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Posts from TBM - Tournaments balance mod

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How do I install it? Should I just replace all the folders in the original Heroes directory? I play the game through Gamerange and would like to try it out. Or is this mod only for tournaments, and can't regular players use it? Best regards, Crocolector
Я есть сама Неотвратимость! 
In reply to Mustaaurinko
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Mustaaurinko
How do I install it? Should I just replace all the folders in the original Heroes directory? I play with the "Bro" game and would like to try it out. Or is this mod only for tournaments and not for regular players?

Here's the answer: https://www.youtube.com/watch?v=YWM1WRWZt5M
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 Remix
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I apologize, ladies and gentlemen, I was a bit slow to respond to this topic, but it turns out there's a lively discussion going on here :smile09:

For those interested in how to play with this mod, I can say that the installation process is, unfortunately, quite clunky:
- move the mod file to the data folder
- generate a map in the game
- open it in the map editor and add the value Script:Scripts\MapScript to the map property MapScript
- if desired, manually unlock prisons and external bonuses by finding them using filters
- to patch the map, you need to open the map using an archiver and add the contents of the mod to it
- O_____o
- PROFIT!!!

In general, the mod is primarily designed for patching tournament maps, and not for simply putting it in a folder and starting to have fun, so you can get the most enjoyment and the least hassle by downloading ready-made tournament maps. The plan is to create a patching program, but that's for the future (hopefully not too distant).

The mod DOES NOT CHANGE EXISTING HEROES. Modified copies of the standard heroes are created within the mod, and they only appear when creating a map using the RMG generator. This is done for personal convenience and a more organized structure of the mod's internal resources.

Thank you to the forum participants for their feedback and suggestions on balance. They have been taken into account, and a significant rebalancing has been done compared to the previous version. All previously found bugs have also been fixed.

I encourage all those who are interested and passionate about this discipline to join our tournament group on Discord. To do this, you need to send me a request (Someone Unknown#3450) asking to be added to the server. There you can stay up to date with all the latest news, submit your applications to participate in test show matches, and also contact the modders more quickly to make your suggestions.

I would also like to announce the release of TBM 3.0.0, which will be available to the public within 2 weeks, along with the wheel, after the pre-tournament test show matches, as well as the autumn TBM tournament, registration for which will begin on Friday/Saturday of this week.

Thank you all for your attention and interest. We will continue to develop and delight you with exciting matches :smile49:
In reply to Remix
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Remix
What would you suggest?

It's simply impossible to counter Gnomes. Against Chaos, they use the Elemental Resistance rune on two creatures, giving them 50% fire immunity. Against Darkness, they use the Exorcism rune and a Guardian Mage. With the latter, Gnomes can even steal from Vampires. So, how do you kill them? With Phoenixes or Elementals? With their defense, it's impossible.

Let's ban the Resurrection rune and the Guardian Mage. Or increase their cost. I don't know if it's possible to adjust the rune application mechanic so that a unit applying a rune pushes the hero back 0.1 on the scale. Then the opponent will have a chance to try to counter the Gnome with magic.
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The Dwarves have decent runes (in the original game). It's just that their ultimate rune is overpowered (for the final stage), essentially doubling the effect of all other runes. They should have banned that one, not the updated version.
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In reply to Nargott
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Nargott
The runes for the Dwarves are fine (in the original). It's just that the ultimate rune is overpowered (for the final stage), effectively doubling the use of all runes. They should have banned that one, not the updated version.

Well, yeah, you could try that.
In reply to Witness
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As I understand it, the changes for the latest version of the mod are described in the thread header? If so, let me list the questions that have arisen. As far as I can tell, the mod is intended for small and medium maps (since there's little point in conducting long games in tournaments).

1. Demons.
In my opinion, they went a bit overboard with the nerf to Hell Hounds; I doubt that one aura is comparable in utility to fear attack combined with higher initiative and damage. Especially since the aura only takes effect at the start of the next turn, and by then the rows of hounds could easily be thinned out. The Nightmare buff is pleasant, of course, but they were often preferred anyway; I find it hard to imagine who will take Hell Hounds in their current state (I might be wrong, as I rarely play on small maps; perhaps the passive damage at levels 10-20 is too high). Buffs to other creatures are generally justified, as the demon army is weak in the early game. I especially liked the idea with Fire Demons. However, the Archdevil buff is also confusing; I always preferred them over Archdemons because the latter's ability has limited use due to their low movement speed. Of course, the ability to pick off enemy archers on turn 2 is very useful, but they can only hit them on turn 3.

Meanwhile, Archdevils possess the ability to summon Cave Lords, who can also open gates, significantly increasing the army's size.

2. Necropolis
The situation with Bone Archers is also ambiguous; total damage increases by 30% with shooting + BB (though this is partially offset by increased evasion, which is now simply a must-have against any faction except demons). As a result, skeletons with BB and shooting will deal 13.75% more damage to a target with evasion, but they will have 20% less health (without buffs), making defense even more important for the undead. Undead with good build-up became even stronger; undead without good build-up became even weaker (unless attack or defense were rolled).
The change to vampires also causes bewilderment and makes Ornella even stronger. Of course, it's not very pleasant that their growth is reduced, but the total number won't suffer much since vampires are a top priority for resurrection with dark energy. So this change is more of a buff, as it makes them much tankier (Vampire Lords are 25% thicker, and Higher Vamphires by 28.6%). As a result, they will be even harder to get rid of. The change to sleep is also not quite clear; it already puts targets to sleep for 2 turns, not 3. The reduced chance is offset by increased HP, so it won't suffer much.
The change to Liches, in my opinion, makes little sense. The nerf to Archliches (because one point of damage won't compensate for the loss of 2 attack) and Higher Liches (who lost 4 attack and an inexplicable 0.5 damage) is quite strange. The fact that raising dead is now at expert level will hardly help (essentially we sacrifice damage and cloud to cast another mediocre raise, because two expert resurrections are roughly comparable to three ordinary ones). In my opinion, they were unbalanced before and remain so—the first are still stronger in long games, the second are now even better for rushes.

3. Orcs: The buff to Nomad Centaurs is pleasant, of course, but without a rework of maneuvering intelligence, it fundamentally changes nothing. At least they are now good in fights against neutrals. I liked the change to Sky Daughters, although the fact that they no longer need to kill a goblin to cast mass chain lightning is a rather ambiguous decision. However, considering that damage without level 1 blood rage will be cut by a third, you'll probably still have to slaughter a goblin. At expert level, they will create absolute chaos, but on tournament maps it will be difficult to push them to expert level since UA can only be dreamed of, as reaching 1000 or even 750 rage points will be very difficult. Although, with war cry and education branches, it's possible, but the hero will have to spend precious turns. And then the opponents will be hit by a chain lightning dealing 3200 damage, launched by 30 Sky Daughters. The regeneration boost is also unlikely to affect much, although the Shakk'Karukat buff makes wyverns very decent tanks (at level 25 their HP is comparable to level 7 creatures). Although damage is still low and they still don't gain rage.

The change to Chieftains is also quite pointless; on tournament maps it's quite difficult to get the number of chieftains up to 60, so why not reward the player for this achievement? It only becomes significant when a player has more than 120 chieftains, which is an average of 2-3 months of game time.

Also, the buff to Free Cyclopes is completely incomprehensible; they were made even better at what they were already very good at—crushing enemy squads supported by the hero and chieftains. With higher initiative and a speed of 7, under a +1 speed cry and with a speed aura, they will be a very serious threat to the opponent, and classic storm wind (which weakens all level 7 creatures except titans) and fog veil (which weakens titans) do not affect them. You end up with these crushing and stunning monsters with a speed of 9 (or even 10 if you take speed boots). In my opinion, the Stronghold looks the strongest in this mod, solely because of the cyclopes. Meanwhile, Blood-eyed Cyclopes are unjustifiably weakened. The reduction in speed is justified; the reduction in initiative—not. If compared to dwarf dragons, the latter are much more durable and hit harder. The fact that Blood-eyed Cyclopes can still shoot doesn't save them, as their debuff (which became much weaker after the luck nerf) does not apply to shooting.

4. Dungeon.

The most obvious radical change is the modification of Stalkers. On one hand, 50% armor penetration might allow them to deal decent damage in the final battle, but their main source of damage has always been poison, which will be problematic to apply without invisibility. At least they should be given a single point of speed so that they are on par with those dancing with wind/death, who have higher growth and all stats except health. I don't actually play Dungeon, but these problems seem serious to me. I can't say anything about the other changes.

5. Academy.

I think they went too far with the Pests; a reduction in attack is understandable (though debatable), but weakening the gremlins' ability by 10 times is very strange. Even if it was too strong, in its current state it won't work on enemy golems. At least there's sense in leaving the coefficient at 2 or even 3 (especially since gremlins are often killed first, and this ability ceases to be useful even faster). It should also be added that this ability wasn't OP with any coefficient because a stack of gremlins spends a turn to disable a ballista for one turn, meaning they don't attack and the ballista doesn't die. While deadly cold simply kills the ballista without any fuss.
The nerf to Elemental Gargoyles is also incomprehensible. The main reason to take them was their sufficiently high initiative; without it, they are barely applicable. The Kshatriya nerf also looks strange; I rarely took them anyway because they are very vulnerable to almost everything, and now they are just paper. And finally, the strengthening of Thunderers is very pleasant; this upgrade has finally stopped being pointless on small and medium maps.

6. Haven
The weakening of archers, while justified, is in my opinion exaggerated (especially against the backdrop of the evasion buff). The change with griffins is interesting, but again ambiguous. Although it makes a strategy based on readiness very feasible (though considering the evasion and shooting buffs, I suspect that even with an increased counterattack this won't be enough to choose such a tactic). However, the potential is huge; I can already imagine how strong Iris could be with such a build (the main thing is to activate defense before the opponent hits, which low initiative hinders). The same can be said about the knight nerf as for the archers: justified, but perhaps excessive. Although it's not bad for a defensive tactic; you can put them in a box with griffins. Overall, it looks like humans were harshly nerfed (perhaps they really were among the strongest in Multiplayer, but this looks like overkill). On the plus side—an attempt to open up the possibility of playing through defense and counterattack.

7. Elves.

The Wasp Swarm is now strengthened. Why buff some of the strongest level-one creatures—it's unclear, but why not. The nymph buff is doubly questionable. The dancing with death buff is triply questionable. Native lands are weakened (on one hand, they are now strictly worse than the speed aura; on the other, perhaps +2 really was too much). I would suggest an alternative change—rework the skill wheel so that you could take either native lands at +2 and, for example, empathy (for instance, if native lands branched from empathy), or a speed aura, but NOT native lands. That is, either 1 everywhere with optional logistics, or 2 on grass with mandatory leadership. Then native lands would still be strong, but harder to obtain, and you couldn't stack insane +5 to speed (+2 NL, +1 SA, +1 boots, +1 sanctuary).

The buff to bow masters is not justified; +1 initiative is ok, higher stun chance—no. The nerf to Forest Archers is ambiguous. Instead of reducing initiative, it would be better to weaken the passive (change 50% penetration to 30%). Well, they'll arrive a bit later, but they'll still one-shot any stack of creatures. Especially since elves are the only ones with full luck (for everyone 5 luck gives an average of 25% damage increase, while for elves it's 50%, which more than compensates for all nerfs and makes elven luck an indispensable ability). In my opinion, the change to luck and elven luck is one of the most unbalanced changes in the mod. Although almost all skill changes are for the worse. The imbalance of senior druids also hasn't been fixed; on the contrary, they've been made even tankier.

8. Dwarves.

Reducing the damage of mountain guards is pointless even with the defense buff. The warriors' passive is still much stronger, and their damage has actually increased. The second grade was worse before and remains so. Jarls are now even better than they were, although no longer immune to fire. Earls became slightly faster but more fragile—an ambiguous change. Arkata's dragons were much worse than the alternatives and remain so. The problem with runes persists, albeit to a lesser extent (at least they can no longer be used three times, but still twice).

9. Skills.

I already mentioned shooting and evasion—now these are two must-have abilities.
Cursed land is still practically useless, as are mana explosion and banishment.
For some reason, reinforcements were weakened.
Buff to stunning blow +.
Barbarian luck, as I understand it, gives a fixed 5% damage reduction; imho it should have just been fixed rather than turned into another clone of reflection (especially against the general nerf to luck). If undead can receive -20% damage, why can't an orc with 5 luck receive -25%? Or at least -4% per unit of luck. Or as an option, make it so that every time spell damage is received, it's reduced by 25%, but only in the case of luck (if implementable).
The new "protect us all" is interesting, but in my opinion too OP. In fact, it's equivalent to reducing damage from all sources by 9% (including magic and ranged attacks) + a small bonus to combat effect chance.
The nerf to wide gates of hell is completely incomprehensible; they were already worse than the gate master, and after the change almost twice as bad. (i.e., 50% chance to summon an additional 20%, while the gate master is 100%).
The buff to hellfire is OP. Just for the record, it also works on creatures summoned through gates. And for example, one imp can deal 150 damage for free. Magnificent. Especially OP with BDP. The mana cost was there for a reason.
Soul eater nerf—well, ok.
Counterattack—considering other human nerfs—is weak in almost all tactics except the griffin tactic.
I can't say much about the removed skills—although some are unclear to me (for example, endurance, grave cold and dark revelation).
Retribution for demons is certainly good, although their attack branch is already overloaded with useful skills. (While the bonus from the most skilled attack is simply tiny, 15% only in melee compared to 25% in melee AND ranged from retribution or 30% shooting damage).
It's not quite clear why fire arrows were removed for factions other than Inferno (someone loves Deleb too much). Just make it so that taking them requires a ballista or rapid-fire ballista for other races, then they won't clog the skill tree.
Also unclear why the forest leader was removed; for elves, attack is the best stat in my opinion, and they get very little of it. In education there's now nothing for them to take except mentorship. The same applies to dwarves, undead, and orcs. In my opinion, all races should have everything except skills leading to mentorship removed from education (or just nerf mentorship, as was done in 5.5).
Also, for some reason they swapped the defense branches of the warlock and knight; I didn't watch the overview, so the idea behind such a change escapes me.

10. Buildings.
Undead were justifiedly weakened because randomly joining stacks and 2+ castles ruined the balance on large maps (or maybe they didn't, since undead troops are much weaker in the late game).
Finally, you can build bone dragons without shooting yourself in the foot.
Humans were hit in the balls once again by cutting the number of creatures that can be retrained in half (it seems someone really dislikes them). Not to mention increased resource costs. And griffins now cannot be built in the first week, even if you really want to.
For some reason they weakened the fire trap; now it not only summons 2 mines, but they also deal same-tiny damage.
They strengthened the fist (and with it neutral mages). I think this is more of a plus.
They strengthened the swarm (Dirael will be happy). Again, probably good.
They strengthened resurrection and raising dead (not that they were too weak, but oh well).
The wall of swords was nerfed to oblivion. Now you can't mock neutrals.
Divine vengeance was weakened by 4 times (CARL!). I don't understand why everyone dislikes it so much, but I assume it's OP on small maps (well, the earth shock scale for 100 kills is indeed strong).
Vampirism was heavily cut, in my opinion too much.
Stopping cold was weakened. Although in the late game it was probably strengthened due to a stronger damage increase.
Pleasant buff to magic arrow. Well ok, although unclear why. And generally almost all chaos magic was strengthened. Okay, dark elves are happy. Although without invisibility for stalkers it's still not great. Ah, no, Armageddon was weakened. Dark elves are now crying.

11. Heroes.
Miv now casts mass haste at level one. Well, they made the most OP late-game hero strong at the start too, wonderful.
Axel became quite strange, well ok.
Iris, considering all changes, should be top-tier, especially with mass slow at the start.
I can't say much about Anwen. Best in late game after Wingael. For clearing tough neutrals simply the best hero in principle (I remember killing 480 death knights with a stack of 300 archers in 1 attack). I don't particularly like the attack branch on elves because even considering all bonuses, luck simply gives more damage.
Talanar is OP with druids in the finale, even with the nerfed divine vengeance. Against neutrals his special is useless, so in a real game the hero isn't especially strong.
Ilfina is in my opinion the weakest elf hero. Strong in late game of course, but in tournaments the effect of her passive is tiny.
Ossir, considering all changes, is incredibly strong. Easily gets Elven Luck, and his special works better with bow masters than Forest Archers, who were heavily buffed. Elven archers have never been this strong. And if he finds a unicorn bow and full dwarf armor, then there's no chance at all.
I can't say much about the dwarves, but OP specializations remained OP.
Faiz with avatar of death is quite fun. If he reaches level 27, it's twice as fun. Better not to take him against undead or dark elves. The only weakness—ring of cold, everything else can be reflected with a good chance. In my opinion, this specialization is even more OP on him than on Arantir.
Jaliba is apparently very disliked, since they changed his specialization. The new one is quite interesting, especially for high-level creatures. But at the start he'll have a hard time, especially since he gets a practically useless skill for himself at the start.
Krag is on one hand weaker at the start, but on the other has freedom of development in any direction. Although orcs are the only race that absolutely cannot do without attack, so this just slows his development at early levels.
Garuna became slightly stronger. In fact, by level 21 she will give +5 to attack for every killed squad, and this bonus should not be underestimated. Even at level 6 the bonus will be +2 to attack, and clears involving single goblins will strongly boost the damage of your strike squads. Overall I approve of this change. Although in late game she can receive up to 8 attack per killed squad, and this could quickly get out of control. Not hard to imagine a lone stack of Warmongers with 100+ attack. From rage alone he'll get at least 11 attack and 48 from the passive (plus hero stats and artifacts).
Haggesh nerf is unjustified. In my opinion, on the contrary, bonuses should be added to heroes who have too weak a specialization. Centaurs are far from the strongest creatures in the orc army; if compared to say crossbowmen or forest archers, they definitely lose. Moreover, orcs have no access to resurrection and magic to minimize losses, and Haggesh/Krag are the only ones capable of dealing with this somehow. As an option—you could weaken her specialization by analogy with Wingael (whose special is incomparably stronger even in weakened form). But in my opinion she's fine as is.
The ShakkKarukat buff is pleasant, although in late game it might be too strong, as it more than doubles wyvern health.
Tilsek became even stronger, although he lost access to war machines, and now orcs have no machinists at all, just like mages. Apparently the mod author has a special love for Deleb and doesn't want her to have any competition in this matter.
Speaking of demons, Nibros was turned into a pile of trash by giving him the most useless specialization in the game. Mages could at least justify such weakness with the wizard's mark potentially doubling damage (actually they couldn't). What is it doing on a demon—completely unclear. His old specialization was quite strong; the new one is absolutely useless. This is another biggest problem in this mod—it doesn't balance hero specializations at all; rather, the imbalance has grown.
The new Sorgal is also quite OP, especially against factions with many archers (mages, humans, elves). Another reason why campaign heroes shouldn't be added to Multiplayer.

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I can't say anything about other changes, but many of those I've already listed negatively affect the balance. In general, calling this mod "tournament" is a stretch; too much homebrew and changes justified by the creators' subjective point of view (excessive shift of humans toward defensive play, adding campaign heroes, removing key skills of some creatures, overly strong buffs/nerfs, too radical change to luck, artificial limitation of development options, etc.). But there are good changes. Overall, the expression "my tournament—my rules" applies here. There is a certain balance in this mod (but whether it's better than in the original game is a question).
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How about 3-4 damage for a unit wearing plate armor, as a defensive grade?
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In reply to Someone Unknown
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Someone Unknown
I apologize, ladies and gentlemen, I neglected to mention... the installation process is quite cumbersome:
Or:
1) Download NHF
2) Extract the "maps" folder from it
3) Archive it into a separate mod and place it in the mods folder (we don't need the NHF itself).
4) Place TBM in the mods folder
5) If you want to play other maps or campaigns, patch them with the NHF patcher and place them in the "maps" folder
6) Play any map or campaign from the standard ones or the patched ones with bots
Thank you, Dyrman
By the way, are there any specific conditions in the standard campaigns related to, for example, canceled buildings like the "Temple of the Underworld," i.e., those that the mod makes impossible to complete?
By the way, I reverted the calendar changes and global spells for myself by deleting the corresponding folders, as in non-tournament play, it significantly reduces gameplay variety.
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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 has +40% growth – that's insane. But Minotaurs remain as weak as ever.

The same goes for Rangers/Assassins (from 7 to 9). I can't understand where the opinion came from that these units are weak for their level? Is it just because Battle Buffs and Steadfastness work worse on them?

I respect Nargott's opinion and knowledge, but in my opinion, you've gotten used to something different from the original.
For breaking through defenses, yes, Furies are needed. In the final stage, they either hit once and die, or protect an important unit (which one Fury is enough for) and then die. 10 growth with a castle, yes.
The worst unit at its level.
Crossbowmen, Centaurs, even Harpoons – archers (the first two are excellent) with good growth, Gargoyles, Zombies – anchors, Demons – either a suicide squad (but more effective than Furies), or a semi-anchor/semi-damage dealer (I usually keep them and Pit Fiends, I often choose One-Turn-Kill, DemonSD, I already explained the reasons to you on the now-defunct AG.ru), Dancers – damage dealers, like Furies, but with almost twice the growth and very durable.
Nargott

They're not very useful in the final stage either, it's better to split the Witch units, and even more so in breaking through defenses. In their tier, only Golems are weaker than Minotaurs. Taking growth into account, of course.

If you compare purely mathematically, maybe. But in practice, no, because:
1) Upgraded Minotaurs under Kifrah deal massive damage with Retribution, of course, if you build them in the first week instead of the Guild, for example;
2) In a match against the High Elf, the almost only chance of winning is Armageddon with Pyromancy; the amount of hit points matters, after Armageddon, only anchors remain – Hydras and... suddenly, Altminas;
3) More often, Witches are used instead of Dragons (High Elves are good for quick games).
MENT

Minotaurs simply don't have time to do anything in breaking through defenses due to their speed and initiative, but it's still a strong unit.

Strong, you're right. But they are quite good in breaking through defenses if you play as a melee unit, a melee unit-summoner, according to the scheme: Rangers-Furies-Minotaurs-Witch-single Rangers. Under Kifrah, Minotaurs finish off the remaining mobs very well (morale is almost 5 right away, don't forget).

I haven't downloaded the mod yet, although the topic is interesting, it looks much better than the High Elves. If the message is not informative, the author or moderators have the right to delete it, of course.
In reply to Freikors
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Freikors
I respect Nargott's opinion and knowledge, but in my opinion, you've forgotten what the original was like.
In terms of dealing damage, yes, Furies are needed. In the final stages, they either strike once and die, or hold a key unit (which only requires 1 Fury) and then die. A +10 bonus with a castle, yes.
The worst unit of its tier.
Archers, Centaurs, even Harpoons – these are ranged units (the first two are excellent) with good bonuses. Gargoyles, Zombies – they act as anchors. Demons – either a suicide squad (but more effective than Furies) or a semi-anchor/semi-damage dealer (I usually keep them and Pits, often choosing OD; DemonSD on a deceased AG.ru – I already explained the reasons). Dancers – damage dealers, like Furies, but with almost double the bonus and are very durable.
Let's compare the Megera to its closest analogue – Blue Dancers (also the strongest unit of its tier).
1) Speed: 8/14 for Megera vs. 7/15 for Dancers, roughly equal.
2) HP: 105 for Megera (with 4 defense) vs. 108 for Dancers (with 6 defense), a 10% advantage for Dancers.
3) Damage: 27.5 vs. 45 (both have 5 attack), a 60% advantage for Dancers.
4) Abilities: "Direct Fire" with a range of 8+1 (no retaliation + return) vs. Agility (approximately +30-50% to survivability).

In your opinion, doesn't point 4 compensate for the disadvantage in point 3? If Furies are to be buffed, the maximum should be from 5 to 6, because going from 5 to 7 is just ridiculous, making them thicker than Dancers, with almost the same damage and great ranged abilities.

If we're talking about practical realities, the Necromancer has weak physical attack (30%/10%) and, most importantly, in confrontations against melee units, they lack the overpowered "Defense" skill (only a 2% chance). Only because of this last point do the units seem not as strong as they could be under the command of a Knight or Barbarian.

Added after 38 minutes
If you're interested in the details of comparisons in test battles on their respective tiers (without heroes), then:

Tier 2 (top 3 best):
1st place) Alt Dancers, 100% win rate.
2nd place) Archers, 83% win rate (lost to Alt Dancers and Elemental Gargoyles, drew with Obsidian Gargoyles).
3rd place) Megeras, 77% win rate (lost to Alt Dancers and Archers, drew with Furies, Elemental Gargoyles, and Greater Demons).

Tier 3 (top 3 worst):
14th place) Alt Minotaurs, 23% win rate (victory over Obsidian Golems, draws with Cerberuses, Fire Hounds, Minotaur Guards, Warriors, and Warmongers without Blood).
At the same level were Warriors and Warmongers (without Blood).
15th place) Minotaur Guards, 20% win rate (draws with Obsidian Golems, Cerberuses, Fire Hounds, Minotaur Overseers, Warriors, and Warmongers without Blood).
16th place) Obsidian Golems, 10% win rate (draws with Armored Knights, Minotaur Guards, and Warmongers without Blood). Which is not surprising, because in these battles without magic, their abilities are not used
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In reply to Nargott
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"Earthquake" became overpowered when used as a hero skill. And, by the way, it's unclear why it was removed as a spell in the summoning school. The damage it now deals is disproportionate to the damage from towers, as experienced by the attacking side. A catapult with this skill is now often unnecessary, as the defending side is better off moving everyone outside the castle walls, including archers, and fighting in the open. I understand that you might have made this skill available through Sulfur Rain, forcing a difficult choice between upgrading the ballista and this overpowered skill. And even then, the walls would still be destroyed. But no, this skill is extremely easy to acquire, doesn't require sacrificing anything important, and can be obtained at early levels.
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It's strange that no one has used **earthquake** in a battle during the TBM mod tournament yet.

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