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Posts from ASW – Alternative hero leveling. Auto-translated

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#137
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Nargott
I can't tell you right away. That's why I wrote that you need to put a lot of effort into this skill. That is, such an option can be considered if you really want to introduce a new skill.
It can be introduced anyway, without any prerequisites.
Nargott
Where?
Message number 130 at 13:45.
Nargott
Only when a specific option is presented, then we can talk.
And here it is :)
Nargott
But even with the changes, the skill is very strong. It is not allowed that:
1) the synergy of pillaging and the Path of War works
2) Offensive Guard, aura of speed, and +1 to initiative work together. That is, these 3 strongest perks must be distributed across 3 different branches.
1) Who allowed this?
2) Offensive Guard doesn't work with the aura anyway, nor with stealth.
And I already wrote about moving the aura a little higher.
Although the Offensive Guard-magic speed combo looks good. We shouldn't weaken the strong perks; we should strengthen the weak ones.

Added 3 minutes later
Nargott

Previously: mass acceleration was in attack (a very weak school in itself), aura of speed - in leadership (a mediocre school in itself, often conflicts with artifacts), and the miracle of the pursuer didn't exist at all. Now you have all these goodies in one skill, and it's the strongest one.
Do you think Battle Deployment, Empathy, Enhanced Treasury, Enhanced Recruitment are useless? Do you think Phantom, Tactics, and Unrelenting Strength are also useless? And the ice and fire damage (although I wanted to increase them to 15%).
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#138
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Instead of weakening the strong perks, you should strengthen the weak ones.
You simply won't be able to bring all the other schools up to the level you've raised Log's school to. Well, except for the magic schools – they are overpowered anyway (show me a warrior who would refuse mass Light/Dark spells or a mage who would refuse any school).
Do you consider Battle Defense, Empathy, Fortified Treasury, and Enhanced Recruitment to be useless? Do you completely disregard Phantom, Tactics, and Unrelenting Strength? What about Ice and Fire damage (although I would have liked to increase them to 15%)?
I specifically emphasized what I was thinking about, didn't I? The base attack value is weak in itself, which is why powerful perks are allowed. The same applies to leadership (it's certainly useful, but not as much as Log's or Luck). But allowing Logistics to have such perks, and even in a complete set, is too much.

Added 5 minutes later
Offensive Guard doesn't work with Aura, it doesn't work with Silent.
Currently, there are two overpowered combinations: mass acceleration + speed aura, and Offensive Guard + speed aura. Can you separate the aura so that it doesn't work with either Mass Acceleration, Offensive Guard, or Battle Precision?
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#139
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Nargott
You simply won't be able to bring all the other schools up to the level you raised Loga to. Well, except for magical schools – they are overpowered anyway (show me a warrior who would refuse mass Light/Dark spells or a mage who would refuse any school).
Well, I specifically emphasized it; do you think I did that for no reason? The base attack is weak in itself, which is why powerful perks are allowed. The same applies to leadership (it’s certainly useful, but not as much as with Loga or luck). But allowing such perks for logistics and even providing them in full… that’s too much.
Loga isn’t very accessible to magical races, by the way. Skills are often chosen because of their abilities. Were Offensive Guard, Finding Paths, Path of War, and Plundering bad skills in Loga? I just gave them an alternative. And there will be many more powerful perks in other skills.

Added 3 minutes ago
Nargott
Currently, two overpowered combinations exist: mass acceleration + speed aura, and Offensive Guard + speed aura. Can you separate the aura so that it doesn't combine with either Mass Acceleration, Offensive Guard, or Battle Prowess?
I will combine Speed Magic with Offensive Guard (as I already wrote, I will rearrange things). This combination is easy to counter in the endgame, but it looks great during early game when magic is scarce.
Therefore, Offensive Guard will no longer be able to be combined with a speed aura. Nor will Silent Movement. There is also Native Lands, but I am thinking about whether to give it to all races.

Added 2 minutes ago
Something like this:
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#140
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Regarding the weakness of the Dungeon faction, here's a suggestion: return it to either the Dungeon or Haven school, and compensate the Orc by making its silencing abilities more powerful within the Dungeon school. After all, it silences significantly worse than the other schools.
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#141
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Nargott
Regarding the weakness of Dungeon, here's a suggestion: return it to either the Dungeon or Haven school, and compensate the Orc by making it have more powerful debuffs in Dungeon. He already debuffs significantly worse than the other schools.
If possible, this could be a good option. The weakness of Dungeon could then be shifted to Haven, which would give it more abilities, as it's currently lacking.
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#142
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Therefore, the Stronghold unit will no longer be able to have the speed aura.
It's a trade-off. The Stronghold unit will instead have the magic speed perk, which is an even stronger perk. You simply won't be able to distribute all 4 super perks across a single school. Give up on at least one (the Pursuer). When I saw how you drastically improved an already decent perk, I was amazed. There are already plenty of combat perks in the log, and your additions make it even more so.
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#143
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Nargott
Swapping one for another. However, it will make the Overlord even better with magic speed. And that's an even stronger perk. You simply won't be able to spread all 4 super abilities across a single school. Give up at least one (the Pursuer). When I saw how you drastically improved an already decent perk, I was amazed. There are already enough combat perks in the log with your new additions.
They are the ones that form a synergy. The bigger problem is with the Barbarian. You can't put a perk with a spell in the base (I wanted all bases to have the same abilities).
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#144
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In your new scheme, at first glance, I see this layout option: swap the mass acceleration with the pathfinding. That would be better.

Added 1 minute ago
The bigger problem is with the Barbarian. You can't place the spell perk in the base.
Really? I thought that the base is technically configured in the same way as perks of levels 2 and 3, individually for each faction. But if the basic 3 perks must always be common, then it's clear why the Barbarian's education is separate in terms of resources.

Update: No, 100% it's not like that. In RPE, at least for one skill, the base is different.
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#145
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Nargott

Really? I thought the base was technically configured in exactly the same way as perks of levels 2 and 3, individually for each faction.
This is aesthetically incorrect. And there are some issues with the base as well, I don't quite remember the problem.

Added 2 minutes ago
By the way, you'll still have to change some dependencies for different factions.

Added 3 minutes ago
Nargott

Update: no, 100% it's not like that. In RPE, at least for one skill, the base is different.
Is the base in RPE not tied to anything? For example, to a racial ability.
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#146
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By the way, for different factions, you'll still have to change some of the dependencies.
I would prefer balancing with chances, rather than various connections. 1 wheel is easier to master than 8.

Take a look at my scheme in the WGE topic; it has a single wheel. I would appreciate any feedback (I tried to take previous comments into account; the example was an "alpha version").

Added 1 minute ago
And is the base in RPE independent of anything? For example, independent of a racial ability.
Well, I recently provided an RPE scheme. Look at Occultism. In RPE, it is not racial (available to everyone). But the warlock's first perk (clearly the base) is different – highlighted in red.
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#147
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I looked at the game's resources. You can create one out of many, but you can't create all of them except for one. :(
In other words, either make it available for all, or only for one.
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#148
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I looked at the game's resources. You can create one out of many, but you can't create all of them except for one.
Do you mean you can only change 1 of the basic resources? That's strange.
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#149
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Nargott
Does that mean you can only change 1 of the basic skills? That's strange.
You can either set a base skill for all factions at once, or only for one faction; there's no other option.
We need to apply the "Magic of Speed" skill to 7 factions :( That won't work. We need to find other solutions. That's why the Orcs were modified.
There is, however, one trick: turn it into a pseudo-base skill. That is, give all factions, except the Orcs, dependencies on racial skills, but that's not very elegant :(
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#150
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You can either set up a base for all factions at once, or only for one faction; there is no other option.
I don't think so. Look at the Power of Haste example. It is specifically designed for 7 factions, excluding the Orc. The Orc is simply not listed there.
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#151
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Nargott
I don't think so. Look at the Power of Haste example. It's assigned to 7 factions, excluding Orcs.
Because in RPE, it's not a base skill.
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