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Dialogue with the Developers
Question: Could you please provide detailed information about the balancing process for "Heroes V"? Who was involved, and how did they approach it? This is not a trick question; it's pure curiosity and a desire to learn "how it was done." In other words, I'd like to get a short but interesting "making of" account from you. Because all we hear is "balancing," but what that actually entails in the specific case of "Heroes" remains unknown. And, frankly, I'm just curious why a particular unit has, for example, 100 hit points and not 200. In short, you understand the essence of the question.
Answer: A separate team of designers was responsible for balancing. The methods vary depending on the subject. For example, when selecting creature characteristics, it starts with formulas and tables – that is, mathematics. Then, all this theory is tested and refined in practice, in the game, which allows it to become quite effective in the future.
If we are talking, for example, about abilities, skills, racial traits, spells, etc., then they are simply initially conceived by people who are well familiar with the existing game mechanics and are not devoid of common sense, and then they are tested in practice. And since the people who come up with them have done this many times before, overpowered skills, spells, and effects are discarded at the design stage. And later, effects that are too weak are strengthened, and effects that are too strong are weakened, based on in-game testing.
In short: tests, tests, and more tests. The main thing is to have enough time.