increase the cost and power).
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#430
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Nargott, Regarding high knowledge and low SP builds, the problem isn't so much the mana, but the damage/effect output per ATB time. Let's say you have 40 knowledge and 10-15 spellpower and destruction school: - During a PvE battle, you will suffer a lot of casualties because the enemy creatures will act many times before you kill them. - Also, at that level, it's possible that the hero will do more damage with a "melee" attack than with Destruction spells. This is why the only choice is for spellpower to always increase to compensate for the free bonus "melee" damage heroes get with every level. This is why there is no way to compare Spellpower and Knowledge with Attack and Defense in terms of numbers. Because you like blitz PvP (and probably other people too), I have an idea for an arena mode where both players build a level 30-40 hero and have an army that equals 6 months of time from 2 castles. I believe this will satisfy all the players that prefer battle mode. The worst part is that it is just an idea and is not on the priority list. Of course, if anyone wants to start working on this, I won't complain :D.
Nargott
Archery - you are weakening it unnecessarily; the skill isn't that strong even at 20%. If you are making attack, defense, and evasion 20%, then it makes sense to leave Archery at 20% as well.
The same goes for "Battle frenzy" and "Offense" when it comes to all T1 and T2 units. The opposite is valid for T7 and T6, so I think it is OK.
Nargott
I'm glad to see 0.0 mass ATB - but I'm interested in the technical aspect; did the problem with 0 resolve itself, or did you set a very small bonus, like 0.000001?
I am waiting for a response on the technical method he used.
Nargott
By the way, what do you think about the "Battle Frenzy" skill, which is extremely strong while 1-2 tier units are relevant (given that it provides a passive bonus)? In what situations would a player refuse to upgrade "Battle Frenzy," such an easily accessible skill? Perhaps it should be swapped with the offensive skill? At level 1 of the skill, it requires Basic Offense, which is not bad in itself (+10% melee damage), while at level 2 of the skill, it requires Advanced Offense (an additional +5% melee damage), which is quite weak and would act as a simple stepping stone, compensating for the great power of the skill itself (in addition to how weak troop recruitment is a stepping stone for the speed aura).
If you remember, in Heroes 3, there was that issue where, as the game went longer, the highest tiers were the best (excluding the bone dragon). The difference between T7 and lower tiers was just too good in favor of T7s. With perks like "Battle frenzy" and "vitality" that Heroes V brought, you can actually make low tiers catch up with the high tiers. With the MMH55 change in primary skill bonus to 3.33%, low tiers can actually match high tiers. So when players are on the battlefield, there is no tier that is considered the win factor of the enemy. Now the battle comes down to maneuverability and tactical decisions.
Nargott
I looked, and the problem isn't just with wizardry. Earth Shock has been increased from 40*SP to 50*SP, which is extremely dangerous in the early game. Especially with Empowered Spells + the wizard's mark. That's why I suggested reviewing the magical concept, in favor of increasing the cost of spells, especially higher circles (which would also be useful for increasing the value of knowledge). So that in the first month of the game, it is not possible to build an easy victory with spells of levels 4-5, but in a longer game, they would fully reveal their power (increase the price and strength).
It is not possible to get 40-50 spell power in month 1. The highest you can go is probably something around 20 on week 4, and this is possible only if you pick Occultism (I haven't played in a while, so I may be faking the information, but it is around that value). For your information, it is possible to go beyond 60 Spellpower in one game.
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#431
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"dredknight"
With perks like "Battle frenzy" and "vitality" that Heroes V brought you actually can make low tiers catch up with the high tiers. With the MMH55 change in primary skill bonus to 3.33% low tiers can actually match high tiers. So when players are on the battlefield there is no tier that is considered the win factor of the enemy. Now the battle comes down to maneuverability and tactical decisions.
I'm not saying that this skill should be removed (definitely not). But it deviates significantly from the concept of small, passive +2 bonuses, providing a very noticeable boost (in fact, it's an essential skill that players choose Offense for and tolerate the insignificant +5% bonuses).
If you compare Battle Frenzy to Aura of Swiftness, these are skills of approximately equal strength.
Vitality is noticeably weaker than Battle Frenzy, but it is still an order of magnitude stronger than the +2 bonuses.
Lets say you have 40 knowledge and 10-15 spellpower and destruction school:
- During a PvE battle you will get a lot of casualties because the enemy creatures will act a lot of times before you kill them
If spells of level 4-5 are expensive, it means that with 40 knowledge, I can use Meteor Shower and Implosion every turn, while a hero with 10-15 knowledge will quickly run out of mana and have to switch to less powerful spells.
I proposed the concept of 5-10-20-40-80 mana (with an increase in the power of level 4-5 spells as well). With 10-15 knowledge, you won't be able to cast many spells costing 40-80 mana (with Empowered, it will be 80-120, for a single use).
To make sure you understand correctly, this is not about weakening heroes with average knowledge (since the more expensive spells will be made more powerful), but about unlocking the potential for mana scaling and unlocking super-spells for those heroes who have enough mana.
For example, a Fireball for 20 mana can work just as well as the current Meteor Shower for ~20 (if the damage is increased), and Meteor Shower and Shock can be made more expensive, costing 40 and 80, while simultaneously significantly increasing the power of these spells.
where both players build a level 30-40 hero and have army that equals 6 months of time from 2 castles.
6 months with 2 cities is a very, very large army (and levels 30-40 are also very high). It's no wonder that your Magic heroes suffer, and you have to weaken the skills of Might heroes because of them.
For comparison, in a similar PvP RTA, the gains are from 6 weeks of 1 city (!). And the hero levels are around 20, and the maximum SP ranges up to 30.
You have 10 times more troops, and the SP is far from 200-300.

I was just thinking that you are aiming for 3-6 months, not about 6 months (it's not that long). About 6 months means 4-8 months of gameplay, not 3-6.
It is not possible to get 40-50 spell power on month 1. The highest you can go is probably something around 20 on week 4 and this is possible only if you pick Occultism (I have not played in a while so I may be faking the information but it is around that value.). For your information it is possible to go beyond 60 Spellpower in one game.
It's impossible, but 20-30 is quite achievable (for a Warlock with skillful development). I have no doubt about this, because in the original game, I saw levels 20 as early as week 3, since players who play effectively will not wait a long time to reach a high level if they can do it faster. Unless, of course, you have slowed down the experience gain from killing neutrals.
I repeat, for a complete balance test, you need players who are focused on playing quickly, as quickly and efficiently as possible, and not just people who like to play leisurely for 6 months. Try to attract someone among the active TE players.

For my part, I prefer pure PvP lately, and this is one of the reasons why I couldn't be the kind of player who would show you in practice what fast gameplay is like (I haven't played the original game for a long time either, PvE). That is, it is difficult for me to be drawn into PvE; for this, a really cool and well-thought-out balance is needed to make it interesting. And in my opinion, a cool balance and weak skills are incompatible concepts, no matter what you write about accumulating small bonuses for a Might hero of level 30 :).
For example, if there is 30% offense or 30% archery and other comparable passive bonuses, I will say "it sounds cool, I want to try it, there are no such good skills in the original or other modifications, but you have...". This feeling is comparable to a racer who likes speed, but is limited by moving at a low speed only because he is overtaking a pedestrian, for whom the balance is being built.
You will never have this feeling of rapid acceleration due to strong passive skills until Magic heroes suffer and are not able to deal enough damage with spells in a prolonged game (and for this, it is necessary to increase the cost and power of higher-level spells). Because when Magic heroes have enough mana, knowledge ceases to matter, and in fact, the Magic hero must fight with only SP against two parameters, At, Df, and the growing army of Might.

You write about fast matches on week 6, which means either the players are not playing fast enough, or you have some special feature of the maps or fundamental changes that do not allow you to meet on weeks 3-4, about which I don't know anything yet.

Added after 34 minutes
Because you like so much blitz PvP ( and probably other people too) I have an idea of an arena mode where both players build a level 30-40 hero and have army that equals 6 months of time from 2 castles. I believe this will satisfy all the players that prefer battle mode . The worst part is that it is just an idea and is not on the priority list. Of course if anyone wants to start working on this I won't complain
There is a Half-Random Tactical Arena map; you can take it as a basis and rework the scripts for specific skills, and then you will have a ready-made arena for MMH5.5.

Added after 2 minutes
I would like to understand why you consider levels 30-40 attractive for PvP?
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In reply to Nargott
#432
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Nargott
I'm not saying to remove this skill (not at all). But it deviates significantly from the concept of small, passive +2 bonuses, providing a very noticeable boost (effectively an essential skill that people take for Offense and tolerate the insignificant +5% bonuses).
If you compare Battle Frenzy to Aura of Swiftness, they are roughly equal in strength.
Vitality is noticeably weaker than Battle Frenzy, but it's still an order of magnitude stronger than the +2 bonuses.
This is why they are middle perks. You can get them whatever path you choose. Bonuses are OK as they scale a lot for low tiers but they are insignificant for high tiers.

Nargott
If spells of level 4-5 are expensive, it means that with 40 knowledge, I can use Meteor Shower and Implosion every turn, while a hero with 10-15 knowledge will quickly run out of mana and have to switch to less powerful spells.
I suggested a concept of 5-10-20-40-80 mana (with an increase in the power of level 4-5 spells as well). With 10-15 knowledge, you won't be able to cast many spells that cost 40-80 mana (with Empowered, it will be 80-120, for a single use).
To make sure you understand correctly, this is not about weakening heroes with average knowledge (because the more expensive spells will be more powerful), but about unlocking the potential for mana scaling, unlocking super-spells for those heroes who have enough mana.
For example, a Fireball for 20 mana can work just as well as the current Meteor Shower for ~20 (if you increase the damage), and Meteor Shower and Shock can be made more expensive, to 40 and 80, while simultaneously significantly increasing the power of these spells.
In theory, it sounds good, but in practice, it can't work. This means the Knowledge hero should wait until his max mana gets up to a certain number to start utilizing magic he is not certain he will get. Your example is about Destruction; it can work with Dark too, but what about Light? Summoning?

Also, how is this hero going to clear creatures on the map when he has to spend all his mana in one battle to compensate for the lack of other skills?
Does he have to return to the castle to reload mana every time? There are a lot of holes to cover.
Nargott
6 months with 2 cities is a very, very large army (and 30-40 levels is also a lot). It's no wonder that your Magic heroes suffer, and you have to weaken the skills of Might heroes because of them.
For comparison, in a similar PvP RTA, the gains are from week 6 of 1 castle (!). And the hero levels are around 20, and the maximum SP ranges up to 30.
You have 10 times more troops, and SP is far from 200-300.

I just thought that you were aiming for 3-6 months, not about 6 months (not that long). About 6 months means 4-8 months of gameplay, not 3-6.
I have seen people play for about 10-11 months.
My games are about 3 to 7 months, depending on the map size or if I want to rush the opponent.
Nargott

It's impossible, but 20-30 is quite possible (for a Warlock with skilled education). I have no doubt about this because, in the original game, I have seen level 20 heroes on week 3, since players who play effectively will not wait a long time to reach a high level if they can do it faster. Unless, of course, you have slowed down the experience gain from killing neutrals.
I repeat, for a complete balance test, you need players who are focused on playing quickly, as quickly and efficiently as possible, and not just people who like to play leisurely for 6 months. Try to attract someone among the active TE players.

For my part, I recently prefer pure PvP, and this is one of the reasons why I could not be the kind of player who would show you in practice what fast gameplay is like (I haven't played the original game in PvE for a long time). That is, it is difficult to get me involved in PvE; for this, a truly very cool and well-thought-out balance is needed to make it interesting. And in my understanding, a cool balance and weak skills are incompatible concepts, no matter what you write about accumulating small bonuses for a Might hero of level 30 :).
For example, if there are 30% offense or 30% archery and other comparable passive bonuses, I will say, "it sounds cool, I want to try it; in the original or other modifications, there are no such good skills, but you have." This feeling is comparable to a racer who likes speed but is limited by moving at a low speed only because he is overtaking a pedestrian, for whom the balance is built.
You will never have this feeling of rapid progress due to strong passive skills until Magic heroes suffer and are not able to deal enough damage with spells in a prolonged game (and for this, it is necessary to increase the cost and power of higher-level spells). Because when Magic heroes have enough mana, knowledge ceases to be valuable, and in fact, the Magic hero must fight on bare SP against two parameters: At, Df, and a growing army of Might.

You write about fast encounters on week 6; this means either the players are not playing fast enough, or you have some special map features or fundamental changes that do not allow you to meet on weeks 3-4, about which I do not yet know.

It will be very interesting for me to try the mod on an ARMG map.
Map size: Extra Large
Template: 3p-Epic-XL
seed: 0
Monster strength: very strong
resources: Little
Experience: 3
Random towns only: marked

When you launch the game, make the difficulty level "Impossible." Go and play the first 4 weeks. This is the competitive difficulty level.
It is not physically possible to get to the enemy not because of the distance but because of the strength of the creatures outside your zone, which is gradually higher than the zone you start in. All battles you do count. Every soldier you can save from dying counts.

Unlike Heroes 3, there is no help in the form of "Griffin Conservatories" and "Dragon Fly Hive." Killing and buying your hero is rarely an option because you are always out of gold. Maps offer way less free chests and resources than those in Heroes 3.
I am not comparing the mod to Heroes V because Heroes V maps do not have the gameplay depth. Basically, in a month or two, the game is over, and you just have one castle.

I think I once posted to the TE forum a long time ago, but it seemed abandoned, so I stopped posting there. I don't have the time to start following a third forum site either.

Nargott

There is a map called Half-Random Tactical Arena; you can take it as a basis and rework the scripts for specific skills, and then you will have a ready-made arena for MMH5.5.
It is not that simple. If that map contains scripts, they can break MMH55 scripts.

We have to think of some bonuses for adventure map skills like Logistics and its perks, Leadership perks, Necromancy and its perks, and so on, and somebody has to script it.
Nargott
I would like to understand why you consider levels 30-40 attractive for PvP?
I did not put much thought into that number, but there can be a number of modes depending on the state of development (levels 10, 20, 30, 40), which will go with appropriate army size (small, medium, large, epic). The scale can be easily changed once the map exists.
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#433
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2dredknight:
1) How strong is the guard that separates 2 players? Provide an approximate number of creatures.
2) How strong is the largest guard on the map in the early game?
Has the weekly percentage increase in guard strength changed?
I am not comparing the mod to Heroes V because Heroes V maps do not have the gameplay depth. Basically in a month or two the game was over and you just have one castle.
I agree with you here, but not about the timeframe, but about the essence - a game based on one city is terrible gameplay. Maps from Heroes 3 were much deeper in this regard than in part 5.

Added after 10 minutes
In theory it sounds good but in practice it can't work. This means the Knowledge hero should wait until his max mana gets up to certain number to start utilizing magic he is not certain he will get. Your example is about Destruction, it can work with Dark too, but what about Light? Summoning?

Also how is this hero going to clear creatures on the map when he has to spend all his mana in one battle to compensate for lack of other skills?
Does he have to return to castle to reload mana every time? there are a lot of holes to cover.
I already wrote about this above:
1) mana regeneration = 2 per unit of knowledge (not 1)
2) spells are not just more expensive, but also more powerful, i.e., for the same price as before, we get the same power, but on lower-level spells

An example with Light - see a few messages above, I described the entire school in detail.
Level 4 regeneration is greatly enhanced, level 5 spells are greatly enhanced.
Righteous Might, Endurance, Deflect Arrows are enhanced.
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In reply to dredknight
#434
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dredknight
I have seen people play for about 10-11 months.
And what to do on a map (even a huge one) for more than 2-3 months? Maybe only for a single-player game, with a beer :) .
In multiplayer, you need to minimize the session time as much as possible - for me, for example, it's 1-2 months. Besides, I don't want to spend more than 1-2 hours per session on the game, and it's not always possible to agree to finish the game.
PS: I've played a lot of "The Succession Wars" and the original game. I don't think the mod differs much in terms of the dynamics of development.
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#435
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2JonnyP:
Would you be willing to stream the Gameplay of Heroes of Might and Magic V for the first 4-6 weeks?
It would be very interesting to watch a professional TE player play on this mod.
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#436
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Nargott
2JonnyP:
Wouldn't you be willing to stream gameplay of MMH5.5 for at least the first 4-6 weeks?
It would be very interesting to watch a professional TE player play this mod.
No.
I'm just getting acquainted with the mod for now, and I'm limiting myself to reading the forum. There are a lot of changes, and it takes time to understand them all.
//
Test run:
1. The animation speed in combat is very slow. It can be increased by 2-3 times at the maximum value.
2. The new surface textures are good, but they are too bright - they hurt your eyes - and as a result, everything merges into a mess at a strong camera distance. Reduce the saturation of the textures.
3. The windowed mode doesn't work quite right - there is no free resizing of the window. And from the available resolutions, it feels like the hardware cursor is shifting from where it should be.
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#437
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I reviewed some of the artifacts and have the following comments: Group 90-100k: 1) Angelic Alliance: +12 to attack, +20% initiative 2) Cuiras of the Dragon Gods: +5 to all stats Group 40-50k: 3) Staff of the Netherworld: -20% initiative (for -1 penalty to Morale) You are underestimating initiative. 10% initiative ~ +4 to attack (at least). In the new parameters, this is ~ +6 to attack. Your new parameter is worth 5k per unit, therefore, the value of 20% initiative is 60k. The value of -20% initiative = 1/0.8 = 1.25, at least 75k. Against neutrals, this artifact works similarly to +25% to the initiative of troops and +25% to the initiative of the hero (all of this is boosted relative to enemy troops), considering this, the estimate can be increased to 90k, or even higher. A -1 penalty to Morale is a minor detail that can be ignored in this context (especially for mage heroes or undead). Its maximum value is 10k (in the new parameters and considering the weakened Retribution and Empathy). Thus, the acceptable price for the Staff of the Netherworld is in the range of 80-90k (the strongest artifact in the original game), not 40-50k. Angelic Alliance: +12 = 60k, +20% to initiative = 60k, totaling 120k (not 90-100k). Why are they summed without penalties (although I penalize for secondary bonuses below) - because both parameters work in the same direction: boosting the damage of troops per unit of time. If you play in an aggressive style, both parameters are equally important. Returning to initiative, why is it so expensive? You evaluate +6 to attack as +6*3.33% = +20% to damage, although in reality, this is only a bonus to the base damage of creatures (and even then, only if the attack is higher), but not to the total damage. The bonus to total damage will be significantly lower, on average +15% (you can check the calculations for different pairs of creatures with different attack and defense). 10% initiative is no weaker than these 15%, even though the formal DPS of initiative is lower, but initiative provides an important first strike (unlike +Morale, which does not boost the first strike in any way), and also works well with mages, tactical single units, and affects Empathy. Cuirass of the Dragon Gods: formally, it has +20 parameters (100k), but in reality, this is a relatively weak artifact because the bonus is diluted among all 4 parameters, of which only one is key, the second is less important, and the rest are just for show. I evaluate mixed (non-synergistic) bonuses approximately as follows: 100% for the first bonus 70% for the second bonus 50% for the third bonus 35% for the fourth bonus The final estimate for +5 to all parameters = 5 * 5 * (1+0.7+0.5+0.35) = 62k, not 90-100k. The value of such artifacts lies in their versatility, but "overpaying" for versatility by more than 1.5 times (buying on the market or breaking through a super-strong guard) is too much. In Random Tactical Arena, the artifact "sandals of the saint" (+1 to all parameters, luck, and morale) is one of the least popular among players on the market, even though they have already started offering discounts for diluted bonuses. The artifact "armor of the forgotten hero" is mainly bought for 20% magic resistance (this is the main bonus), the diluted parameters are just a bonus. 4) Artifacts with +50% to elemental damage, you have them in one group (10-20k) Firstly, these are very strong artifacts (imagine you have 40 SP, which is not uncommon for your game, and you boost it to 60k for key spells that you cast during a battle). This means that the bonus should be comparable to 20 SP, at least considered as 10 SP. The fact that the artifacts play weaker in a small game is not a justification for the low value, because their maximum value is realized in the late game, and if they are well guarded (according to their value for a long game), then it will be too early to break through them. Secondly, these artifacts are not equal to each other. Lightning is the weakest, there are only 2 out of 12, of which chain lightning (the highest-level spell) is only level 4 and quite situational (it is not very convenient to use every turn when the battle has already begun). Earth is the strongest, 3 out of 12, of which 2 spells are level 4 and 5. Plus, does it enhance plague (or is it no longer in your mod)?
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#438
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Regarding the guards: with "Very Strong" difficulty, they are simply huge. The first, starting area is almost like a classic "Very Strong" area, but then comes the second area. In the second area, there is a sawmill, a stone mine, and a gold mine. Everything else consists of outposts and treasures. The teleport to the third area was guarded by 100 Titans and 400 Rakshasas. And the arena can be guarded by seven hundred mages, 2000 golems, and 400 djinns. The entrance to the second area was guarded by 50 Knights. I once cleared all these armies with gnomes, and then I played as humans.
There are also creature banks. There, the army is three times larger, but they move very slowly, covering 14 cells. My army consisted of 100 throwers, 100 bears (divided), and 600 priests. The rest was just finishing power. The parameters were around 35. Skills: light, luck, machinery, knowledge, attack, runes, defense, leadership.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
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НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#439
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"Interested"
The teleport to the third area was guarded by 100 titans and 400 rakshasas.
As I understand it, this is the guard between players. 100 titans and 400 rakshasas on each side of the teleport, or together in one army?
By the way, I also need to ask about the timing. Maybe you saw this guard too late, when it had already grown over many months of the game?

In any case, this is quite a lot. I don't like such large guards, especially when they stand in the passages, which significantly slows down the game and reduces its strategic value, weakening scouting and other important functions. I prefer the maximum that exists in utopias - 15-20 dragons; you need to gather troops for more than that. But in TE, very strong guards are often broken through; I would like to hear a comment from JonnyP here, what does he think about breaking through such guards in the early stages?
Разработчик Heroes 5.5 WarGame Edition.
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#440
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Most likely, there were initially 50 Titans and 200 Rakshasa there. The 5.5 generator creates a lot of areas with castles and mines, so it wasn't over yet, but the armies didn't get any bigger. On that map, there were 15 areas for 5 players. In general, all of this can be defeated by the Dungeon faction.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%