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Posts from Balanced Units - A minimal balance mod for units Auto-translated

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#46
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That’s why I posted the new list – if any of these less obvious things are actively supported by several people (with formulations not just “I agree,” but “it would be desirable”), we can consider adding them to the actual list of changes.
Разработчик Heroes 5.5 WarGame Edition.
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#48
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To the list of "Desired":
Nargott

Greater Liches: improved and weakened at the expert level (were at the developed level).
Ghost Dragons: expert weakening (was at the developed level).

Crystal Dragons: +crystal scales (immunity to abilities that kill exactly 1 creature).

Bears: weaken the chance of scaring away small creatures (by 1.5 times).
Jarls: 100% damage from the flame strike (instead of 120%).

Red Dragons: damage and health like Crystal Dragons, additionally 200% burning.

Adept: developed retribution (was expert).
Seraphim: expert retribution (was developed).

Imps: all steal 1/8 mana (was 1/4 at base and upgrade).
Cerberuses: damage 5-7 (was 4-7).
Pitfiends: upgrade Fireball and Meteor Shower to the developed level (were at the basic level).

Wyverns: poison 10 (was 5), scavenger 30% (was 20%).

Goblins: 2 repairs (was 1).
... 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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#49
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If there are screenshots in the header, we will publish the mod in our VK group.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#50
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Done. The description can be found in the same place, in the first paragraph.
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#51
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Nargott
Skeleton Archers: damage 2-2 (was 1-2)
Definitely worth it. It won't make a huge difference in terms of effectiveness, but it will at least make them more competitive with the advanced unit in the endgame.
Nargott
Greater Liches: Raise Dead and Weakness at Expert level (were at Advanced).
Raising Dead should be upgraded, but Weakness could be removed altogether, as another unit already has it. Which, by the way, could also have its spell levels increased.
Nargott
Banshees: Wail (15 morale) x2, increased by 1.5 times
Definitely needed. Wail in its current form is disappointing, and Banshees are practically a forgotten unit.
Nargott
Ghost Dragons: Expert Weakness (was at Advanced).
Similar to the situation above.
Nargott
Druids: Advanced Initiative 9 (was 10).
But this doesn't make sense. As mentioned before, both tiers are equally useful.
Nargott
Crystal Dragons: +Crystal Scale (immunity to abilities that kill exactly 1 creature).
Yes, it's worth it. It won't be a game-changer, but the demand for such an ability is situational.
Nargott
Bears: reduce the chance of scaring smaller creatures (by 1.5 times).
A pointless change. It's better to upgrade the advanced unit.
Nargott
Yettis: 100% damage from Flame Strike (instead of 120%)
We've already discussed this. It's not worth it.
Nargott
Minotaurs: Advanced Initiative 10 (was 8), Expert Morale Aura up to +3 (was +1).
Yes, this is desirable. To be honest, something should have been done with Minotaurs a long time ago, otherwise they are often completely forgotten.
Nargott
Hydras: Advanced damage 11-14 (was 9-12), Expert regeneration 60-100 (was 30-50)
The advanced unit is correct, but regeneration should be increased, but not so much.
Nargott
Red Dragons: damage and health like Black Dragons, additionally 200% burning.
Desirable. Very much so.
Nargott
Griffins: Advanced 200% Frenzy (was 150%), 100% Pike (was 75%).
This is also needed. Otherwise, the combat units are not very popular.
Nargott
Adept: Advanced Retribution (was Expert).
Seraphim: Expert Retribution (was Advanced).
You won't believe it, but this was my very first experiment in modding. :D Anyway, I'm all for it.
Nargott
Imps: all steal 1/8 mana (was 1/4 for base and advanced).
A very questionable change.
Nargott
Cerberuses: damage 5-7 (was 4-7).
Actually, it's 4-6, but that's not the point. Desirable; let them rise from oblivion.
Nargott
Pitfiends: Expert Fireball and Meteor Shower (were at Basic).
Yes, desirable. You could even raise the Lightning Bolt.
Nargott
Wyverns: poison 10 (was 5), scavenger 30% (was 20%), regeneration 60-100 (was 30-50) - I'm not sure about this because of the effectiveness.
Cyclops: Advanced Initiative 10 (was 9).
Everything is in demand, but again, regeneration shouldn't be increased so much.
Nargott
Goblins: 2 repairs (was 1).
Golems: Advanced 100% Chaos Healing (was 50%).
Titans: Lightning 40, Storm 20, penalty 5%.
Similarly; it would be nice to see all this in the game.
By the way, the Dwarves still have an unused ability called "Flame of Vengeance"; what do you think, who should it be given to? I usually gave it to the Arcata Dragons (because their breath is so-so, and they even took away the fire shield); I'm not sure if that's a wise decision.
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#52
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Regarding the "Flame of Vengeance," granting new abilities to any unit deviates from the mod's concept, as this constitutes creative content rather than balance adjustments. The only exception made for Rakshasa with agility was because the ability itself only affected stats (it served as an alternative to a defense bonus).
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#53
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And why didn’t it give it to the agile riders? They wanted it.
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#54
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Because even 100% chance to trigger is enough, with these numbers, the ability doesn't significantly lag behind the regular attack, and the alternate form has better stats (initiative).

Added after 20 hours and 12 minutes
For now, the candidates for transferring to the real list of changes are:

3 = Adepts, Seraphs
2 = Ghost Dragons, Crystal Dragons, Red Dragons, Cerberuses, Wyverns (without regeneration), Goblins
1 = Skeletons, Banshees, Minotaurs, Hydras (without regeneration), Griffins, Cyclops, Golems, Titans

Controversial:
Liches, Bears, Jarls, Imps, Pits

Negative:
Druids

Based on the changes already made, it's possible that Nightmares are still not balanced. There are 3 options:
1) Leave Nightmares as they are (aura of 7)
2) Weaken the alternate form Nightmares again (aura to 5, or damage to 8-16, like the regular form)
3) Strengthen the regular form Nightmares (damage like the alternate form, 10-17)
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#55
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I don't know where else to ask, so I'll post my question here. For some players, Landlords have been replaced with Wolves, while retaining their characteristics and changing their abilities, along with stat changes for the Militia. Militia: 2/2, 2-2, 6, s4, i8; stunning strike, taxpayer, cleaver Wolves: 2/1, 1-2, 6, s6, i8; pack hunt, howl + your mod (where you changed
Nargott
21. Wolves: doubled Power (reduced strength of guards)
causes a conflict, or I just didn't notice, but the howl is standard and summons wolves similarly to the original) Are their characteristics balanced, considering the standard howl? :confused: :smile32: :smile41: :smile45: :smile30:
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#56
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"wolfcat"
There seems to be a conflict, or maybe I just didn't notice, but the howl is standard and summons wolves just like in the original game.

Are their stats balanced, considering the standard howl?
The howl itself hasn't changed; the creature strength evaluation has changed, which affected the generation of guards.

Considering the howl, the human dogs' stats are not balanced (it's too strong of an ability); try 4 HP instead of 6.
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#57
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Nargott

Considering the howling ability of the human dogs, the stats are not balanced (it's too strong of an ability), try 4 HP instead of 6.

What if you give the militia the "Storm" skill instead of "Cleave"? :confused: :smile04: :smile08: :smile30:
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#58
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So, the Storm is weaker than the Cleaver.
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#59
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Nargott, are you planning to do anything with the maps?
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#60
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Within this mod – no.

Added 1 hour 43 minutes ago
We discussed the controversial points during the stream; here’s a summary:

1) Rajah Rakshasa: the presence of agility raises questions; 2 alternatives are suggested:
- instead of agility, give defense (e.g., +7)
- don’t buff the Rajah at all, but weaken the Kshatriya (reduce health from 135 to 100)

2) Dancers: 75% or 100% chance?
3) Berserkers: is a change necessary?
4) Nightmares: should we reduce the aura or change the stats (reduce Altura’s initiative, increase Grond’s damage)?
5) Vampires: should we increase Grond’s damage, considering they are already used for breaking through defenses?
6) Lizards: will 100% chance be too strong for breaking through defenses? Perhaps 50% chance and increased defense would be better?

We would like to gather the opinions of players on these issues.
My position is that I primarily consider the final version; breaking through defenses is not important to me, and I don’t focus on it much. Therefore, the feedback from players who enjoy and play the breaking-through-defenses strategy is important here.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат