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Posts from TBM - Tournaments balance mod Auto-translated

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#17
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Tell me about the rules: will the game be played with random settings, or will players be able to choose both heroes and castles?
In reply to Magog
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#18
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Magog
Tell me about the rules: will the game be played with random factions, or will players be able to choose both heroes and factions?

We are currently collecting the prize pool. After that, we will post information about the tournament itself: the regulations, deadlines, and rules will be described. Essentially, a random draw will determine the faction.
Мой канал по героям 5 - "Heroes for Fan"
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
In reply to Ment
#19
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Ment
Overall, not bad. But
1) Removing invisibility from the hunters is not cool.

+1.
It's a useful ability as an alternative to ranged attacks. The early game for the Dark Elves is already challenging, and it won't be possible to cast spells repeatedly without penalty by taking advantage of the small army's invisibility due to the lack of mana, so having invisibility on level 1 creatures with a small bonus for heroes with a little mana is quite justified, in my opinion.

And I fully support some general improvement to the demons.
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#20
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A useful ability as an alternative to ranged attacks. The Dark Elves already have a difficult start, and it won't be possible to cast spells many times without consequences, taking advantage of the small army's stealth, due to the lack of mana, so the presence of invisibility in creatures of the 1st level with a small bonus for heroes with a little mana is quite justified, in my opinion.
Yes, that's true. But I had another consideration – if the mod doesn't aim to rethink the mechanics of the game (which, as far as I understand, was stated), then such a reduction is an obvious rethinking. Hunters with invisibility in the Dungeon have long become a canon and an important feature. If they need to be adjusted somehow, it is worth considering another direction – for example, reducing initiative, so that hunters find it more difficult to go into invisibility in time. Or reducing the duration of the ability, as has already been suggested (or even implemented) somewhere in another balance mod (for Nargoth?).
 

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#22
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I really can't stay silent here:
- Beasts, Furies, and Hags: growth rate increased to 7 (+2)

This unit was already top-tier in its tier, and also one of the key units for breaking through defenses, and now it also gets a +40% growth rate increase – that's insane. Meanwhile, Minotaurs remain as weak as they always were.

The same goes for Hunters/Assassins (from 7 to 9). I don't understand where the opinion came from that these units are weak for their level? Is it only because BB (Battle Buff) works worse on them due to their resistance?
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#23
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Nargott
I can’t stay silent here:
This unit was already top-tier in its tier, and also one of the key units for breaking through defenses, and now it also gets +40% growth – that’s insane. Meanwhile, minotaurs remain weak.
The same goes for hunters/assassins (from 7 to 9). I don’t understand where the opinion came from that these units are weak for their level? Is it only because battle spells work worse on them due to their resistance?
I have a feeling that the balance is being adjusted for Ranked Tactical Arena (RTA), and not for maps. And a map is not just one battle.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#25
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Minotaurs simply don't have enough time to do anything in a breakthrough due to their speed and initiative, but it's still a quite strong unit.
 

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#27
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If I'm not mistaken, they are stronger than levels 1 and 2, as well as level 4. They are definitely stronger than levels 2 and 4.
 

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#29
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Alright, let's pit the Fury and Minotaur against each other in a ratio that reflects their growth rates and see who comes out on top.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#30
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No, minotaurs are not tougher than lizards (level 4), 31 versus 40, but they are tougher than harpies (level 2) and assassins (level 1), which is logical. If you're talking about these levels. But still, minotaurs are very rarely taken, leaving room for 2 more squads of someone else.
So, taking into account the growth rate, I'm saying...
Well, let's pit harpies and minotaurs against each other in proportion to their growth rates and see who's tougher.
A head-to-head fight isn't a good indicator either; it's important to see who can withstand the blows better.
 

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#31
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Yes, they are not very useful even in the final stages, it is better to divide the witches, especially when breaking through defenses. On their own, only golems are weaker than minotaurs. Of course, taking into account the stat increases.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#32
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Nargott
They aren't very useful even in the final stages, it's better to divide the Sorceresses, especially when breaking through defenses. On their own territory, only Golems are weaker than Minotaurs. Of course, taking into account their upgrades.
I disagree about the Golems; they have magic resistance, the Altgreid has enchanted armor, as well as infinite retaliation, and Gremlins can repair them, even if only once. In my opinion, Minotaurs are the weakest on their own territory.
I've noticed this feature: in the game, there are several characters who are very slow, and fighting them turns into shooting at tough meat from a distance. Yes, as defensive units, Minotaurs are quite good (if you need to protect Sorceresses or Assassins from large creatures). On their own, as guards for a mine or passage, they are weak; it's not difficult to break through them, but their stats are strong – that's the paradox.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
#33
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Watched a review of the mod. The suggested change to spell levels is an excellent improvement.
In reply to MoZeS
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#34
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So, consider that the number of those who disagree with the changes to Tier 1 and Tier 2 units in Dungeon has increased by one:
1) Increasing the growth rate means reducing stats.
2) Removing an ability from a unit is creative, not balancing.
P.S. IMHO, Ment`a's suggestion: - Reduce the initiative of the Hunter or decrease the duration from 3 to 2 turns - is a good idea.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...