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

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#486
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Nargott
From 2 to 1.5 rounds is good, but not enough (by the way, I also noticed that many descriptions in the Manual are not detailed enough and lack numbers).
If I don't want my vampires to take a retaliation strike, I will attack enemies with them using an ability that removes retaliation. Small inconveniences are worth it to cause huge inconveniences for the opponent (especially with soldier's luck).

1.5 rounds means minus 1.5 attacks (roughly speaking), which have about a 50% chance to trigger from both direct and retaliation strikes (i.e., on average around 70% per round).
A non-retaliating strike is minus 1 retaliation attack, which moreover can only trigger from a direct hit.

Regarding the replay, I conducted a lot of test battles in my time, and the Vampire Prince proved to be head and shoulders above all opponents in their tier, by a huge margin over mediocre Vampire Princes. Their ability is extremely strong (one of the strongest in the game). But for some reason, you don't want to weaken it by 3 times, yet you weaken minor agility by 3 times.

I might be wrong regarding penetration since I haven't played against neutrals in a long time, but in the endgame (battles against players) — unlikely.
You overestimate the value of the retaliation strike. It is a convenient ability, but it is not dangerous for the opponent.
My suggestion regarding rakshasas is confirmed by multiplayer experience in RTA (PvP); rakshasas were already strengthened in a corresponding way there. Although often in ranged builds (I assume you mean glass cannon?), no rakshasas are taken at all, not even the "super-strengthened" grade, because the unit is too expensive and the costs aren't recouped.
You are correct, MMH55 is all about the PvE first. If you have weak PvE you wont have enough for the PvP.
Both monsters - vampires and rakshasas tend to have a slightly stronger upgrade. The slightly weaker one is always the one with "No enemy retaliation" because in PvE it helps you preserve creature numbers high.

Retaliation is very important and cause significant casualties if not handled properly especially when you go out from the first zone.
Due to reduction in primary skill bonuses ( 5%-> 3%) it is not always a good idea to charge your champions into the enemy rankings as they won't kill a stack with single blow.
Nargott

I fundamentally disagree with such an approach. And is the armor-piercing shot of crossbowmen (which effectively allows gaining up to +30 to attack, and under an enemy hero up to +50-70) okay?
+12 defense in the original provided an increase in survivability by ~1.5 times; yours is ~1.33 times (therefore I would consider restoring the ability to +3 defense so as not to weaken it).
Nargott
Although, in the same Heroes 3, there were also units that had no special abilities other than stats (but then, maybe remove agility altogether?).
Comparison of this abilities is not proper as Dancers ability usage and effectiveness depends on you while archer's penetration ability depends on the opponent.
Also Haven T2 have one of the lowest initiatives (8) which makes them vulnerable against other archers or fast creatures as they are usually the target (PvE and PvP).
The only time I had a money shot with archers was when my opponent did not check what upgrade I have had picked.
Nargott

The shield wall of dwarven warriors reduces damage down to 0.1 (i.e., up to 10 times), which is also unacceptable and needs to be nerfed? Or is it not about the strength of the ability, but rather that you fundamentally do not want to see high stats on a low-level unit? As far as I'm concerned, this is insufficient grounds to commit such a sin, turning a good ability into a complete zero.
The ability looks strong on paper but actually you can get to 0.1 only if you charge it from 9 square distance. How many creatures even have 9 speed? The skill itself depends on the enemy maneuvers thus it is unreliable.
Also this ability becomes useless if you try to use this creature for offensive maneuvers as you are using its own initiative and speed to close the distance with the enemy.

We have had our talk about Fortress T1 and T2 being a little too strong due to excessive durability and damage that stacks with the big growth at later stages of the game.
However this is completely another talk and will be continued once the "Expert defense" skill is reduced to the same level as "Expert Offense".

Nargott
This is serious: a unit that is "just meat" and nothing more, since its unique ability can be safely ignored (same for knights, but to a lesser extent, as at least laying on of hands and tournament attack remain).
Their bonus damage is ok. Actually the Haven T6 were very very overpowered in standard ToTe. Due to high speed and initiative they just charge at round one and one hit kill an enemy stack. The enemy does not have a chance to react.
On top of that champions are also hard to kill. The same issue should be relevant for WGE, how did you adjust it there?
Nargott
Let me explain what a unit with +1 agility is in your mechanics. It means a unit with the ability to increase survivability by (1.08 +/- 0.08) times, and usually the number of tiles moved doesn't vary much, meaning in practice it's a unit with an ability of (1.08 +/- 0.04) times. So the entire gain I can count on with good use of the ability and correct maneuvers is only +3-5%? It's easier to forget that they even have this ability.
Hm.. I do not understand this, could you elaborate? here is how I see it. The unit has 6 attack and 6 defense and 7 speed. If he goes 7 tiles his defense jumps to 13. This means that damage resistance bonus is 7*3.33% ~ 23%.
The grande question is not if 5%,10%,20% or whatever is weak but how does it fit in the grand scheme? Is it weak all the way ? is it weak early and good late game?
I will keep a note on this one and test it. Do not forget that the creature itself has high speed, init and good damage. Those things are good qualities by themselves so it is alright if the unique ability is a bit weaker.
Nargott

I noticed that, but it's not the case. As I wrote before, 1 attack point gave +5% to base damage (if attack is higher). And from the charge — +5% to final damage. If the difference is initially 0, the concepts coincide. But with a difference of +20 (for example), +5% to base damage works like +2.5% to final. I have already given similar examples.
(20+1-0) * Damage = 205% Damage
(20-0) * Damage * (100% + 5%) = 210% Damage
True, I remember we have been over this. So now the damage boost is 100% + 3.33% instead of 5%. if you get a 6 tiles this is roughly 21% raw damage increase which will be further boosted.
This is both offering a good boost while still maintaining slower pace of the game. I do not see issue here.
Nargott
That's what I'm seeing; however, if in one build we get +20% to attack (conditionally), and in another +10% to defense for the same price (conditionally), then that is the imbalance I am pointing out.
If we ignore the numbers and reason in the spirit of "one unit is for attack, another for defense, therefore any numbers are fine", then we can avoid balancing anything at all.

I didn't want to get involved in the argument regarding non-retaliating attacks, but I did, my apologies. The thing is, it's hardly constructive; people either clearly understand the value of non-retaliation or they don't. It's hard to convince someone here, I only conveyed an opinion. It is quite possible that this opinion is valid only in PvP, but not PvE.
PvE plays a great role. However I promise to observe Rakshasa's performance overall once I have time for tests. I will try to abuse what you say.
Since taking the NCF under the hood this year I've moved more to a developer so I've become a bit rusty on the practical side.
Nargott
This is a very strong idea, and I adhered to the same in my modification wherever possible — i.e., until it breaks the gameplay. Moreover, I tried to maintain thematic consistency not only for the whole skill, but for each of its branches (each of the 3 branches determined by level 1 basic skills). But definitions of what falls under a particular skill may differ. For example, I cannot allow myself the liberty of depriving the Offence branch of direct heroic attack, as you did when moving it to Combat. Because too few full-fledged skills remain in Offence, and I don't want to add incomplete ones (like herds) or non-thematic ones (like fire arrows, which are also imbalanced in the early stages).

I agree that fire arrows is quite strong for early game. One idea that popped into my mind is to reduce balista health so it can be killed easily.
Nargott

1) because Orc skills are too poor (lack of abilities); on the other hand, for reasons of "not worsening gameplay," I didn't want to deprive all other factions of tasty abilities like Storm Wind, so in this matter I support the original game (gameplay > style)

2) because Shatters are a very weak foundation for a skill. In WGE these skills are renamed to Mights (Might of Light etc.). Might of X does similar things to Magic of X, but in a different style (without using spells). As for the "Shatter" effect, in WGE it works both ways (read the skill description). The point is, Shatter doesn't deal with Shattering because it isn't that; it serves Might. Now it is a full-fledged combat skill that includes elements of opposing the corresponding school, but as an additional (not main) feature. Similar to how Defence includes opposition to magic damage but is not limited to it.

Examples: Destructive Magic allows dealing direct damage to enemy troops (with spells), Destructive Might increases direct damage to enemy troops (with troops). Summoning Magic can summon creatures (with spells), and Summoning Might can summon creatures directly into the army (via the Pack Leader ability) for every levelup (similar to education). Therefore, wolves in Summoning are logical here, although manticoras in Dark are exceptional (just atmospheric tie-in, hello manticoras from Heroes 3 — belonging to the Dungeon faction, linked to Darkness in meaning).

Quote:
Does this give population of random units? Why?
I do not consider wolves a "random" unit for Orcs. Although one could argue about the manticoras. But there were no better options here, since summoning creatures into the army is a good, interesting, and relevant combat ability (you sacrifice one slot in the army for these creatures and sacrifice morale, but in return you get solid reinforcements).

My bad. I wanted to say "neutral" not "random". Those changes make sense. It is another way to make the shatters into something meaningful.
Nargott

Last time, when I spoke about class differences, I missed one important detail: the fact is that all heroes of one class start with the same "class" skill of that class, and not with a "racial" skill. It's hard to say whether this is good or bad overall, but from the perspective of class differences — definitely good (many classes across different races are similar, but here some differences appear).

What I noted earlier:
Quote:
1) Paladin = Warden (almost completely)
2) Gatekeeper = Assassin (difference in racial skill and its absence)

This is exactly where additional differences in starting skills manifest (since mentors are forbidden, right?):
- if suddenly a Paladin wants to play without Defense, he fundamentally has that possibility (whereas a Warden does not)
- if suddenly a Warden wants to play without Light, he fundamentally has that possibility (whereas a Paladin does not)
- a Gatekeeper cannot refuse the racial skill, but can play without Logistics, whereas an Assassin cannot play without Logistics

All you said is true. Class is defined by his starting secondary skill and his primary stats affiliation (Might, Balanced or Magic distribution).
Specializations make the heroes in one class different.
Combination of class specifics and specialization is the actual uniqueness
- for might - faction creatures type and battlefield tactical approach also play a role
- for magic - faction native schools play a role and creatures to a lesser extent.
Nargott
What I can say about Might-classes: is there any way to separate Knight and Death Knight? For example, give one of them Defence instead of Combat? It's strange that the Might-skill ended up not being demanded by any of the Might-heroes (although in my view, it's not entirely a Might-skill, but it is a Might-skill in the authors' understanding).

Death knight is the dead version of the Knight.
About Heretic and Reaver that have dark as starting skill. Things are a little more complicated here.
Originally (Heroes 5) Haven does not have Magic class but with the renegades separation Heretics felt like the Paladin renegades. As you can see their Magic skills are Dark, destruction, Shatter Light and Shatter Summoning.
Exactly the contrary of the Paladin.

Necromancers are just the natural dark magic binders so they had to have class with that starting skill.

Here I can say that we also do not have enough starting skills (31 skills in total where but if you substract 7 duplicates (Defense, offense,Occultism, Shatter Destruction, leadership, learning, shoting as sorcery) and 4 shatters you are left with 20 starting skills for 24 classes.
This is why you have 2 duplicates (dark and combat) and 2 mixed ones (Witches and Shamans).

Witches and Shamans are thrown in to give another way to be played with Stronghold. Magic and no rage. Whatever you say about it will be valid as its balance is not entirely tested.
Nargott
Next remark, regarding starting skills: why is a percentage indicated on them at all? Why not distribute the percentage among the remaining 11 skills, and set the starting skill to 0?
The answer is laziness ;). At the time of making I was not sure how to present the chance to the user. Also I had no idea how to place them correctly in circle in dynamic manner.
So I just drew them on the background. When you start the application you can see that the numbers are present even if there is no class selected.
Your suggestion is good I will put it in my notes for the next version.
:)

Thanks for the youtube review.
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#487
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"dredknight"
Their bonus damage is ok. Actually, the Haven T6 were very, very overpowered in standard ToTe. Due to high speed and initiative, they just charge in round one and one-shot kill an enemy stack. The enemy does not have a chance to react.
On top of that, champions are also hard to kill. The same issue should be relevant for WGE; how did you adjust it there?
In WGE, Charge is one of the strongest abilities. It gives a +100% bonus for each tile traveled; however, the base damage of the Knights is reduced by a factor of 3-4. This means that they hit very weakly from a standstill (including dealing weak counter-damage), but the charge is very powerful. The application of the ability is limited by 2 things:
1) speed - in WGE, only flying units can have a base speed higher than 6; accordingly, all Knights have a base speed of no more than 6
2) heavy class (Armored) - many creatures have an ability based on the "shield wall": they only receive 50% damage if the opponent has moved 1 or more tiles to attack
Accordingly, Knights can be countered in 4 ways:
1) carefully avoid being charged or move out of the charge range
2) cover yourself with heavy class troops (they suffer less from the charge)
3) go on the defensive (defense reduces damage many times over)
4) quickly reduce the distance, not giving the Knights enough space to charge, including surrounding them
The general idea is this: a strong ability creates interesting tactics and countermeasures. If there is no strong ability, it does nothing; it's just cannon fodder. Therefore, in WGE, I strive to reveal as many abilities as possible (very rare abilities are weakened, but among them is Torpor).
Plus, a strong Charge is historically justified, because it is known that Knights are good in open areas, but in a confined space, they are of little use, and their effectiveness drops many times over (therefore, under such conditions, Knights often dismount). A 100% charge very well demonstrates this feature of cavalry. About a 10% charge, I would say that it at least minimally demonstrates this feature (the difference between a hit from a standstill and a full charge is 1.8 times). With 5% and even more so 3%, a Knight hits almost as effectively from a standstill as from a charge, i.e., it clearly cannot be said that it suffers in any special way from a confined space.
The ability looks strong on paper, but actually, you can only get to 0.1 if you charge it from a 9-square distance.
Not only on paper - on average, this ability performs no worse than agility in the original game (since the enemy usually runs a few tiles), but in your game, agility is weakened by a factor of 3. If a unit is too strong (and it is strong), then you can weaken its defense and/or damage (to the level of the upgrade).
Hm.. I do not understand this; could you elaborate? Here is how I see it. The unit has 6 attack and 6 defense and 7 speed. If he goes 7 tiles, his defense jumps to 13. This means that the damage resistance bonus is 7*3.33% ~ 23%.
If you replace this ability with a simple passive bonus of +5 to defense (conditionally), nothing will change significantly (the difference will be +/- 1-2 defense). This is precisely an indicator that the ability does not play out (in terms of interest).
Those things are good qualities by themselves, so it is alright if the unique ability is a bit weaker.
A bit weaker - is that translated as 3 times? :)

In WGE, agility works 2 times stronger than in the original and 6 times stronger than in your game (although the speed is lower, so in reality, it is 4 times stronger). This means that when a unit runs far, it receives good protection; but if a unit runs a little or stands still, it dies very quickly from attacks. The difference is acutely felt, and this is what makes the ability interesting. Similarly, with cavalry charge, there are many nuances in the use and counteraction of this ability.

How much attention do you pay in MMH5.5 in battle to preventing Knights or Dancers from running an extra tile? If there is only a 3% bonus, then there are clearly more important concerns than limiting their charge. Strengthening abilities is increasing the number of nuances by which you can win in battle; I am not advocating for this (since your project does not specialize in tactics), but at the same time, I note that reducing tactical nuances by weakening already existing abilities is bad.

However, there are abilities that really should be weakened, such as Torpor. What is the difference? The fact that even a heavily cut Torpor is good (no worse than blindness and no worse than a one-sided attack, at least in PvP). And the fact that it is difficult to make Torpor play well or badly; it is a random ability with a poorly controlled chance, i.e., there is no tactical reason to make it too strong. Unlike those abilities, the effectiveness of which directly depends on the player's actions.
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#488
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Nargott
In WGE, Charge is one of the strongest abilities. It provides a +100% bonus for each tile traveled, but the base damage of the Knights is reduced by a factor of 3-4. This means that they deal very little damage from a standstill (including weak counterattacks), but their charge is very powerful. The use of the ability is limited by 2 things:
1) speed - in WGE, only flying units can have a base speed higher than 6; accordingly, all Knights have a base speed of no more than 6
2) heavy class (Armored) - many creatures have an ability based on the "shield wall": they only receive 50% damage if the opponent has moved 1 or more tiles to attack
Therefore, Knights can be countered in 4 ways:
1) carefully avoid being charged or move out of the charge range
2) cover yourself with heavy class troops (they suffer less from the charge)
3) go into defense (defense reduces damage many times)
4) quickly reduce the distance, not giving the Knights enough space to charge, including surrounding them
The general idea is this: a strong ability creates interesting tactics and countermeasures. If there is no strong ability, it does nothing, it's just cannon fodder. Therefore, in WGE, I strive to reveal as many abilities as possible (very rare abilities are weakened, but among them is Torpor).
Plus, a strong Charge is historically justified, since it is known that Knights are good in open areas, but in a confined space, they are of little use, and their effectiveness drops many times (therefore, under such conditions, Knights often dismount). A 100% charge very well demonstrates this feature of knight cavalry. About a 10% charge, I would say that it at least minimally demonstrates this feature (the difference between a hit from a standstill and a full charge is 1.8 times). With 5% and even more so 3%, a Knight hits almost as effectively from a standstill as from a charge, i.e., it is clearly impossible to say that it suffers in any special way from a confined space.
Your champion's jousting strength is really absurd even outside of the mod properties, but I like it :). Probably we can slightly adjust the base damage and jousting damage a bit to favor more benefits/disadvantages depending on tactical choices.
Nargott
Not only on paper - on average, this ability performs no worse than agility in the original game (since the enemy usually runs a few tiles), but you have agility weakened by a factor of 3. If a unit is too strong (and it is strong), then you can weaken the defense and/or damage (to the level of the upgrade).
I put this on the task list; once I start playing, I will check it out.
Nargott
If you replace this ability with a simple passive bonus of +5 to defense (for example), nothing will change significantly (the difference will be +/- 1-2 defense). This is precisely an indicator that the ability does not play out (in terms of interest).
Except this will not stimulate the player to move the unit.
By the way, I think the perspectives are once again a bit different. From what I see now, creature changes in WGE revolve around creature abilities. All abilities should give some tactical benefit and disadvantage. But to do so, you have to cut down on creature stats.
From what you said about unit speeds, I assume all creatures have their stats significantly altered.

On the other side, we do the opposite; we keep the stats as close to the original as possible but alter abilities to make the balance. I think we both do the same but cut the tree from a different side.
Check the MMH55 manual for the "Grim rider" "Charge" ability description. I assume on the WGE side, you left it the same as in the original but reduced the creature damage. Is that correct?

Nargott
A bit weaker - is translated as 3 times? :)
read it as "less stronger".
Nargott
In WGE, agility works twice as strong as in the original and six times stronger than yours (although the speed is lower, so in reality, it's 4 times). This means that when a unit runs far, it receives good protection; but if a unit runs little or stands still, it dies very quickly from attacks. The difference is acutely felt, and this is the interest of the ability. Similarly to cavalry charge, there are many nuances in the use and counteraction of this ability.
I already made a point above about how we cut abilities, and you cut stats, but doesn't this change you made force the player to constantly move the unit whatever the circumstances? This is something I wouldn't appreciate.
Nargott

How much attention do you pay in MMH5.5 in battle to preventing Knights or Dancers from running an extra tile? If there is only a 3% bonus, then there are clearly concerns that are much more important than limiting their charge. Strengthening abilities is increasing the number of nuances by which you can win in battle; I am not urging you to do this (since your project does not specialize in tactics), but at the same time, I note that reducing tactical nuances by weakening already existing abilities is bad.

However, there are abilities that should really be weakened, such as Torpor. What is the difference? In that even a heavily cut Torpor is good (no worse than blindness and no worse than an unrequited attack, at least in PvP). And in that it is difficult to force Torpor to play well or badly; it is a random ability with a poorly controlled chance, i.e., there is no tactical reason to make it too strong. In contrast to those abilities, the effectiveness of which directly depends on the player's actions.

This is the idea. If you want certainty and survivability, you go for the "no enemy retaliation" upgrade. Otherwise, you can go for the more chance-based "Torpor" upgrade. It may give benefits; your vampire stack is more susceptible to hits.
Actual average damage is the same for both upgrades - 9.
- Torpor probability factor is 2.5
- torpor duration is 2 turns
Just to make sure everything is ok, I put torpor on the list of things to watch for.

In MMH5.5, tactical variety comes later, as in weeks 4-6, you are barely out of the first zone. Abilities may seem weak at first; around the end of month 2, benefits can be seen very clearly.

It is just not possible to balance creatures in later stages of the game if you have strong abilities because creature damage is constantly increasing.
Just imagine 100 champions with WGE stats to do a charge with bonuses from a level 25 might hero.
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#489
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"dredknight"
Your champion jousting strength is really absurd even out of the mod properties but I like it . Probably we can slightly adjust the base damage and jousting damage a bit to favor more benefits/disadvantages depending on tactical choices.
This is exactly what I enjoy doing – creating powerful abilities while still ensuring there are sufficient counterplays. It seems unbalanced, but it isn't truly unbalanced.
For WGE, such a range is historically accurate, as a stationary knight without a charge is roughly equivalent to a swordsman infantry unit (and with a charge, it's 2-3 times stronger). A knight costs 1000, while a swordsman costs 400 gold.
From what I see now creature changes in WGE revolve around creature abilities.
Yes, this is one of the key features, as WGE primarily focuses on tactical combat.
But to do so you have cut down on creature stats.
I wouldn't say that. Stats are relative to each other, so there isn't a real sense of "weakening" of stats (if everyone "pays" for strong abilities). On the contrary, WGE emphasizes the low speed of infantry and their greater attack power/durability relative to flying units. A Crusader has a speed of 3 and initiative of 9, while a Griffin has a speed of 7 and initiative of 14, but if a Griffin happens to be directly attacked by a Crusader, the entire flying unit will be wiped out in one attack (with equal Power).
From what you said about unit speeds I assume all creatures have their stats significantly altered.
Absolutely. When transitioning to a 10% mechanic (attack and defense parameters that are twice as strong), it couldn't be done any other way.
On the other side we do the opposite, we keep the stats as close to the original as possible but alter abilities to make the balance. I think we both do the same but cut the tree from a different side.
Yes, this is usually the right approach if you want to be conservative. But sometimes this approach can have serious drawbacks if an ability is weakened too much.
Check the MMH55 manual for the "Grim rider" "Charge" ability description. I assume on WGE side you left it the same as in original but reduced the creature damage. Is that correct?
I wouldn't say that their damage was reduced. The charge of the lizards is fine; the only thing is that, with a speed of no more than 6 (since they are not flying units), they cannot reach their target on the first turn. It is quite possible to protect against their attacks with units that have high defense.
I already made a point above how we cut abilities and you cut stats but doesn't this change you made force the player to constantly move the unit whatever the circumstances? this is something I wouldn't appreciate.
Not always.
Example 1: a dancer can use defense and get approximately the same bonus while remaining in place.
Example 2: if a dancer is next to a target that has Armored (heavy class), then the choice is to attack from the spot (100% damage) or attack by running around, activating agility, but dealing only 50% damage.
Example 3: you can run less, but avoid the attacks of certain enemy units (compared to a greedy charge). The same applies to knights.
It is just not possible to balance creatures in later stages of the game if you have strong abilities because creature damage is constantly increasing.
Just imagine 100 champions with WGE stats to do a charge with bonuses from a level 25 might hero.
From my point of view, there is no difference in combat whether it's 5, 10 champions, or 100. They deal the same percentage of damage, with scaling troops. All that changes is the weakening of impact magic (which kills a smaller percentage of troops) – and this is precisely the problem of prolonged game times. Regardless of whether the strength of the champions is expressed in a powerful ability or in higher parameters.
Champions don't have the highest damage in the game; there are units with higher damage, whose parameters allow them to kill units in 1-2 hits (with equal Power), and in some cases, even in an area.
But champions are notable for the fact that they can deal good damage over a long distance, unlike powerful but slow infantry.

As for the hero's level – 25, it seems to refer to numerous skills that increase damage? I don't see a problem with this.
Because the essence of the ability is not to give even more damage (this is incorrect, given that we pay for powerful abilities by reducing damage).
The essence of many abilities is to provide the player with a mechanism for controlling this damage and countering it. The ability to deal more damage with skillful management or less damage with good counterplay from the opponent.

Let's assume that 100% damage is a normalized value that would be balanced in the absence of a cavalry ability for knights.
1) What is 100% charge, considering the damage reduction to 25% (and speed of 6)?
This is 25-175% damage, depending on how far it has run. That is, the strength of the ability affects +/-75% damage.

2) What is 10% charge, considering the damage reduction to 71% (and speed of 8)? (the option I suggest for your project)
This is 71-128% damage. The strength of the ability affects +/-28% damage.

3) What is 5% charge (original), considering the damage reduction to 83% (and speed of 8)?
This is 83-116% damage. The strength of the ability is only +/-16% damage.

4) What is 3.33% charge, considering the damage reduction to 90% (and speed of 8)?
This is 88-111% damage. The strength of the ability is only +/- 11% damage.

If you believe that your knights with a 3.33% ability are well balanced, then there are such options:
1) For 3.33% * 8 = bonus +26.66% damage, against 5% * 8 - +40% damage, 1.4/1.266 ~ 1.1; that is, if you give -4 attack, this will already compensate for the powerful charge at the maximum value. In reality, I would advise a penalty of -2 attack with a 5% bonus.
2) For a 10% bonus, respectively, 1.8/1.266 = 1.42; that is, if you give -30% damage, this will also compensate for the maximum charge. In reality, I would advise trying -20% damage. Then the knights with a charge of 8 will deal 144% damage (compared to the original), against 140% with the old maximum charge, but at the same time, the base damage is weakened (damage with smaller runs and in retaliatory attacks).
Abilities may seem weak at first around the end of month 2 benefits can be seen very clear.
You see, the fundamental difference is that you measure abilities in terms of impact spells and absolute losses, so a small percentage doesn't seem insignificant when the "meat" grows.
I measure abilities in relative terms, how many percent more "meat" allows you to kill or save. Therefore, for me, the moment when an insignificant ability suddenly starts to pay off somewhere in the late game never comes. Everything is relative :)

P.S. In short, every time you weaken something, I advise you to ask the following questions:
1) Is it interesting to play with these new numbers, can you build tactics around it, or is it not worth it?
2) Is it interesting to counter this, or does it not deserve attention?
3) Is the effectiveness of the ability dependent enough on the player's actions? Compare it to an equivalent passive bonus to parameters instead of this ability.
4) Is the ability attractive enough compared to others?
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#490
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Nargott
Yes, this is usually correct if you stick to conservatism. But sometimes this approach has serious drawbacks if the ability is weakened too much.
This is valid for everything ;P.
Nargott

Not always.
Example 1: a dancer can use defense and get approximately the same bonus while staying in place.
Example 2: if the dancer is standing next to an attack target with Armored (heavy class), then the choice is whether to attack from the spot (100% damage) or attack while running around, activating agility, but dealing only 50% damage.
Example 3: you can run less, but avoid the attack of certain enemy units (compared to a greedy run). The same is true for Knights.
I forgot that the defense command is very strong.
NargottFrom my point of view, in terms of combat, there is no difference whether there are 5, 10 champions or 100. They deal the same percentage of damage, with scalable troops.
I agree but in WGE you have a predefined time frame for meeting with your opponent (~ 6 weeks) this means the army size is predefined on both ends.
When the game stretches for 3 or 6 or 9 months there is difference when compared to killing units with Might versus Magic hero.
This is what we try to achieve actually - having similar output over as much time as possible. When time is a factor things get messy.
Here I can refer again to Starcraft Broodwar where on theory zealots are way stronger than marines but on practice the ability to manage the unit through period of time (micro) and the clunky engine (not being able to make good surrounds with many units) somehow adjust the game balance.

Also all numbers regarding Champs are great and I already advised Magno to do some tests add fixes for next release :).
Nargott
You see, the fundamental difference is that you measure abilities around damage spells and absolute losses, so a small percentage doesn't seem insignificant when the "meat" grows.
I measure abilities in relative terms, how many percent more "meat" allows you to kill or save. Therefore, for me, the moment when an insignificant ability suddenly starts to play out somewhere in the late game never comes. Everything is relative.
Nargott

P.S. In short, each time you weaken something, I advise you to ask the following questions:
1) is it interesting to play with it with the new numbers, can tactics be built around it, or is it not worth it?
2) is it interesting to counter it, or does it not deserve attention?
3) is the effectiveness of the ability dependent enough on the player's actions? compare with an equivalent passive bonus to parameters, instead of this ability
4) is the ability attractive enough compared to others?
Thank you for these questions :). We actually use them with one difference. We do not ask them for abilities but instead for creature upgrades.
For example this is why one of the titans is melee and throws lightings (which are actually physical damage but Nival messed up).
Same goes for Haven Inquisitor vs Zealot changes; Seraph vs Archangel; Wraith vs Banshee changes and so on.

This also answers the relativity question. Agility is weak because the unit itself is strong. If we boost the "Agility" we will have to reduce the creature itself.
Ok. I think I have an idea of what we can do. We can set "Wind dancer" base defense to 0 and set agility to +2 or +3? Not sure if it wont become stronger that its counterpart on practice but it will definitely add tactical variation
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#491
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"dredknight"
I agree, but in WGE, you have a predefined timeframe for meeting with your opponent (~6 weeks), which means the army size is predefined on both ends.
No, ~2-3, maximum 4 weeks. But this is "on paper," the target game time.
These numbers might shock you, but in reality, on some maps in Heroes 3 (like the Diamond template), you can develop and build a lot of cities with armies in that time. And play exactly the same strategy as you, but without the tedious wait of many months of gradually clearing out neutrals.

4-6 weeks is how players usually play in Tournament Edition.
Ok. I think I have an idea of what we can do. We can set "Wind dancer" base defense to 0 and set agility to +2 or +3? Not sure if it won't become stronger than its counterpart in practice, but it will definitely add tactical variation.
Yes, but it would be even more logical to reduce the damage rather than the survivability. Especially since their damage is "somehow" higher than that of the competitor (for the same target).
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#492
Agreed.
#494
Izoalex, it is not easily possible to just return the old design because there are things that depend on the new design. For example Bloodrage button is only designed for the combat log bar when it is on top.
#495
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Do players have growing armies here?
#496
What do you mean by "growing armies" ?

A standard game develops in a similar way to heroes 3.
In reply to dredknight
#497
the player's army grows with each turn(4%), as it was in heroes 3 wog, in the description I saw this function
#498
This is only for computer players because AI is stupid and lose army while doing battles on adventure map. This is done so the AI can be competitive against the player when they meet.
#499
downloaded your mod in the hope that for the players will also work that function
#500
Why do you need it ?

If the game feels too strong there is a way to make it easier.

the following things can be configured:
- free treasures on adventure map
- adventure map strength
- AI strength
- special adventure map sites creature strength and growth

What is your idea?