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Posts from Game balance.

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#1
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Hello everyone. I've been wondering about something for a while: In Heroes (any version), there are many factions, each with many different unit types. How is the game balance achieved? I mean, there are units with magic resistance, units with a lot of health, and so on. But how did the developers manage to create a balanced game? Because if it's not calculated correctly, the game will be very bad. Please help me with this. At least provide a link to a detailed description of all units, their abilities, defense, damage, and health, etc. Thank you in advance.
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#3
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gronscij
Hello everyone. I've been wondering about this for a while: In Heroes (any version), there are many factions with many different unit types. How is the game balance achieved? I mean, there are units with magic resistance, units with a lot of health, and so on. But how did the developers manage to create a balanced game? Because if it's not calculated correctly, the game will be very bad. Help me with this. At least give me a link to a detailed description of all units, their abilities, defense, damage, and health, etc.
Thank you in advance.
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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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#5
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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.

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