airman1971dredknight thanks! ))
one little question: в общем палатка воскрешает 3 раза - так всегда было или это особенность мода?
You are welcome! Tent ability can be used precisely three times. It used to be 6 times but the heal weak so we increased the heal by factor of 2 and reduced the casting to 3 times. This way Tent has some meaningful impact in PvPs and is not too overpowered.
The main issue with infinite casts is that in PvE people often do not make the finishing blow in order to replenish all creatures.
Regarding Berserk.
Thanks for the feedback we did not put any description regarding how it works now.
The main reason we did the change was that however we nerf the spell it caused way too much disturbance for level 4 spell. Here is an example followed by some points.
Hero 1 casts Berserk over a unit of hero 2. Things that happen because of the spell:
- The unit will lose 1 (or 2 if expert) turns. Damage output is lost for hero 2.
- The unit will hit once (or twice if expert) hero 2 allied units causing damage. This is what is expected from berserk so this is the planned spell damage.
- The unit will get retaliated once (or twice). This is more damaged caused by Berserk passively where retaliation may come from creatures with breath attack and/or AOE hit abilities thus exponentially increasing the damage of 20-25 mana spell.
- By doing hits unit is also exhausting retaliations which passively reduces hero 2 army damage output.
- Hero 2 army tactical composition is compromised.
Basically those are so many things that even puppet cannot excel at.
Also have in mind that berserk does not have a unit cap so you can berserk as many units as you can in a row. Also you can user berserk in conjunction with Puppet and Blind which may halt more than half of hero 2 army.
Berserk does not require any tactical thought. You just start casting it on enemy units and most of the time it proves good cast because enemy units are close to each other.
Try to compare it with other level 4 spells after month 5 game time.
In basic Tote Destruction usage is mediocre at that point.
Light spells can offer teleport and magical immunity provide only partial tactical advantage (1 unit is protected/moved to a better place, there are 6 more unaffected).
Summoning has firewall and summon elements which are both obsolete after month 2 due to low damage (firewall) and low summons count compared to hero army strength.
Also any game I have played against Dark hero he uses just 2 spells - Puppet and berserk.
There are 10 more spells in dark school which should have their time on the battlefield don't you think?
Due to hardcodded issues the current state of berserk is what we managed to do and not cause so much havoc on the battlefield. It gives a strong boost but unless you are very aware of where your units are going it may wreck your own army as well.