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Posts from UNIT - Creature Balance + Visual Changes

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#166
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What definitely needs to be done with the nimble riders is to increase their maximum damage to the level of their counterparts. And also give them some kind of immunity to curses (like the Megeras), or reduce the damage range, or something else along those lines. Then it will definitely be a tough choice before deciding which upgrade to choose.
Replacing the Titans' lightning bolt attack with a regular attack is a good idea. In my opinion, it would be worth limiting the number of casts (if possible) and making the Titans flying creatures. The teleport animation can be borrowed from the Trolls.
In reply to Dyrman
#167
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Dyrman
the second one - a semi-tank.
TE - a race of mages.
What does a mage need? Time for casting spells. Increasing the armor of TE units can significantly shift the balance.

Added 1 minute ago
serovoy
and make Titans flying creatures. The teleport animation can be borrowed from Titans.
maybe the changes should still remain within the... "reality" of the Heroes world.
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#168
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kiko
TE is a race of mages.
What does a mage need? Time for casting spells. Increasing the armor of TE units can significantly shift the balance.
This will force the unit to move well in order to increase its defense.

Thus, you can apply almost any argument to almost any situation.
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In reply to kiko
#169
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kiko
maybe the changes should still remain within the bounds of... the "reality" of the Heroes world.
What's "unrealistic" about titans teleporting? The fact that Titans and their upgrades have this "feature" doesn't bother anyone.
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#170
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Well, that's a bit unusual for mages. And frankly, it's not very interesting; melee units should have some weaknesses. At the very least, you could add a "strike from the heavens" ability; I think that would be more or less lore-friendly.
 

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In reply to Ment
#171
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Ment
Shields tank worse – the most important condition for a tank is that the tanking units should not be lost.
What about Ingvar? Shields tank excellently under him.
Dyrman
If lizards are used for breaking through, they often die. Could you give them "agility" and more HP? (One upgrade-damage dealer, the second - a semi-tank).
No one uses lizards as a breakthrough unit, and they won't, as long as there are hunters with invisibility. Even if the Lizards go to the light faction, although they might be used then. There's no point in giving them HP, it won't play any role; they already have very high speed. Instead of HP, you could give them defense.
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#172
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Well, maybe I'm just a terrible tactician, and I inevitably lost Shieldbearers even under Ingvar's command. I don't know, heh...
 

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In reply to Ment
#173
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Ment
Well, maybe I'm just a terrible tactician, and I inevitably lost shield units even under Ingvar, I don't know, hehe...
It depends on what you mean by "lost," 1-3 units and I'm losing:)
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#174
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If we take the practical criterion of "what is most advantageous to put in harm's way during an attack" (based on which Titans were suddenly classified as tanks), then the best "tanks" are level 1 units, and even better are level 2 units with high defense. They are, admittedly, disposable, but they can withstand attacks of any size (with almost no losses). These are the ideal tanking units (according to that criterion). So, perhaps we shouldn't use the term "tank" for a unit with low survivability, like the Titan?
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#175
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It depends on what you mean by "losing," losing 1-3 units is what I lose.
That's the point.
If we take the practical criterion of "what is profitable to put under attack when breaking through,"
a tank takes the hit and doesn't die. Meat takes the hit and dies (usually partially). The difference is obvious; these are different roles, although they are largely similar from the point of view of breaking through.
 

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#176
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Ment
That's the point.

A tank takes the hit and doesn't die. Cannon fodder takes the hit and dies (usually partially). The difference is obvious; these are different roles, although they are similar in many ways in terms of damage absorption.
Losing a few cannon fodder units is completely insignificant, but the possibility of losing an extra high-tier unit is significant, especially if it tries to absorb several attacks.

In short, situational tanking (separating cannon fodder or, in some situations, putting a high-tier unit in harm's way if the attack isn't strong enough) cannot be equated with true tanking.

A tank is a unit for which it is generally advantageous to absorb damage (not a cannon fodder unit and not weak damage). The difference between a tank and situational tanking is the same as the difference between a fool and a person who happens to be in a foolish situation.

I probably wouldn't dwell on these concepts so much if it weren't for the idiotic trend of turning high-tier units into actual tanks, which has been noticeable since the 6th installment. And here, too, you can agree, in the spirit of "if a high-tier unit is capable of tanking, let's improve this ability and give it more hit points for free." Such an idea, when implemented on a large scale, simply leads to high-tier units becoming as alike as two peas in a pod, i.e., to monotony. There are already tanks on tier 7 – these are dwarven dragons. Therefore, titans should move towards dealing damage.
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In reply to Ment
#178
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Ment
As a last resort, you could still implement a "strike from the heavens" ability.
How is it fundamentally less feasible? Although, through experimentation, it was found that the number of lightning casts cannot be limited, so the issue of additional bonuses is irrelevant; the idea can be adopted from RTA (or wherever it came from) in its ready-made form.
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#179
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Version 2.1

(Changes in characteristics compared to previous versions of the modification are indicated in parentheses)

-Duels. Adjustment of hero army size for the following factions: Dungeon, Fortress, and Stronghold, in accordance with changes to the weekly growth of certain creatures.

-Cities. Dwelling descriptions have been fixed to match the new names of some units.

-Weeks. Descriptions of weeks with creature growth effects have been fixed to match the new names of some units.


Haven:

-Isabelle's Knights.
Fixed a bug from version 2.0 where the "Tournament Strike" ability lacked the cleave effect.

-Battle Griffins.
Fixed a bug from version 2.0 where the "Deadly Dive" ability was missing the turn delay and animation.


-Crossbowmen. The unit has received all shooter abilities and characteristics.

-Shooters. Damage 5-6(+3 minimum and -2 maximum damage), -Shooting without penalty, +Enhanced Arrow.

Dungeon:

-Nimble Riders. Damage 8-14(+1 minimum and +2 maximum damage), Health 70(+5), +Agility, the "Random Attack" ability now has a damage coefficient of 100%(+75%).

-Shadow Mistresses. The "Confusion" spell now affects 70% of creatures (+20%), the "Slow" spell has "Expert" skill level, the "Destructive Ray" spell has "Expert" skill level.

-Mistresses of the Night. Mana 20(+6), - "Punishing Strike" spell, - "Destructive Ray" spell, + "Fireball" spell.



Inferno:

-Fire Demons. Initiative 9(+1). Damage from the "Explosion" ability has been increased by half.

-Temptresses. Initiative 8(-1).


Stronghold:

-Daughters of the Sky. Unit reverted to its original state.

-Orc Warriors. Health 15(+3).

-Free Cyclopes. Unit reverted to its original state.

-Blood-eyed Cyclopes. Unit reverted to its original state.


Necropolis:

-Higher Vampires are now Progenitor Vampires (model unchanged). Damage 7-13(+2 maximum damage). Health 45(+10).

-Vampire Lords. "Numbness" ability. Chance of triggering ≈40%(-30%), Duration 1.5 turns(-0.5).

-Higher Liches. The "Confusion" spell now affects 70% of creatures (-20%).


Sylvan:

-Dryads. Defense 3(+2), Health 8(+2), Damage 3-3(+1 minimum and +1 maximum damage).

-Nymphs. Defense 2(+1), Health 7(+1).

-Death Dancers. Attack 6(+3). Defense 5(+2). Damage 4-6(+2 minimum and +2 maximum damage), Health 15(+3), -Charging Strike.

-Wind Dancers. Attack 5(-1). Damage 3-5(-1 minimum and -1 maximum damage).

-Bowmasters. Attack 7(+2), Defense 5(+1), Damage 9-12(+2 minimum and +2 maximum damage), Initiative 11(+1).

-Sylvan Shooters. Defense 4(-1), Initiative 10(-1).


Fortress:

-Mountain Guards. Damage 1-3(+1 maximum damage), Health 15(+3).

-Warriors. The "Shield Wall" ability now reduces incoming damage by 7%(-3%) for each cell traversed.

-Berserkers. Defense 7(+1), Damage 5-8(+2 minimum damage), Health 25(+5).

-Lava Dragons. "Liquid Flame" ability. Now deals 30 damage per creature(+20).

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#180
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I'd like to comment on the formatting: there's a limit to the amount of content you can include in a single post. Eventually, there won't be enough space in the first post. I recommend putting changes from older versions into a file. This will also prevent the header from becoming too bulky and inconvenient.
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