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Posts from UNIT - Creature Balance + Visual Changes
I'm against titans with a retaliatory attack. As for the infinite retaliation, it's okay, it's a decent idea, but it's more suitable for a non-shooting upgrade, if it ever gets there. By the way, as a completely crazy idea: give the non-shooting upgrade a "Strike from the Heavens" ability. That would be great, a worthy alternative to shooting! But it would have its drawbacks.
You could simply give the infinite retaliation, instead of the shot, and slightly increase the stats, especially HP and speed; otherwise, everyone will choose the shooter.
Perhaps we could come up with some unique feature for them? Not repeating the skills of other units? For example: combine the penalty for ranged attacks in melee combat with "enhanced arrow"? (I mean: when attacking in melee). This would result in something like: a unit that will deal less damage in melee combat (than when shooting) against weaker-level opponents, with approximately the same strength against equal-level opponents (level 7), and also has a chance to turn melee combat into ranged combat.
Ment
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For example: combine the ranged attack penalty in melee combat with "enhanced arrow"? (I mean: when attacking in melee). The result would be something like: a unit that deals less damage in melee combat (compared to ranged attacks) against weaker-level enemies, deals roughly the same damage against enemies of equal level (level 7), and also has a chance to switch melee combat to ranged combat.
I don't know, it seems like an overcomplication to me. Although the enhanced arrow itself might suit them, perhaps, especially if we're talking about melee units.
An interesting shift in concepts. So, one of the weakest units in its tier – a tank – and at the same time, the most durable unit of tier 1 (with shields) or tier 2 (zombies) – isn’t a tank? They have “roughly” fewer hit points than a Titan in a 1-on-1 comparison. :D
I remember how this “tank” would fall apart after just one attack from Executioners, with comparable weekly growth rates.
Titans can only tank in very limited cases, when the damage received does not exceed the health of one Titan.
I don’t quite understand what the argument is about. In *The Restoration of Erathia*, they’ve long since removed the ranged attack from upgraded Titans and enhanced their lightning attack. That’s it. Formally, it’s a melee unit, but in reality, it’s a ranged attacker, but a very special one (direct attack, with full armor penetration, attacks, and perks against ranged attacks and defense against them, unblockable). In my opinion, this is the best thing they could have done with Titans. A fundamental change with minimal effort.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Ad hominem, or argumentum ad hominem (from Latin – “argument to the person”), is an argument based on the opponent's personality, rather than on the essence of the discussion, objective facts, and logical reasoning.
When addressing an abstract person (yes, without using the informal "you"), I present logic, and in response, I receive illogical fabrications from the person who took it personally. Prove that an idea is worthless without its implementation, and I will agree.
Nargott
I don't quite understand what the argument is about. In Heroes of Might and Magic, they have long removed the ranged attack from the upgraded Titans and enhanced their lightning attack. That's it. Formally, it's a melee unit, but in reality, it's a ranged attacker, but a very special one (direct attack, with complete disregard for defense, attacks, and perks related to ranged attacks and defense against them, unblockable). In my opinion, this is the best thing that could be done with the Titans. A fundamental change with minimal effort.
Mechanically and in terms of gameplay, it's cool, but in other aspects, it's quite brutal. You could say that they gave them an unfair advantage. Although the original upgraded Titan also suffers from something similar. Wouldn't it be easier to remove the creature mechanics from Heroes of Might and Magic and release them as a separate mod? ))
Mechanically and in terms of gameplay, it's interesting, but in other aspects, it's quite harsh. You could say they went a bit too far. Although the original upgrade also suffers from a similar issue. Wouldn't it be easier to just remove the creature mechanics from the Total Enhancement (TE) mod and release it as a separate mod? ))
It would be easier, but not better. The fact that I praise TE or Return to Arms (RTA) in some places doesn't mean that all the changes there are successful. It's important to understand that the goals for those mods were different. TE primarily focuses on clearing maps and exaggerated hordes of neutral creatures, and the gameplay is tailored to this, with the balance shifted accordingly. Balancing the upgrades there is a secondary, not the primary goal, and it's done specifically in the context of hardcore map clearing. Therefore, the decisions should be filtered or adapted. For example, the skeleton archers in TE are left unchanged, although they are underperformers in other formats, but in the conditions of such a specific TE map clearing, the archers look better than the infantry (because infantry in its pure form, without the support of archers and good magic, is not capable of clearing maps effectively at all).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Simpler, but not necessarily better. Just because I praise certain mods or RTAs in some places doesn't mean that all the changes in them are successful. It's important to understand that the goals for those mods were different. The main focus of TE is on clearing maps and exaggerated hordes of neutral creatures, and the gameplay is tailored to this, so the balance is shifted accordingly. Leveling up units is a secondary goal, not the main one, and it's done specifically for the conditions of hardcore map clearing. Therefore, the solutions should be filtered or adapted. For example, skeleton archers in TE are left unchanged, even though they are underperforming in other formats, but in the conditions of such a specific map clearing style, archers look better than infantry.
Wouldn't it be better to suggest all the ideas that seem successful?
When addressing an abstract person (yes, without using the informal "you"), I present logic, and in response, I receive illogical fabrications from the person who took it personally. Prove that an idea without implementation is worth something, and I will agree.
Who said that using the informal "you" is bad? It's a common way of addressing someone. How else can I prove it? I already wrote: I am personally interested in some logical reasoning. It's like a mathematical problem - you solve it (get an answer), and that's it (the result doesn't matter). The game itself is not interesting to me at the moment. I don't want to play it. I don't know what is unclear in my words, so that I could prove it in some other way.
Wouldn't it be better to suggest all the ideas that seem good?
I'm not an expert on Town Editor. I've basically already mentioned all the solutions I remember and that I liked.
By the way, I saw somewhere in the thread that they were going to increase the alt Lizardmen's damage from a counterattack from 25% to 75%, and that would be okay. Well, it's not okay at all; it was already done in RTA and TE, and the Lizardmen still remained outsiders. You need to increase it further, to 100%. And maybe even that won't be enough, and you'll need to adjust their stats as well.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I am not interested in the game itself at the moment. I don't want to play it.
In that case, what I said above has nothing to do with these words, and there was no need to quote the statement. Let's chat and express our feelings here, and not in this topic. If we continue, I will take action.
Judging by the feedback, both from direct contact and on the forum, many people liked the mod; it is generating a lot of excitement. Also, there are many competing topics here. The topic is also well-worn, so the responsibility will be higher. I hope that in the near future there will be a good mod ;) Nargott
I am not an expert in tactical elements (TE). I have basically already mentioned all the solutions I remember and liked. By the way, somewhere in the topic it was mentioned that they would increase the damage for alternate lizardmen attacks from 25% to 75%, and that would be okay. But it won't be okay because it was already done in RTA and TE, and lizards still remained outsiders. It needs to be increased further, to 100%. And maybe even that won't be enough, and other stats will need to be adjusted.
It's an interesting shift in concepts. So, one of the weakest Tier 1 titans is a tank, and at the same time, the most durable Tier 1 (shields) or Tier 2 (zombies) unit isn't a tank? They have "roughly" fewer hit points than a titan in a 1-to-1 comparison.
Okay, I forgot about zombies. But that's a necromancer... Shields tank worse – the most important condition for a tank is that tanking units shouldn't be lost. If zombies can be resurrected, then shields will be lost more often when used to protect other units (more often than titans). This is a different class of units, also useful, but it's called "meat" and has a slightly lower value.
Titans can only tank in very limited cases, when the damage taken does not exceed the health of one titan.
It's not such a limited situation. And with regeneration, it becomes even easier.
I don't quite understand what the argument is about.
Nimble riders indeed have damage that is ≈2-2.5 times lower than dark riders with a charge, even if you increase the random attack to 100%, this clearly won’t be enough.
Here are a few ideas: 1) Balance them out through stats, give the alternate upgrade increased damage and slightly more survivability. 2) Give them the ability "Double Strike," but reduce the damage slightly. 3) Give them the ability "Swift Attack"; almost all heroes from the faction have the spell "Slow," so this ability would be useful. 4) The least radical option would be to give them the ability "Giant Killer," which would deal a small bonus against large creatures.
Nimble Riders indeed have damage that is ≈2-2.5 times lower than Dark Riders with a charge, even if you increase the random attack to 100%, this clearly won't be enough.
Here are a few ideas: 1) Balance it out with stats, give the alternate upgrade increased damage and slightly more survivability. 2) Give them the ability "Double Strike," but reduce the damage slightly. 3) Give them the ability "Swift Attack"; almost all heroes from the faction have the spell "Slow," so this ability would be useful... 4) The least radical option would be to give them the ability "Giant Killer," which would deal a small bonus against large creatures.
How imbalanced would it be to give them "Dragon's Breath"? (like piercing with a spear)
Agile riders indeed have damage that is ≈2-2.5 times lower than dark riders with a charge, even if you increase the random attack to 100%, this clearly won't be enough.
Here are a few ideas: 1) Balance them out with stats, give the alternate upgrade increased damage and slightly more survivability. 2) Give them the ability "Double Strike," but reduce the damage slightly. 3) Give them the ability "Swift Attack"; almost all heroes from the faction have the spell "Slow," so this ability would be useful... 4) The least radical option would be to give them the ability "Giant Killer," which would give them a small bonus when attacking large creatures.
If lizards are used for breaking through enemy lines, they often die. Maybe give them "agility" and more HP? (One upgrade for damage, the second for a semi-tank).