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...
New here? I'm Roha — want a quick tour?
Take, for example, all the archers in this game, and think about racial characteristics (e.g., human archers have high damage and low initiative, elven archers have high initiative but low HP + very weak melee combat, etc.). This will make the units more distinctive and memorable.
Take, for example, all the ranged units in this game, and think about the racial characteristics (for example, human ranged units have high damage and low initiative, elven ranged units have high initiative but low HP + very weak melee combat, etc.). This will make the units more distinctive and memorable. This is what is called a quality balance.
The developers were trying to achieve this, there's nothing new here.
Some players only see one option due to the subjectivity of their thinking, which prevents them from perceiving other people's ideas, and therefore only one narrow solution to the problem. Then they go through their own trials and see the truly correct other solution - again, only one. But there are many such options.
But here's the catch again: when achieving a good creative-balance, the logic of the original components, which the developers laid down, may change, as well as many units and their models (according to the logic).
Therefore, it's more important to understand what we want: to equalize the upgrades, which is unlikely to take long, or to engage in a long game between forum users and our own minds. The author is the God of creation. He decides how it will be, and we only criticize and evaluate, which, of course, can also influence the result, and may even be better, but each artist has their own vision.
I also believe that this approach is the most interesting.
What do you think: do elven archers get "Invisibility" on their own territory?
Updated the table in the first post.
Archers: remove maneuvering.
(not to mention that two shots take more time, and maneuvering takes even more time)
Sylvan Sentinels: add maneuvering.
I will share my opinion (on the most important points):
Elves
Archers: remove "maneuvering".
(Not to mention that two shots take more time, and when they also have to maneuver...)
Forest Guardians: add "maneuvering".
Sacred Unicorns: "aura of courage" is too strong.
(Especially in combination with everything else this race has).
I didn't understand some skills.
Suggestion for level 7 creatures:
building requirement for all races – "castle"
growth rate – 1 (maximum growth rate)
creature health – increase by two times.
Medusas: in my opinion, the skills "electric attack" and "stun" are not equivalent at all.
Shadow Mistresses: I assume you will be changing the effect of the ability "chain reaction"? (In the original, it does not deal damage only to the demon race).
Black Dragons: the fact that a Chaos Elemental mage can deal damage with magic but cannot heal with it sounds at least... strange, given "immunity to magic." Giving the dragon immunity to Armageddon might be wrong... immunity to mind magic, earth, summoning?