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Posts from UNIT - Creature Balance + Visual Changes

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Frozensoull
Stats can be adjusted; this is just a prototype. I needed to get feedback on the abilities of the creatures and whether they make sense.
As for option 4, none of the units should be worse than the others, as that is the main goal: to eliminate inequality and situational dependence.
Archers receive consistent, accurate damage, which is approximately 60% of the possible damage of crossbowmen. If you like to take risks, choose crossbowmen; if you want stability, archers are your choice; neither is superior to the other.
Abilities are a matter of taste; other players may disagree, but I see the numbers and point out what is wrong with them. In option 4, you simply increased the damage of the strongest upgrade (the alt) by 20%, replacing one powerful ability with another (roughly equivalent).
Changes can be introduced in many ways; I choose the most rational one.
Not at all; the most rational means based on someone else's experience (not reinventing the wheel from scratch). I have already suggested that you familiarize yourself with TE and RTA; there are descriptions of these mods (changes).
Perhaps your criticism is sometimes justified, but you are too fanatically defending your position, which creates the impression that you simply want to "force" your opinion (and, by the way, I observe this not only in your thread).
Not at all; I don't care whether you accept my position or stick to your own.
The fastest is not always the most correct. Other people's experience has a certain value, but I am following my own path...
So, be prepared to spend a couple of years on this path (given the amount of changes).

Added 4 minutes ago
Just in case, I will 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 damage friendly creatures.

Option #7
Crossbowmen receive 12 initiative; the other characteristics are no different from the original.
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Option 5 can be used for testing, but I would also add +1 initiative (to 9).
When comparing direct hit and armor piercing, it is convenient to use the following model:
- ranged damage is divided into melee and ranged in a 1:3 ratio (i.e., regular archers deal 1 + 3/2 = 2.5 damage, direct hit archers 1 + 3 = 4, 1.6 times stronger)
- armor piercing 6 doubles melee damage, armor piercing 4 works twice as often (+50% melee damage), armor piercing 3 works 4 times less often (+25% melee damage)
Thus, we get: with armor piercing 6: 2 + 3/2 = 3.5 against 1 + 3 = 4, a slight advantage for archers (and there is also +1 attack on top), hence the suggestion to increase initiative to 9.

In schemes where it is proposed to compensate for the direct hit with increased damage, it is also necessary to take into account that this also increases melee damage (therefore, an increase in total damage by 1.5 times already fully compensates for the direct hit). Taking into account the old armor piercing of 3, we will get approximately equality when increasing the damage by 1.4 times: from 2-8 to 6-8 (which is a lot, but on par with the overpowered alt).

Option 6: friendly creatures will not suffer, only if they are near the archers; moreover, this protection also extends to enemy shots from the same unit, i.e., it looks very strange.

Option 7 is good in principle, but there are objections to the logic (crossbows are usually associated with low initiative, not high). Also, instead of 12 initiative, I can suggest 11 (after all, initiative is more important than damage).
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Nargott
Abilities are a matter of taste; other players may disagree with them, but I look at the numbers and point out what's wrong with them. In version 4, you simply increased the damage of the best upgrade (alt) by 20%, replacing one good ability with another (roughly equivalent).


I disagree with the equivalence of the ability. There's a big difference between 50% + knockback and 100%, and besides the huge damage of the second ability, it's also very situational, which is a big drawback.

Nargott

Not at all, the most rational means based on someone's experience (not reinventing the wheel). I've already suggested that you familiarize yourself with TE and RTA; there are descriptions of these mods (changes).

Rationality, in many senses, is a subjective term; you understand it as "following a well-trodden path," while I understand it as the simplest and most effective way to achieve a goal.
Nargott

Not at all, I don't care if you accept my position or stick to your own.

Well, if that's the case, then why are you so persistently trying to prove something to me, even trying to impose it? If you don't care, why not just leave the topic?
Nargott

So, be prepared to spend a couple of years on this path (with such a volume of changes).

And I didn't say that my project would be fully ready and implemented in a short period. I was prepared for all the consequences that arise from this, so their occurrence doesn't surprise me, because I knew that it couldn't be done without it.
I am also ready for criticism and understand that the mod may not appeal to everyone, because each person is an individual with their own views on balance, mechanics, tactical advantages, etc. You can't please everyone, and I'm not going to try, because that leads to complete failure; the closest example is the seventh part of Heroes.
Nargott

In schemes where it is proposed to compensate for direct damage with increased damage, it is also necessary to take into account that melee damage is also increased (therefore, an increase in total damage by 1.5 times already fully compensates for direct damage). Taking into account the old armor penetration of 3, we will get approximately equality when the damage is increased by 1.4 times: from 2-8 to 6-8 (which is a lot, but on par with the imbalanced alt)

Are you serious about melee damage now?)) As someone said earlier, when a maneuver option was suggested, possibly even you: "Archers will be lucky to survive a melee attack, let alone a counterattack." So, what are we talking about? They are very fragile creatures; even with an increased hit rate, they cannot inflict serious damage in melee combat, and they don't even have an ability to remove the melee penalty.
Nargott

Option 6, friendly creatures will not suffer unless they are next to the archers; moreover, this protection also applies to enemy shots from the same unit, i.e., it looks very strange.

Well, what can you do? At least here, there are clear differences between the regular upgrade and the alt upgrade, and the option makes sense.
Nargott

Option 7 is good in principle, but there are objections to the logic (crossbows are usually associated with low initiative, not high). Also, instead of initiative 12, I can suggest 11 (after all, initiative is more important than damage).

I fully support such "rate of fire." Because loading a crossbow is not as fast as shooting from a bow or rifle.
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Frozensoull
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 are the same as the original.
All options are interesting. The 6th one turned out to be less appealing in execution due to a bugged damage reduction. In the 5th, by the way, the DefaultStats.xdb file from the version 3.0 pack was used, which is why in 3.1, the Knights of Isabel do not pierce through, and the Battle Griffons perform a devastating dive immediately, without delay.
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RedHeavenHero
All options are interesting. The 6th one turned out to be not as visually appealing due to a bug with the sound effect. By the way, in the 5th one, the DefaultStats.xdb file from version 3.0 was used, which is why in 3.1, the Knights of Isabel don't deal piercing damage, while the battle griffins perform a devastating dive attack immediately, without delay.

Thank you for testing and finding the bug.

And I didn't quite understand which option you liked the most?
Did you review all the options or just the latest ones?
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"Frozensoull"
Well, if that's the case, then why are you so persistently trying to prove something to me, or rather, impose something? If you don't care, why not just leave the topic?
I express my opinion because I have something to say. Consider it the opinion of an expert. Whether you follow this or that advice is entirely up to you. Where am I imposing anything? I'm just pointing out where things are wrong and why.

I'm starting from:
My main goal was to rid the Factions of "favorites" and useless creatures that, in most cases, no one hires.
and I don't see any connection with most of the proposed changes. Take Cerberuses, for example. Are they not in demand with their old stats? Where did you get that information?
90% of what you suggest is just creativity, not work on balance.
Are you serious about melee damage right now?
Absolutely. For a ranged unit, this is usually a secondary factor, but it cannot be completely ignored. If you have two equally strong ranged units in all other respects, but one of them has much stronger melee combat skills (for example, melee combat without a penalty or simply high base damage), then this significantly disrupts the balance.
Rationality, in many senses, is a subjective term; you understand it as "following a well-trodden path," while I understand it as the simplest and most effective way to achieve a goal.
Don't make things up. We both understand rationality as the simplest and most effective way. So far, your method shows little effectiveness, like any undertaking from scratch, especially without sufficient experience in playing and balancing. Let's see how long it takes before you abandon your mod. :)
I disagree about the equivalence of the ability. There's a big difference between 50% + knockback and 100%, besides the exorbitant damage of the second ability, it is also very situational, which is a big minus.
I was talking about the approximate equivalence of direct damage and ignoring 50% of defense.
"RedHeavenHero"
The 6th one turned out to be not as good in execution due to a bugged suppression effect.
What bug are you talking about? Not the one where, with such an ability, a few units of this type of ranged attacker completely prevent enemy ranged attackers with piercing shots from firing? In the case of mages, this can still be fixed (there's Magic Fist), but countering such poor ranged attackers, having a couple of the same in your army, turns into an easy win.
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Nargott
I express my opinion because I have something to say. Consider it the opinion of an expert. Whether you follow this or that advice is entirely up to you. Where am I imposing anything? I'm just pointing out where the flaws are and why.

Just look at how other participants express their opinions impartially and how you do it. Your statements clearly show notes of imposition. How I should perceive your opinion is my business. Just because you wear a crown doesn't make you a king... or an expert...
Nargott

I am proceeding from:

and I don't see any connection with most of the proposed changes. Take the Cerberus, for example; were they not in demand with their old stats? Where did you get this information from?

You should at least read my comments on this. Cerberus and Hellhounds were buffed not because they were not in demand, but because they were too fragile, even too much so, so the HP value was slightly increased. I remember you suggested increasing the weekly growth for this purpose, but that would also increase the unit's damage...
Nargott

90% of what you suggest is just creativity, not balance work.

I've told you a thousand times that we have ABSOLUTELY DIFFERENT VIEWS ON BALANCE, and while I tried to understand your views, you simply ignore mine and stubbornly push your own line.
You can ignore the imbalance of the aimed shot and increase its range to almost the maximum, but then you worry about the melee attack of the archer, and even with a penalty in close combat... I, in turn, cannot accept such changes, because I consider them unacceptable, but I am not imposing my opinion on you; you are free to do whatever you want in your mod, and I will not interfere with my "advice," because you have a completely different concept of balance, and my options would look rather strange in your mod. But you are trying to force your opinion where it doesn't belong.

Are you capable of objectively considering and taking into account the opinions of other people? Or will your opinion always prevail in any situation?
Nargott

Don't make things up. We both understand that rationality is the simplest and most effective way. For now, your method shows little effectiveness, like any undertaking from scratch, especially without sufficient experience in playing and balancing. Let's see how long it takes for you to give up on your mod :)

You are used to achieving your goal by going along an easy, well-trodden path, and I have nothing against it, but I have chosen a different path.
I will stop developing my mod only when, in my opinion and in the opinion of the majority, a certain agreement on balance is reached, and there are no obvious imbalances. Or when I achieve the embodiment of all ideas in the chosen direction, both in graphics and in balance.
Nargott

We were talking about the approximate equivalence of a direct hit and ignoring 50% of the defense.

If the direct hit in the original is 3 cells, then I can still agree, but not 6...
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Enough with throwing brown stuff at each other. Let's not resort to personal attacks. Let's get down to business.

Some of the other person's statements can be ignored.
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Seven variations of crossbowmen were proposed (see page 6, towards the end); are there any opinions on this? Which of the options is better?

Daughters of Heaven. Previously, their spell "Chain Lightning" was replaced with "Blinding," which caused justified indignation because the spell allowed you to stun any creature, even one that greatly outmatched them in strength, for a long time.

There are several proposals for resolving this situation:
1) Replace the "Blinding" spell with "Righteous Strike" at the advanced level. Visually, the spell looks very similar to blood magic, which perfectly complements the image of the shaman, and a sufficiently powerful buff will be a worthy replacement for blinding.

2) Replace the "Blinding" spell with "Summon Elementals" at the initial level. The elementals won't add much combat power but can be very useful as pawns (if they aren't water or fire elementals, of course).

3) Restore the unit's state to its original characteristics and abilities.
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I am generally against giving magic to Orcs. And this is not an isolated opinion. The Sky Daughters would be better suited with a cloud of Thunderbirds.
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Dyrman
I am generally against magic for Orcs. And this is not an isolated opinion. The Cloud of Thunder would be more suitable for the Daughters of the Sky.
I completely agree with the idea that Orcs don't need magic and that the Cloud of Thunder would be a good fit, but then we shouldn't forget to weaken the Cloud – its strength depends on the number of units, and the growth rate of the Daughters is higher than the growth rate of the Thunderclouds.
(By the way, regarding the Cloud of Thunder – I tried to move this spell into the Summoning magic – it did move, but when I tried to cast it, it skipped a turn and that was it – can you tell me why this happened?)
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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Frozensoull
You should at least read my comments on this. Cerberuses and Hell Hounds were buffed not because they are unpopular, but because they are too fragile, even excessively so, so the HP value was slightly increased. I remember you suggested increasing the weekly growth rate for this purpose, but that would also increase the unit's damage output...
I didn't say that Cerberuses need to be buffed at all. But if they do, increasing the growth rate is the gentlest way to do it. It doesn't change a key unit characteristic like aggressiveness (damage/hit points ratio).
The fragility of Cerberuses is their defining characteristic; why would you want to remove a unit's defining characteristics in favor of making it more average?
If your goal is to strengthen units that are too weak for their tier, you've overlooked many other units. Cerberuses are not at the top, but they are not outsiders either. They are excellent at breaking through defenses (a key unit).
I've told you a thousand times that we have ABSOLUTELY DIFFERENT VIEWS ON BALANCE, but while I've tried to understand your views, you simply ignore mine and stubbornly push your own agenda.
You can ignore the overpowered nature of the "Targeted Shot" ability and increase its range to almost the maximum, but then you worry about the melee attack of the archer, even adding a penalty in melee combat... I, in turn, cannot accept such changes because I consider them unacceptable, but I will not impose my opinion on you. You are free to do whatever you want in your mod, and I will not interfere with my "advice" because you have a completely different concept of balance, and my options would look rather strange in your mod. But you are trying to impose your opinion where it doesn't belong.
I'm not imposing anything; I'm just giving my assessment. Listen if you want, don't if you don't.
By the way, I didn't force the range of 6 either; I just suggested it as one of the options. You ignored many other options (nerfing the damage of archers).
Personally, I like the option from TE the most: range 4 for the Arabs, damage 2-6 for the archers, and that's it.

By the way, regarding "advice," you can interfere as much as you want, because for a balancer, the opinions of players are a currency without a "plus" or "minus" sign. It's always a plus.
You are used to achieving your goal by following an easy, well-trodden path, and I have nothing against it, but I have chosen a different path.
Don't fantasize; in fact, I've been following the most difficult path for many years because I set "fanatical" goals. Because I was ready to devote my life to game balance.

Do you know why players generally don't like mods? Because they are mostly made by irresponsible people (regarding their mods). A professional developer gets paid for this (is responsible for the result), but modders are free artists; today they will create something in one game, and tomorrow most of them will be working on other projects. Therefore, such works are mostly forgotten.
If you want to create a long-lasting mod, not just one to play with for a day or two, then you need to understand that in addition to creativity, there is also support (the main part of the work). And you won't be able to support such a large number of changes "without fanaticism." I've seen many such examples. But it's relatively easy to support a small mod with changes that directly address your stated goal.

Damn, it sounds like I'm trying to convince you again, but in reality, it's just generalized experience from the "Ministry of Health warns" series :D
If the "Targeted Shot" ability in the original game has a range of 3 cells, then I can still agree, but not 6...
"Targeted Shot" is shooting without a penalty (always a straight shot).
Don't confuse it with armor-piercing. In short, we were comparing two great abilities, "Targeted Shot" and "Enhanced Shot," not the weak "Armor-Piercing." You replaced the archers' "Targeted Shot" with "Enhanced Shot," and then you also increased the damage by 20%, thereby buffing an already overpowered unit.
1) Replace the "Blind" spell with "Punishing Strike" at the advanced level.
If we forget that orcs don't cast spells, then the spell is ideologically suitable.

Option 2 is no less peculiar than "Blind."

Option 3 is ideal (because the proposed changes to the shamans do not meet the stated goal).

In TE, the "Daughters of the Sky" had their starting mana increased from 12 to 16, and the ability to cast "Chain Lightning" on the first turn is a great and logical buff to a rarely used upgrade, within the original balance.
In RTA, the "Daughters of the Sky" had their damage increased from 6-9 to 8-10 for some reason, and they were given the spells "Evasion," "Teleport," and "Cold" at the developed level (for blood levels 1/2/3). This practice (important spells for blood levels) deviates from the original, but it is a very creative approach. But increasing their damage is not appropriate.
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Frozensoull
7 variants for crossbowmen were proposed (see page 6, towards the end); are there any opinions on this? Which of the options is better?

In my opinion, there's no point in changing the characteristics of the crossbowmen at all. It's a strong unit from the start. Yes, it can be strengthened, for example: +HP, +initiative, or +minimum damage, BUT WHY? They are already strong!

Added after 1 minute
Daughters of Heaven. Previously, their spell "Chain Lightning" was replaced with "Blinding," which caused justified indignation because the spell allowed you to stun any creature, even one much stronger, for a long time.

There are several proposals for resolving the current situation:
1) Replace the "Blinding" spell with "Punishing Strike" at the advanced level. Visually, the spell looks very similar to blood magic, which goes well with the image of a shaman, and a sufficiently powerful buff will be a worthy replacement for blinding.

2) Replace the "Blinding" spell with "Summon Elementals" at the initial level. The elementals won't add much combat power but can be very useful as pawns (if they aren't water or fire).

3) Return the unit to its original characteristics and abilities.

I am in favor of option 2 (Summon Elementals).
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Regarding "summoning elementals" as a working spell, the idea is well-suited for an RPE mod, where elementals are given out for a small price. The problem is that such functionality (elementals for a small price) can only be implemented "with great effort"; it's not as simple as just adjusting a few numbers.
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Friends, Frozensoull has actually taken on a very complex task: balance adjustments. This involves truly complex calculations, so this person needs help. There's no point in constantly criticizing him – it's already difficult for him to figure everything out. So, to adjust the balance, you need to have a guideline that takes into account all parameters (attack, defense, magic, luck, morale, initiative, racial skills + individual creature abilities + creature cost and growth). Yes, it's difficult to calculate all of this, but no one said it would be easy. Let's start with the calculations and the initial data that the developers themselves provided: http://heroes.ag.ru/heroes5/advices/01/ http://heroes.ag.ru/heroes5/battles/ http://heroes.ag.ru/heroes5/advices/07/ http://heroes.ag.ru/heroes5/advices/05/ http://heroes.ag.ru/heroes5/advices/04/ http://heroes.ag.ru/heroes5/advices/03/ http://heroes.ag.ru/heroes5/advices/08/ http://heroes.ag.ru/heroes5/advices/12/ Please read these articles before criticizing

Added 18 minutes ago
My modest proposal for the Unit mod (changes relative to version 3.1 or the EWA 2.2.2 modification)

1) Haven - slightly increase the defense or hit points of griffins (+2 hit points). And that's it. Leave the archers alone.

2) Sylvan - increase the hit points of sprites (+2), reduce the attack of dancers (-1), reduce the defense of dryads (-2) - they are too hard to defeat. And that's it.

3) Orcs - weaken cyclops (-2), slightly increase the defense of executioners and wyverns (+2), add 1 spell to shamans (summon elementals). 4) Dwarves. Weaken thanatos (remove the cheating ability). Berserkers (add defense or hit points).

5) Necromancer. Reduce the ability of ghosts (etherealness), slightly strengthen archers (+2 to hit points). Strengthen the dragon (+1 to minimum damage).

6) Dark Elves. In general, this is probably the strongest faction, in my opinion. You can weaken hydras (-2 to defense) and dragons (-1), and the Night Queen (-1 to defense).

7) Demons. Strengthen cerberuses (+2 hit points). Hellhounds (+1 to initiative).

8) Mages. Add defense to djinn - they die constantly - a weak link (+1). Reduce the maximum damage of rakshasa (-2). Points 1 to 8 are currently a priority. Only after a technical solution to these, can we move on to points 9 and 10. ---------------------------------------------------------------- 9) Battle Wagons. Definitely strengthen them, as they are weak by default. It is not always advisable to develop them. Even the developers themselves admit this. For example, in Heroes 7, battle wagons were significantly strengthened. There are many options; I have already written articles on this topic - I don't want to repeat myself. I would like to hear your suggestions on this issue.

10) Artifacts. I would like to add new ones, as well as adjust the old ones. For example, you can add artifacts for battle wagons. In addition, you can add new composite artifacts. ----------------------------------------------------------- (I do not claim to be the ultimate authority, but after studying this issue for quite some time, I have come to some conclusions. I will be glad to receive constructive criticism and your suggestions)

Added 5 minutes ago
Nargott
Regarding "summon elementals" as a working spell, the idea is well suited for the RPE mod, where elementals are given out for a silence. The problem is that such functionality (elementals for silence) can only be implemented "fanatically," it's not just about changing a couple of numbers.

Yes, you are right, but as far as I know, you are one of the best mathematicians in this matter. Therefore, I am always interested in your suggestions and reasonable arguments. By the way, maybe we shouldn't touch the Daughters of Heaven at all?
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atlant108
Friends, Frozensoull has actually taken on a very difficult task:
balance adjustments. These are truly complex calculations, so this person needs help. There's no point in constantly criticizing him – it's already difficult enough for him to figure everything out.
And that's what I'm saying. Criticism is like bread for a balancer – if you can't handle it, don't take on the task of balancing. :)

In game balance, the most important thing is to collect statistics, feedback, and analyze this data (i.e., a large amount of information). I suggested that the author analyze the experience of RTA and TE. Because it is impossible to collect statistics "without being too extreme" in a reasonable amount of time.

And the calculations here are secondary. You can do good calculations, but if you don't know where to apply them, it will be a miss. Building an adequate mathematical model in the general case is worthy of a doctoral degree. You can't just grab a calculator, enter a couple of numbers using a simple formula, and think that everything is OK. Those who think that way are simply too naive. Therefore, I am very skeptical of changes in the spirit of "let's give that one +2 attack, because according to the calculations, they will be equal." Calculations should be applied where they are needed, where there is an objective imbalance, and not an invented one. Or when you are as crazy a fanatic as I am, to write the entire balance from scratch, at your own risk. :)

Damn, I just wrote about changes in the spirit of +2, and your entire post consists of them (I read it later). Sorry, it's just a coincidence. ))

Now, on the topic of real imbalances, let's open the file with RTA changes, open the creature section, see who was buffed/nerfed, and draw conclusions:

MAGIC
Gremlins: grade < alt
Djinn: buff both
Rakshasa: grade < alt

DARK
Minotaurs: buff both
Lizardmen: grade > alt
Witches: grade < alt?

HUMAN
Crossbowmen: grade < alt
Knights: grade > alt? (here and further: questionable, because the proposed buff is small or not significant)
Angels: grade > alt

DEMON
Demons: grade < alt
Cerberus: grade < alt? (I personally disagree)
Succubus: grade < alt
Nightmares: grade < alt?
Pitfiends: grade < alt

UNDEAD
Skeletons: grade < alt
Vampires: grade < alt
Banshee: grade > alt

ELVES
Dancers: grade < alt
Lukari: grade < alt
Dragons: grade > alt?

GNOMES
Shieldbearers: grade > alt
Crushers: grade < alt
Dragons: grade > alt? (see ability)

ORCS
Centaur: grade < alt?
Warriors: grade < alt
Shamans: grade < alt
Executioners: grade < alt
Wyverns: buff both
Cyclops: grade < alt

This list of overpowered units can be shortened by selecting the most significant ones. Or look at overlapping buffs with TE. I'm too lazy to do that. ))
Разработчик Heroes 5.5 WarGame Edition.
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