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The next version will include:
- Reducing the effectiveness of impact magic to 80%, so that Synitar's life doesn't seem too easy;
- Reducing the strength of top-tier creatures, especially Rakshasa and Hydras (they were previously over-buffed);
- Reducing the vampirism of units to 50% health regeneration (the spell will still be 100%).
Regarding the last point, some clarification is needed. On the one hand, the mod emphasizes powerful abilities; on the other hand, 100% vampirism + the damage output of vampires allows them to regenerate very quickly, especially when clearing neutral stacks (vampire lords with retaliation in a corner or Nosferatu with infinite retaliation in a block). If we consider vampire lords, on the one hand, this unit is not a tank, but on the other hand, it has 3 strong defensive abilities: heavy class, retaliation, vampirism, and it is a flying unit (physics are weakened), hence its very high base fragility in terms of stats, i.e., such a unit dies immediately from any strong attack or shot (and leaves no chance for units with weak attack). Therefore, vampirism is being reduced in favor of increasing the defense of vampires (reducing fragility).
Despite this, in our mod, the "Vampirism" ability remains the strongest in the hero series, because even if compared to 100% vampirism from Heroes 3, it worked on tanks, but here it works on damage dealers, and therefore, due to the stats, it allows them to regenerate faster. In addition, vampire lords have the ability to sharply accelerate regeneration by attacking units with low defense, dealing double or triple damage based on the difference.