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Posts from Harmony - Troop Symmetry Auto-translated

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#109
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Regarding "let them shoot"... I'd like to point out that all ranged units in the game have an interesting concept: their ability to shoot is secondary, and their main function is something else. For example, assassins and scouts have a penalty when shooting, and it's more effective to engage them in melee combat (but this doesn't prevent using shooting when needed). The same goes for sorceresses: they can shoot, but as mages, they are generally more useful... often. And alts don't shoot at all, whether here or there. And, if you ask me, these aspects are very well done, and I wouldn't drastically change them... ;)
 

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#110
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by the way, I had another idea – fiery breath for the fire dragon, and the dragons of Malassa could have a breath of darkness – we take the acid breath and recolor it black, or a very dark purple, and we could also give all the elven dragons prismatic breath, and make the difference in something else.
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#111
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When should I recolor the acid?
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#112
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By the way, crystalline dragons have two breath effects. The first accompanies the damage dealt and is essentially a type of electricity in appearance. And the other is a purple cloud exhaled from their mouth. It might be suitable.
 

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#113
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by the way, yes, but will it pierce through? I don't know the mechanics, but I somehow took away the Acid Breath from the green creature, and it still managed to hit the back rows with its green cloud (meaning the piercing effect remained).
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#114
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Ment
By the way, crystalline dragons have two breath effects. The first accompanies the damage dealt and is essentially a type of electricity. And the other is a purple cloud from their mouth. It might work.
Electricity is an effect that accompanies the crystalline breath itself, while the cloud might also be suitable. However, light dragons also need effects; green and purple won't work.

Added 3 minutes later
Of course, you could also attach a speed effect, reducing the scale, but that wouldn't be quite right...
Карты для Героев Меча и Магии 5
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#115
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I don't know how you'll all support me in this, but honestly, there's one thing I always want to change – I don't like that some creatures, after their upgrade or improvement (whatever you want to call it), lose some of their abilities. I envision all of this as branches – that is, if we have, for example, a unicorn with an aura, then with both upgrade options, it should retain that aura, and only differ in the skills it gains (for example, the second level for humans – it could shoot with an arc; I upgraded it, and now it can't do that anymore – is it Homer Simpson, who forgets something old when he learns something new?:D)

Added 17 minutes later
That's exactly why I tried to remove the acid breath from the green creature, so that its attack would again be in the form of branches (it attacks one target, after the upgrade it attacks several, but in different ways – acid and lightning) because you can't say that prismatic breath is an evolution of acid – in one case it's a substance, in the other it's energy, and you can even say it's not related to the element of air, but to the element of earth – its concentrated energy (everyone remembers Earth Shock – there are no stones – only earth energy)
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#116
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SRD
That's what I was waiting for, the criticism, and now let's begin: let's take a look at the girls;). And who is this beauty with a whip (she can be given the "Subjugate" ability), besides, giving her invisibility is not a good idea; it's better for her to shoot, and now the "Faceless One" has invisibility. Also, you can play with defense and HP, but I don't think it's worth making a big difference - this is about the "Faceless One" (and it's not for nothing that he is a puppeteer, so let him have "Subjugate" as one of his abilities).
You can't balance "Temptation" with any stats, except for very low initiative and/or HP (so that they die in one or two turns); its effectiveness is enormous. "Subjugation," compared to "Temptation," is insignificant (due to the initiative penalty). In WGE, I had to replace "Temptation" with a milder "Subjugation" because "Temptation" for 1.5 turns (with equal Power) could not be balanced even with an initiative of 7 and weak HP.
I agree with the "Beast" suggestion; what can you offer as an alternative to "Unconditional"?
I won't offer anything; everything is on my website (information about abilities, for sure).
By the way, "Liches" should be made into small creatures to maintain balance: 3 large and 4 small.
This is not necessary; this is not balance, but equalization; plus, it will significantly strengthen the "Liches."
It's too much for "Vampires" to have "Stun" on the third level; now, "Knights" - I even came up with a description - "Dark Knights" - death paladins riding tireless horses and spreading plague throughout the world - I'll think about how to develop it further.
"Vampires" on level 3? That's rough. And I don't see any connection between the power of abilities and the level of creatures. Why invent it?
I would give "Batmen" "Infection" (or whatever it's called in the original), in general, the ability of "Ghouls." That is, spreading "plague," not casting "plague."

Added 6 minutes ago
SRD
By the way, I had another idea - "Fire Breath" for the "Fire Dragon," and the "Malassa Dragons" should have "Dark Breath" - we take "Acid Breath" and repaint it black, or dark purple, and it would also be possible to give all "Elven Dragons" "Prismatic Breath," and make the difference in something else.
In WGE, all dragons had different breaths:
- "Fire Breath" for "Dark Dragons" gives 200% burn damage to secondary targets but can also affect their own units.
- "Acid Breath" for "Light Dragons" (except for "Azure") 100% burn damage to secondary targets (standard), but does not affect their own units.
- "Northern Breath" for "Dwarf Dragons" gives 50% burn damage to secondary targets in a 2x2 square (like the "Cyclops"), but does not affect their own units.

Added 2 minutes ago
SRD
By the way, yes, but will it go through? I don't know the mechanism, but somehow I took away the "Acid Breath" from the "Green Dragon," but it still affected the back rows with its green cloud (that is, the "through" effect was preserved).
Because technically, area-of-effect abilities (like "Acid Breath") don't give anything except text (removing them doesn't affect anything). See the link to the area-of-effect attack or the area-of-effect attack itself in the same file; this is what needs to be removed or replaced.
Разработчик Heroes 5.5 WarGame Edition.
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#117
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I still see witches as ranged units. If invisibility is given to one of the faceless ones, then we won't lose this ability. Let the witches differ, as is often the case, only in their spells, or give one more spells, and the other a whip attack, or some other way to differentiate them between upgrades, considering that one of them will lose invisibility. Then we can skip the "Temptation" skill. As can be seen from the table, the undead will look like this: skeleton, ghost, vampire, lich, death knight, wraith, bone dragon.

Added 2 minutes later
Will the ability of upgraded zombies, combined with immunity to slow, balance out the charge attack? Perhaps it's better to forget about the charge attack and give one the "Curse" skill, another the "Weakening Strike," and all of them immunity to slow, for example.
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#118
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SRD
Will the ability of upgraded zombies, combined with immunity to slow, balance out the charge attack? Perhaps it would be better to forget about the charge attack and give one a curse, another a weakening strike, and all immunity to slow, for example.
You can't simply equalize units based on abilities; the main difference should be determined by stats (in my opinion), and they should also be used to balance things out. Abilities are just a flavor addition to stats, like clothing; at least most abilities that don't make sense in isolation from stats.
Разработчик Heroes 5.5 WarGame Edition.
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#119
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stats can be balanced with them, meaning, for example, one has higher initiative, the other has more HP, plus the difference in abilities; you can see an example of this with the bone improvements (in the table).
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#120
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SRD
Stats can be balanced using them, meaning, for example, one unit might have higher initiative, while another has more HP, plus the difference in abilities. You can see an example of this with the Bone improvements (in the table).
My point is that there's no need to create artificial limitations and balance abilities only with abilities, and stats only with stats. Abilities should differ, but they don't have to "weigh" the same.
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#121
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The difference between the upgraded light dragons is only in a couple of skills; therefore, we can differentiate them based on stats – I think based on HP and initiative – giving them drastically different damage, attack, and defense parameters might not be a good idea.