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Among the more reasonable suggestions, reworking the Wall and Specialists was discussed, with the goal of distributing damage more evenly between them. But for now, there doesn't seem to be any urgent need for nerfs. Maybe someday it will happen.
How can you say there's no need? Luna was an overpowered unit, and she still is, only now she can be chosen quite legally, there are plenty of artifacts for SP and knowledge, so at the very least, as a support hero who clears the map, she has no equal.
Regarding Luna, the discussions were superficial; the team doesn't have an official position, only the private opinions of individual members.
And, by the way, the Luna issue is a great topic for those who want to feel like they're designing the gameplay of Heroes – to understand what it looks like from the inside.
So, here's the premise: a overpowered hero who could use some fixing. But she has a lot of fans who are ready to defend her fiercely (see the discussion about Gosha). Therefore, the specifications for Luna could look something like this:
1) Keep Luna as a good starter for the Flax faction, roughly equal to Moner or slightly better. So that her fans can start with her and not feel like losers because of it. And, in general, a starter mage is cool in itself; you can't just throw them away.
2) Ensure gameplay continuity – preserve Luna's gaming niche and basic strategies for using her. That is, it should be a tune-up, not a redesign.
3) Don't introduce any weirdness or foreign elements into the gameplay (it's difficult to specify the criteria here).
4) If possible, reduce Luna's variance – not only cut the peak of effectiveness but also raise the trough of ineffectiveness. That is, make the gameplay benefit from Luna more predictable.
5) If possible, reach a consensus with the players, without provoking flame wars and protests.
6) If possible, provide a plan of action in case the desired effect is not achieved, or if it is only partially achieved, or if it is achieved to an excessive degree.
What can be done:
1) Vary the damage and cost.
2) Vary the effect of the special ability on damage and cost.
3) Controversial – change a not very critical aspect of the mechanics. For example, the duration of the Wall or the shape of the Wall (maybe depending on the special ability). This will require good argumentation.
4) Adjust Moner (similar criteria).
What shouldn't be done:
1) Change Luna's special ability or starting spell.
2) Change Luna's starting skills.
3) Change critical aspects of the mechanics. For example, so that the Wall burns stacks after the attack, not before.
4) Change the reaction of neutrals to the Wall.
Both lists are incomplete, so if there are alternative ideas, ask.
Just in case, I'll repeat – it's important not to forget that balancing takes place in three dimensions:
1) Luna in the tavern vs. other heroes from there (for any Castle).
2) Starting Luna vs. starting Moner.
3) Flax vs. other Castles.
That is, when developing proposals, try to take into account the impact on the gameplay as a whole, and not just on the aspect for which everything is being done.
Why not simply remove fire from the Moon's starting skills? Then the chance of getting an expert fire skill wouldn't be so high, and the regular wall skill would be weaker in terms of both damage and abilities.
So, I just beat Redi on skill, and I had an idea: what if we made the bar that shows the number of units in a stack during battle also an indicator of the unit's HP? That way, you could immediately see how much HP it has left.
I have a couple of questions for the Heroes of Might and Magic developers. Is it possible to set a fixed number of roads and passages to other zones for each player on a generated map? Sav mentioned something about this possibility. The thing is, in 6LM10A, it started happening (compared to Shades of Darkness) that one player gets an unreal number of passages, while the other gets none. And my second question: When will the game mechanics in Heroes be reworked? Guys, you made a great game! For that, I am very grateful! But I am tired of losing matches, including tournament matches, due to the lack of control! We are really going back to the dark ages...
You can still work on improving the roads right now. There was even a thread about this – /topic/11584/. But somehow everyone didn't seem to care, so I decided not to rush things and take the lead.
But for now, there doesn't seem to be any urgent need for nerfs. Maybe it will come to that someday.
If a solo hero can deal a total of 1000+ damage at level 5, take consumables, attack the Guardian, and equip relics in the first week without any army assistance – that seems normal to me. And if you can also choose this hero as your starting hero...
For starters, it might be a good idea to reduce the damage, like by x1.5 instead of x2, and see how it goes.