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Posts from UNIT - Creature Balance + Visual Changes

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In reply to Frozensoull
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10 years ago
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Frozensoull
Increasing the range is precisely what would be "over the top"; crossbowmen would simply become a flyswatter for high-tier creatures, as now, completely negating armor at a distance of 7 tiles (1 tile for the creature itself + 6). And in general, the ability itself is very unbalanced; -50% armor is still manageable, but 100% is too much.
1) 6 tiles (range without penalty) is 50% of the field; what 7 tiles are you talking about? You could even say 8 (1 tile behind when placed in the front row).
2) How is it overpowered if it's easily countered?
3) But you ignored the arguments that the alternate archers' damage needs to be reduced, where there is a real imbalance and true one-shot potential across the entire range (especially under Dugald), and instead, you propose an enhanced version of these archers (3-8 damage instead of 2-8).
And for 7-10 damage (alternate archers are resting), a serious upgrade is required. :D

It's easy to see that 6 tiles is 50% of the field if you need to place archers on the edge, but in such a way as to minimize the range of fire to the farthest corners. The archers are placed in the middle of the edge row, and the distance to both corners is approximately 12 tiles. If you look at the area, even when placed in the middle of the 2nd row, the number of tiles that can be targeted is slightly less than 60 (the total area of the field is 120). What more can be said about the classic placement in the corner (the safest), from where the archers can only shoot directly at 26 tiles (together with the melee zone, 30 tiles, or 25% of the field area).

In general, the changes you propose are very "over the top," because even in my mod (where creatures are balanced from scratch), crossbows/archers differ less from the original. And possibly other units as well; I was too lazy to check them all (that's why I only touched on the Arabs). It seems to me that the goal here is no longer to balance the upgrades, but simply to come up with new creatures.
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10 years ago
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Just increase the range of the precise shot and that's it (reduce it by 1 cell from the calculated shot formula without penalty). You can slightly reduce their maximum damage and take away 1 attack point. That would be the simplest solution.

For the shamans, it's necessary to remove the blinding ability. What could be worse than an Orc with Darkness?
In reply to Bravo1853
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10 years ago
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Bravo1853
Just increase the range of the precise shot and that's it (-1 cell from the calculated formula for a shot without penalty). You could lower their maximum damage slightly, take away 1 point of attack. That would also be the simplest way.
Range 5 is a bad option because there will be confusion between 5 and 6; the values are too close. Good options for increasing the range are 4 and 6. If the alt shooters (with imba damage) aren't nerfed, then armor piercing at 6 cells will barely be enough to balance it (and even then, it's not certain). So reducing the damage of the first grade isn't great (it already loses significantly in damage to the alt).

Generally, from an area perspective, increasing the armor-piercing range from 3 to 4 doubles the ability's applicability, and from 4 to 6 doubles it again (totaling 4x). This solves the problem of excessive situational use.

Added after 1 hour 19 minutes
- Archangels. Attack 30 (-1), Damage 30-50(-20 minimum damage), +Child of Light, +Enemy does not resist.
(The acquired abilities are compensated by the loss of stable damage)
We'll take one ruble and compensate with one dollar.
- Cerberi. Defense 3(+1), Health 20(+5).
(Compensating for the creature's excessive fragility)

- Fire Hounds. Defense 4(+1), Health 20(+5).
(Compensating for the creature's excessive fragility)
Maybe it's simpler to just raise growth if you need to max out the whole tier?
- Hell Horses. Initiative 14(-2).
(Correction of excess faction initiative)
What is "excess faction initiative" and why correct it? How is a demon supposed to defend against an elf rush now with the horses' ini cut?
- Cave Lords. -Spell "Fire Storm", -Spell "Destruction Ray", +Spell "Berserk" at expert level.
(Now this unit can get rid of a threat before it reaches them... but only once per battle)
4-5 units of such lords turn 1 berserk into 4-5; the conclusions are obvious from there.
- Archliches. -Spell "Plague", +Spell "Raise Dead"
(Replacement of a useless spell, increasing the tactical survivability of the army)
Replacing a useful spell with a useless one, because if you need raising, there is another grade.
- Harbingers of Death. Attack 24(-2), -Doom Grip, +Annihilation <animation+description fixed>.
(Increasing the unit's competitiveness by increasing special ability damage, but slightly cutting attack)
Does this unit really deserve such a nerf? A useful ability is removed (anti-fen, anti-buff, anti 7th tier), attack is reduced, and in return, you get situational burning.
- Beasts, Furies, Megeras. Weekly growth +1.
(Correction of army proportionality)

- Minotaurs, Guardian Minotaurs, Overseer Minotaurs. Weekly growth -1.
(Correction of army proportionality)
Top 2nd tier gets +20% growth, bottom 3rd tier gets -20% growth; is that normal?

- Dark Riders. Defense 10(+1), Health 65(+5)
(Slight increase in survivability)

- Agile Riders. Defense 10(+1), Health 65(+5)
(Slight increase in survivability)
Why give +10% survivability to a grade (a one-hit unit) and why the same bonus to an alt that nobody takes?

- Cave Hydras. Initiative 9(+1), -Regeneration, +Acid Blood.
(Now this unit has a greater focus on dealing damage)

- Dark Hydras. Defense 17(+2), Initiative 8(+1), -Acid Blood, + Regeneration.
(Now this unit has a greater focus on tanking)
An incomprehensible swapping of abilities.
- Mistresses of the Night. Defense 18(-2), Damage 20-27(-3 maximum damage), Initiative 10(-1), Health 90(-10), +Shooter.
shot animation is present
(Mistresses of the Night are now full shooters; they will feel less comfortable in melee than before)
Why, if there's another grade for shooting.
- Black Dragons. -Magic Immunity, +Fire Element Immunity, +Water Element Immunity, +Earth Element Immunity, +Air Element Immunity, +Aura of Terror.
Black Dragons without anti-magic aren't Black Dragons. They need to be renamed and possibly recolored.
- Senior Gremlins. Defense 4(+2), -Repair, +Sabotage.
description and names of gremlin upgrades have been changed
(Damage remains small, but stability is increased and the special ability is replaced)

- Saboteur Gremlins. -Sabotage, +Repair.
(Small swapping of upgrade abilities)
For what purpose is this swap?
- Djinn Sultans. Attack 15(+1), Defense 15(+1), Initiative 11(-1), Health 60(+15)
(Increasing damage resistance)

- Djinn Viziers. Defense 17(+4), Damage 14-17(-2 maximum damage), Health 65(+15)
(Increasing damage resistance)
Why do djinns need survivability? Simpler to raise growth?
- Rakshasa Rajas. Initiative 9(+1).
(Reducing turn loss from charge)

- Rakshasa Kshatriyas. Initiative 9(+1).
(Reducing turn loss from charge)
For what purpose is the best unit of the tier (kshatriyas) being buffed, and what will the same buff give to the underdog rajas? The difference between grades hasn't been leveled.
- Titans. Damage 45-70(+5 maximum damage), +Air Element Immunity.
Ability "Lightning Strike". Now deals 40 units per creature (+15)
(Now Titans are more clearly specialized in single-target damage)

- Thunderers. +Air Element Immunity.
Ability "Storm Summoner". Now deals 35 units per creature (+25)
(Thunderers no longer possess a useless ability, but it can still only be used once)
unit texture changed + description change
A storm for 35 over an area is insane; the single-target lightning for 40 takes a back seat here, titans are forgotten. The one-time use doesn't compensate for this.
Balanced options here would be 20-25 vs 40 or 30 vs 50.
- Death Dancers. Attack 3(-2), Damage 2-4(-1 minimum and -1 maximum), Speed 7(+1), +Charging Strike
(Now the unit's damage will directly depend on distance; the more cells it moves, the more damage it deals and the less damage it takes from a counterattack. Much more effective against high-level creatures)
small cosmetic changes
A boost to the elven brainless rush. A mass unit that reaches in 1 turn while ignoring defense leaves no chance of surviving the rush (combined with fairies, fighters, and horns). This clearly shows a lack of tournament (Multiplayer) experience.
- Peasants. Defense 2(+1).
(Compensating for the creature's excessive fragility)

- Militia. Defense 4(+2).
(Compensating for the creature's excessive fragility)
Why make insignificant edits?
- Demonesses.
small cosmetic changes (Demonesses became a bit more chaste; children play the game too xD)
Doesn't matter. They are only needed against undead.
- Dark Wyverns are now Poison Wyverns (model unchanged). -Regeneration, +Acid Blood.
(Regeneration is a rather weak ability for a level 6 creature, and acid blood will reduce the "temptation" to attack the unit)
Not enough struggle breaking through with orcs on geese (wyverns)? There's a useful Wait button for regen.
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In reply to Nargott
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10 years ago
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Nargott

In general, the changes you are suggesting are very "fanatical," because even in my mod (where creatures are balanced from scratch), crossbows/archers differ less from the original. And perhaps other units as well, I was just too lazy to check them all (that's why I only touched upon the Arabs). It seems to me that the goal here is no longer to balance the upgrades, but simply to come up with new creatures.

As I said before, we have very different views on balance, especially since you started fixing it from scratch and made the main tactical emphasis on tanking.

We have already discussed the meaning of the word "fanaticism," and there is no particular point in returning to this. No one is inventing new creatures here; my only task is to make all creatures useful, and this is not always possible with the old set of abilities.
Bravo1853

Just increase the range of the accurate shot and that's it (subtract 1 cell from the calculated shot formula without penalty). You can slightly reduce their maximum damage, take away 1 attack point. That's the easiest way.

The blinding ability needs to be removed from the shamans. What could be worse than an Orc with Darkness?

How people are afraid of everything new... What makes this ability so appealing, when for 3 expansions in a row it makes units less attractive, even compared to the unupgraded version?

Has anyone ever wondered why the developers gave this ability such a small range? The answer is very simple: because it creates a significant imbalance, since when the armor is completely reduced to zero, the creatures of the last tiers turn into dust, while the creatures of the first tiers receive quite adequate damage, which is illogical in itself. Based on this, such a small range was given so that this ability could be used as difficultly as possible or even impossible in some situations.

I see only one way out of this situation: increase its range to approximately +-6 cells, but in return, significantly reduce the damage. But in my opinion, this is nonsense. It is easier to get rid of the ability and find a worthy replacement for it.

I have already posted several ready-made options, but practically no one has tested them, but there are plenty of theories, and they are all based on armor penetration...
Bravo1853

The blinding ability needs to be removed from the shamans. What could be worse than an Orc with Darkness?

The shamans have an alternative, and without a counterattack, which in itself is an equal counterweight. As for dark magic... doesn't the slowing effect given to them by the developers belong to darkness?
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10 years ago
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Frozensoul
No new creatures are being created here; my only task is to make all creatures useful, which isn't always possible with the old set of abilities.
But how can you say that no new creatures are being created when you're making completely different creatures? Where have you seen crossbows with tier 4 damage, maneuvers, retaliatory fire, piercing shot, etc.?

I'm not afraid of new things; I'm just stating a fact. Many of the changed creatures definitely fit the description of "new," but it's not a given that they also fit the description of "balanced." If your goal is to create new creatures, that's fine.
The answer is very simple: because it creates a significant imbalance.
Because this is the minimum range where the ability doesn't seem ridiculous. What imbalance can we talk about when forest archers ignore 50% of defense at all ranges (combined with direct hit), which is a real "imbalance," and their overwhelming damage can't be avoided, and defense can't handle it. Or the 100% defense ignore with the charge of lizardmen (you can't really hide from a speed of 8 either). This ability (armor piercing) simply pales in comparison to overpowered things like stunning every 2 out of 3 hits (by the way, where's the balancing for vampires?).
Shamans have an alternative, and one without retaliatory fire, which in itself is a fair counterweight. As for dark magic... doesn't the slow effect given to them by the developers belong to darkness?
Blindness (control) takes orcish magic to a completely new level (not just point-and-click buffs/debuffs of level 1). This doesn't fit the character of the faction at all. Orcs don't blind. Orcs don't cast spells. Orcs kill.
I see only one way out of this situation: increase its range to approximately +-6 cells, but in return, significantly nerf the damage. But I think that's absurd. It's easier to get rid of the ability and find a worthy replacement for it.
Significantly nerf the damage – for what purpose, so that they are ignored again in favor of the alternate, which has no problems with damage? First, try a range of 6 without a nerf, and then see if they will still be used even with such a buff. In general, on average, armor piercing increases damage by 2 times; if we accept this assessment, it is clear that the ALTERNATE will still have to be nerfed in terms of damage, as it is still ahead.
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the best unit for the Tira faction (Kshatriyas)
and what benefit would such a buff give to the Rajahs?
Many of these are reasonable points, but here... Against a human player, I would personally choose the Rajahs. AoE abilities against human players don't always have consistent effectiveness, and a retaliatory attack is always useful. Although, on the other hand, the Kshatriyas have a very good AoE, better than many others... But still, I would choose the Rajahs. Am I wrong?
 

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In reply to Nargott
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10 years ago
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Nargott
How can you not come up with something new when you're creating completely different creatures? Where have you seen crossbows with tier 4 damage, maneuvers, retaliatory fire, piercing shots, etc.?

I'm not afraid of new things; I'm just stating a fact. Many of the modified creatures certainly fit the description of "new," but it's not a given that they also fit the description of "balanced." If your goal is to create new creatures, that's fine.

You can call it whatever you want – new creatures, modified creatures, something of your own creation, etc. – but I've already stated my goals, and how that's interpreted is not my concern.
Nargott
Because this is the minimum range where the ability doesn't seem ridiculous. How can you talk about imbalance when forest archers ignore 50% of defense at all ranges (combined with direct hit), and that's where the "imbalance" lies, with their overwhelming damage that can't be countered by defense. Or the 100% defense ignore on a charge from lizardmen (you can't really hide from a speed of 8 either). This ability (armor-piercing) simply pales in comparison to overpowered abilities like stunning every 2 out of 3 hits (by the way, where's the vampire balancing?).

I've understood your position on the aimed shot for a long time; I'm just interested in hearing the opinions of others.

As for the other units you mentioned, there's also a debatable situation regarding their overpoweredness compared to other Factions (we're not talking about the advantage of an upgrade/alternative upgrade), and besides, this isn't the final version, and I can't cover all aspects of balance and units at once; it all happens gradually. If I created the first version for myself, and I had a lot of time for testing, ideas, etc., because at that time I wasn't planning to release the mod for public viewing, then I released the second version in a very short time and did a considerable amount of work in just 11 days, not to mention that I'm working alone... In any case, it's simply impossible to take everything into account at once; there will always be something to work on and improve; perfection doesn't exist! There isn't a single project that, with its first attempt and without subsequent changes, fully implemented all of its ideas (we're talking about large, truly worthwhile projects, not one-off projects), and this applies not only to modding.
Nargott

Blindness (control) takes Orcish magic to a completely new level (not just point buffs/debuffs of level 1). This doesn't align with the character of the Faction. Orcs don't blind. Orcs don't cast spells. Orcs kill.

Orcs don't cast spells? Does the original version of the shamans agree with you? Did they have no connection to magic? Orcs kill... yes, that's true, but in any clan, there have always been elders who are much wiser than their brethren and know some aspects of magic; not all orcs are mindless piles of muscle – that's a stereotype.

The balance of the Great Horde will be further reworked because some units have received too significant enhancements. Cyclops will be the first to be addressed, but I won't speculate further. Currently, there are more pressing tasks; the picture with crossbowmen is not yet entirely clear, and there have already been many variations with the aimed shot; I hope that at least someone will test a couple of the options I've prepared and finally come up with a fresh idea.
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I don't have the time or desire to reread the "wall" of your comments regarding each fix because the approximate content of each of them can be gleaned from the first two. Arguing with you doesn't make much sense either because we have very different views and preferences regarding creatures, as well as play style; it would be a waste of time and lead to an even bigger argument.
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In reply to Ment
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10 years ago
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Ment
Mostly reasonable comments, but here... Against a human player, I would personally choose Rajahs. AoE abilities against human players don't have consistently good effectiveness, while retaliatory attacks are always useful. Although, on the other hand, Kshatriyas have a very good AoE, better than many others... But still, I would choose Rajahs. Am I wrong?
In general, splash damage is much better than retaliatory attacks (retaliation can be countered with single-target attacks), and Kshatriyas are significantly better in other stats.
I'm considering the effectiveness of abilities against humans by default; how they work against AI is not as important to me.
How much better Kshatriyas are is another question, but the fact is that in other tournament mods, Rajahs were significantly buffed (they were considered underpowered).
Frozensoul
Orcs don't cast spells? Does the original version of the Shamans agree with you?
I agree. Slowing/speeding up is a minor effect compared to blinding; it's not a spell. At the same time, Chain Lightning (available after eating) is a balancing necessity (anti-hit and anti-blind).
Furthermore, in my mod, the concept of "not casting spells" is expressed even more strongly (one type doesn't cast spells, but only debuffs with an attack; the second type inspires and prays, doesn't cost mana, and doesn't depend on magic; the third type casts situational light/darkness spells that don't depend on magic). Because I personally don't agree that Shamans have spells that depend on magic, even if they are simple speed/slow tricks. What more can be said about blinding.
There are more pressing tasks right now, and the situation with crossbowmen is not yet clear, and there have already been enough variations with aimed shots; I hope that at least someone will test a couple of the options I have prepared and finally come up with a fresh idea.
In order to have something to test, there needs to be an appealing option, not just a shot in the dark. What Arabs with 7-10 stats are like is already clear to experienced players without testing.
If a new unit is proposed (new abilities like piercing, maneuvers, retaliatory shot, etc.), the appealing option will be the one that doesn't duplicate existing units (centaurs, succubi, mages). And that hasn't been proposed.

Added 21 minutes ago
Frozensoull
I don't have the time or desire to reread your "wall" of comments about each fix, because the approximate content of each of them can be gleaned from the first two, and there's not much point in arguing with you, because we have very different views and preferences regarding creatures, as well as play style; it will be a waste of time and will turn into an even bigger argument.
Translation: you don't have the time or desire to balance anything. Because any balancer listens to the opinions of experienced players and doesn't ignore them. Arguing is not necessary; it is enough to take note, analyze, and draw conclusions. Instead of taking criticism personally, defending yourself, and making excuses.

By the way, I forgot to mention Paladins. Are you sure you should be buffing Paladins? A unit with immunity to berserk, a valuable Lay on Hands (healing, anti-curse), and +4 defense?
In RoA:
- Alt buffed (+4 defense)
In ToT:
- No changes
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Frozensoull
Shamans also have an alternative, and it doesn't have a drawback, which in itself is a fair counter. As for dark magic... isn't the slow effect given to them by the developers considered dark magic?
You're comparing tier 1 and tier 4. It's the same as comparing stone spikes to a meteor shower. The alternative is very weak. What's the point of this attack without a drawback when I spend the whole battle casting slow on the enemy stacks and acceleration on my own? Play against a worthy player who uses Orcs, and you'll understand what they're capable of, and this dark magic gives them even more opportunities. And what prevents me from splitting the shaman stacks in the final and blinding all the enemy ranged units, and in melee combat, few will have a chance, thanks to the blood magic, which makes the creatures very durable and also gives huge bonuses.
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I would just increase Arbam’s initiative to 11-12, and that’s it.
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Okay, we've strayed a bit from the main topic...
Four options were proposed, but so far, besides the mechanics of the precise shot and adding magic absorption for option 2, there haven't been many comments...
-----------------------------------------------------------------------------------
Option #1.

This only affects crossbowmen. Due to the uselessness of the unit at long range and the incredibly high damage at close range, the unit was too situational, so it was decided to completely remove the "Precise Shot" ability. Instead, the units received a stable, increased damage, comparable to the alternative upgrade version + the defensive ability "Retaliatory Shot".



--------------------------------------------------------------
Option #2.

Crossbowmen receive all the abilities and characteristics of Archers, in addition, the minimum damage will be increased by one unit, since previously there was too much damage variance. Archers, in turn, lose the ability to shoot without penalty, but in return, they receive a stable, increased damage, comparable to the alternative upgrade version + the ability "Piercing Shot," which was previously a "Magic Attack" (mages do not lose their ability). Now, archers will deal stable damage throughout the entire trajectory of the shot, including friendly units.



Why did archers specifically receive the "Piercing Shot" ability? Because this ability involves friendly units also taking damage, like mages. And such a radical concept is only suitable for the doctrines of the "red church," namely archers. Crossbowmen, in turn, will deal more accurate, targeted shots (meaning not the ability) and will certainly never allow harm to be inflicted on their comrades in arms...
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Option #3.


The changes only affect the crossbowman. The unit receives damage comparable to the alternative upgrade version + the ability "Stunning Arrows," which has a certain chance to delay the target's turn.
--------------------------------------------------------------
Option #4


Crossbowmen receive all the abilities of the original version of Archers, + increased minimum damage by 1 unit. Archers lose the ability to shoot without penalty, but instead receive stable, high damage + the ability "Empowered Arrow," which constantly reduces defense by -50% and has a chance to knock back the target by 1 tile.
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In reply to Nargott
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10 years ago
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Nargott
In general, an area-of-effect attack is much better than a retaliatory attack (retaliation can be countered with single-target attacks); moreover, in terms of other stats, Kshatriyas are significantly superior.
I am considering the effectiveness of abilities against humans by default; how they work against AI is not as important to me.

AI also plays an important role in character development and army building, so I try to take both factors into account.
Nargott

I agree. Slowing/speeding up combined with blinding is a minor trick, not a spell; at the same time, Chain Lightning (available after eating) is a balancing necessity (anti-hit and anti-blind).
Furthermore, in my mod, the concept of "not casting spells" is expressed even more strongly (one type doesn't cast spells, but only debuffs with an attack; the second type inspires and prays, doesn't cost mana, doesn't depend on magic; the third type casts situational light/dark spells that don't depend on magic). Because personally, I don't agree that shamans have spells that depend on magic, even if they are simple speed/slow tricks. What about blinding?

I have already received enough feedback regarding the shamans, so they will be adjusted. Did you give your shamans to the monastery, so they started praying?) Shamans wield blood magic, voodoo, and other occult "sciences," but not prayers and faith.
Nargott

In order to have something to test, you need an appealing option, not just guessing.
Experienced players already understand what Arabs with 7-10 are like, even without testing.
If a new unit is offered (new abilities such as piercing, maneuvers, retaliatory shot, etc.), the appealing option will be the one that doesn't duplicate existing units (centaurs, succubi, mages). But that hasn't been offered.

If you think the options are not appealing, that doesn't mean that everyone else thinks the same way. And a subjective opinion doesn't have much value. Introducing a new ability takes a lot of time and the desire to delve into the chaos of game data and all related factors, which in turn creates unnecessary hassle; you can do without it.
Nargott

Translation: you don't have the time or desire to balance anything. Because any balancer listens to the opinions of experienced players, rather than ignoring them. Arguing is not necessary here; it is enough to take note, analyze, and draw conclusions. Instead of taking criticism personally, defending yourself, and making excuses.

Listening to opinions and doing what you are told are different things; I heard you, analyzed it, and drew the appropriate conclusions; that's all for now. As for criticism, I evaluate constructive criticism quite adequately and focus on it, because it sets the right direction. But the way you criticize is just an excuse to pick on something, and you can do that with anything. And if you don't have any specific suggestions, I suggest we end our conversation here.
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10 years ago
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1) Overpowered damage, 7-10, not much different from armor-piercing damage of 6, but also deals almost as much ranged damage as the Archer. 2) Arabs become an enhanced version of archers, while this tier doesn't need to be buffed (archers are already overpowered); new archers, see point 1. 3) Similar to point 1, but also with a useful ability. 4) Similar to point 2 regarding Arabs, but archers have insane damage and an ability (enhanced archer is no worse than a direct-hit archer).
"Frozensoul"
To introduce a new ability, you need a lot of time and the desire to delve into the chaos of game data and all related factors, which in turn creates unnecessary hassle; you can do without it.
You are proposing significant changes, but you are too lazy to work on them seriously. In this case, it is better to choose a policy of careful adjustments (minimalism). Fewer changes - fewer possible complaints, fewer misses (because first of all, what is really needed is fixed, and the rest... is simply not fixed). If the goal is not to create a new game with new content, but to rebalance, then each change is a bad thing (a price to pay). The shamans in my mod are not being discussed here (this was an example of how to consistently develop the concept of Orcs in terms of rejecting magic, not destroying it).

Added 12 minutes ago
Frozensoull
Listening to opinions and doing things on demand are different things; I heard you, analyzed it, and made the appropriate conclusions; that's all for now. As for criticism, I value constructive criticism and pay attention to it, because it sets the right direction. But the way you criticize is just an excuse to nitpick, and you can do that with anything. And if you don't have any specific suggestions, then I suggest we end our conversation.
My criticism may be harsh, but it is always to the point. At least in matters of game balance. You are ignoring my experience, as well as the experience of tournament mods, which have significantly more participants than readers of this thread, and at the same time, you are not particularly taking into account the opinions of other forum users. Of the 4 proposed options for Arabs, how many were based on suggestions from other players? It seems that no one suggested increasing the damage of Arabs to the skies, giving them retaliatory shot, piercing shot, enhanced arrow, stunning arrow abilities, or increasing the damage of archers.
All characteristics are balanced to the maximum.
I would also remove this from the mod description; it sounds arrogant, and at the same time, balance can only be verified in practice (and you haven't verified it). In addition, you yourself admitted that it is not perfect and that many more iterations are needed. Any theoretical calculations are the result of assumptions, and each assumption is a source of errors. With so many changes, you have a lot of errors (there should be), you need an army of testers, or you need to hold tournaments, or you need to test a lot yourself; in any case, you need to invest heavily (to the maximum). The opinions of more experienced players can simply shorten the path, but it will still be long. If we are talking about balance. The fastest way is to take tournament mods (TE or RTA). Look at where the most significant changes have been made and note these points. Then work on them, as you would do yourself, based on some of your own criteria, but without violating the general meaning. This will be objective - the method of the most popular changes. And at the same time, it will not be a copy. It also saves a lot of time on those changes that are not needed and on those questions that you do not have to answer.
And if you add silence to them, they will turn into a copy of battle mages; not only will they silence the damage from piercing shots, but they will also silence magic.
The ability of battle mages silences the damage from piercing shots, but has nothing to do with magic (a clumsy name).
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In reply to Nargott
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10 years ago
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Nargott
1) Imba damage 7-10, not much different from armor-piercing damage of 6, but on top of that, it also deals almost as much ranged damage as the Archer.
2) The Arabs become an enhanced version of the Archers, while this tier doesn't need to be improved (Archers are already imba); new Archers, see point 1.
3) Similar to point 1, but also with a useful ability.
4) Similar to point 2 regarding the Arabs, but the Archers have insane damage and an ability (enhanced arrow is no worse than a direct shot).

Stats can be adjusted; this is just a prototype. I needed to get feedback on the abilities of the creatures, whether they make sense.
Regarding option 4, none of the units should be worse than the others, as that is the main goal: to eliminate inequality and situationality.
Archers get consistent, accurate damage, which is about 60% of the possible damage of crossbowmen. If you like to take risks, take crossbowmen; if you want stability, your choice is Archers; neither is better than the other.
Nargott

You are proposing significant changes, but you are too lazy to work on them seriously. In that case, it is better to choose a policy of careful edits (minimalism). Fewer edits mean fewer potential complaints, fewer misses (because you first fix what is really necessary, and the rest... you just don't fix). If the goal is not to create a new game with new content, but to rebalance, then each edit is a bad thing (a price to pay).

Changes can be introduced in many ways; I choose the most rational one. You can go overboard, spend a lot of time, and create a personal ability for one creature, but at the same time, ignore other creatures that are just as worthy of attention as crossbowmen, or you can deal with crossbowmen using available means and improve the rest, and after that, if you feel like it, you can implement such elaborate abilities into the game.
Nargott

The shamans in my mod are not being discussed here (this was an example of how to consistently develop the concept of Orcs in terms of rejecting magic, not destroying it).

Well, since you are giving me food for thought, I thought you wouldn't mind developing it, but if not, then so be it.

Nargott

My criticism may be harsh, but it is always to the point. At least, in matters of game balance. You are ignoring my experience, as well as the experience of tournament mods, which have significantly more participants than readers of this topic, and at the same time, you don't really take into account the opinions of other forum users. Of the 4 proposed options for the Arabs, how many were based on suggestions from other players? It seems that no one suggested increasing the damage of the Arabs to the heavens, giving them the retaliatory shot, piercing shot, enhanced arrow, stopping arrows, or increasing the damage of the Archers.

Perhaps your criticism is justified, but you are too fanatically defending your position, thereby creating the impression that you just want to "force" your opinion (and by the way, I observe this not only in your topic). I am not ignoring your experience; I agree with some things and disagree with others; I am trying to find a compromise between my opinion and the opinions of others, but I am not obliged to make changes at every request to please the commenter. You can't please everyone; I try to make changes based on objective opinions, taking into account the opinions of the majority.
Nargott

This is what I would remove from the mod description; it sounds arrogant, and at the same time, balance can only be verified in practice (and you haven't verified it), besides, you yourself admitted that it is not ideal and that many more iterations are needed. Any theoretical calculations are the result of assumptions, and each assumption is a source of errors. With so many changes, you have a lot of errors (there should be), you need to have an army of testers, or hold tournaments, or test a lot yourself, in any case, invest heavily (to the maximum), and the opinions of more experienced players can simply shorten the path, but it will still be long. If we are talking about balance.

There are no ideals in our world; as I wrote earlier, any worthwhile project is done not only by relying on calculations but also by trial and error. It is impossible to bring everything to a near-ideal state in one go. That is why developers continue to refine their creations, releasing new versions, fixes, and patches, etc. The only way not to make mistakes is to do nothing. By the way, the developers have made no fewer mistakes, but with each update, they fix some things and slightly add others, but that is normal; it is the engine of progress. As for testing, I don't have an "army of testers," as you put it, so I have to do everything myself, which is why there may be some omissions.
Nargott

The fastest way is to take tournament mods (TE or RTA). Look at where the most significant changes have been made and note these points. Then work on them, thinking about how you would do it yourself, based on some of your own criteria, but without violating the general meaning. This will be objective - the method of the most popular edits. And at the same time, it won't be a copy. It also saves a lot of time on edits that are not needed and on questions that you don't have to answer.

The fastest way is not always the right way. Other people's experience has a certain value, but I am going my own way...
Nargott

The ability of battle mages drowns out the damage from piercing shots and has nothing to do with magic (a clumsy name).

Yes, that is true, but as mentioned earlier, the Archers will become a copy of the battle mages, except for the ability to cast spells.

P.S. let's still keep our beliefs to ourselves; too much unnecessary chatter is created in the topic, which only distracts from finding solutions to real problems.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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10 years ago
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Just in case, I'll post a few more suggested options.

Option #5
Crossbowmen retain their original characteristics and abilities, but the range of the "Precise Shot" ability is increased to 6 cells.

Option #6
A complete analogue of the second option, only now the piercing shot does not deal damage to friendly creatures.

Option #7
Crossbowmen receive an initiative of 12; the other characteristics remain the same as the original.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884

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