Hallo community! To begin with, I would like to apologise for my long absence, but family health matters prevented me from joining the forum for almost 2 months now.
Until now I have thoroughly covered 5 factions, therefore 3 more call for an analysis, that is SYLVAN, ACADEMY and STRONGHOLD. Today I'll deal with the faction
I love to hate ...
In every aspect of life the renowned x-factor plays, in most cases, a defining role in the achievement of goals. HOMM V couldn't be an exception, but... the ease with which every faction in general and Sylvan in particular reaches to victory due to high values of luck is staggering! There are two things I fear most when I go up against an enemy. Paladins'/Champions' charge and Emerald Dragons' first assault. While the former may be avoided with medium chances, either due to Paladins' very good but not excellent initiative or due to their being walkers (therefore there is a chance that a creature of mine may be faster and as a result move in their way, preventing them from covering 8 tiles and consequently, attacking with full force), in Emerald Dragons' case the chances are infinitesimal! Their excellent initiative, along with a lucky strike to one or two favoured enemies simultaneously (due to acid breath) may very well predetermine the outcome of a battle before it even begins!
Although I can't interfere with Sylvan's racial skill, because on one hand I don't know where to find it and on the other, even if I find it, it will possibly be hard-coded, Luck skill is another matter. Go to RPG stats folder, change the luck value from dealing 100% more damage to dealing 50% more damage and all of a sudden battles become much smoother, more competitive and in the end much fairer. Luckily, you may also change Elven Luck subskill from 2.25 to 1.75 so that it's in line with the previous modification. Finally, to further enhance my argument I will stress that Leadership works exactly the same way, bringing a creature's turn 50% faster, not 100% faster.
Having these in mind...
Pixie
Attack:
2 (1)
Defence:1
Damage:
2 (1-2)
HP:
6 (5)
Initative:12
Speed:7
Sprite
Attack:2
Defence:1
Damage:2
HP:
7 (6)
Initative:
14 (15)
Speed:7
Mana:10
Dryad
Attack:2
Defence:1
Damage:2-3
HP:
7 (6)
Initative:
13 (14)
Speed:7
Weekly growth: 12 (instead of 10)
Comments: Sylvan suffers from the same limited tier1-tier3 weekly growth that Dungeon does (to a relatively lesser degree though), consequently having an impact to its early game development. In light of Scouts family weekly growth increase, I've given Pixies family 2 extra units per week.
Along with the boost in numbers, Pixies need a little something to their offensive characteristics so that they don't falter that much compared to their upgraded counterparts. +1 attack and a standard 2 damage make them a more trustworthy unit early game, equivalent in this department to Sprites, but lacking their superior initiative and spellcasting ability.
Since I mention Sprites' spellcasting ability, I'd like to comment on Wasp Swarm spell. I disagree with the fact that on none level, Wasp Swarm merely deals some minimal damage and only on basic level does it start moving a target backwards on the ATB bar. The game is full of destructive spells and it doesn't need another exceptionally weak one. That's why I've modified it so that even on none level it moves an enemy
15% backwards, on basic
30%, on advanced
45% and on expert
60% as it currently is.
This modification serves two purposes in Sylvan's case; firstly, it augments its early game tremendously (by splitting Sprites into several stacks) due to the constant movement of enemy neutrals backwards on the ATB bar every time they cast multiple Wasp Swarms; secondly, Sprites become a very good substitute for Dryads even late game, because on one hand the Dryad-Savage Treant combo is too good to pass and on the other hand they might deter the most dangerous, at any given moment, enemy units from acting first. To make amends for their new trait, I've reduced their initiative by 1, as I've done to Dryads' initiative to keep the difference with that of Sprites.
Moreover, all tree members of the Pixie family have gained +1 HP, because I wanted them to be a bit more durable than most other tier1 creatures with more weekly growth.
Blade Dancer
Attack:
4 (3)
Defence:
3 (2)
Damage:
3-5 (2-5)
HP:
11 (12)
Initative:
13 (11)
Speed:6
Wind Dancer
Attack:6
Defence:
5 (6)
Damage:4-6
HP:12
Initative:
14 (15)
Speed:7
Weekly growth: 11 (instead of 9)
Comments: Blade Dancers family (especially the upgrades) is lightning-fast, strong and vulnerable units, but I still find their numbers lacking, while they aren't more powerful than other tier 2 creatures. Thus, I've also given them an increase in their weekly population by 2.
Blade Dancers find themselves with absolutely no specials (along with Hell Hounds), therefore almost all their stats should receive certain improvements. Hence, +1 in attack, defence and minimum damage and most importantly +2 initiative, because, otherwise they are too slow compared to their upgrades (which is further accentuated by the absence of specials). I've only reduced their HP by 1 bringing it back to the value it had been given before the game was released.
Wind Dancers on the other hand is an opposite case; they are quite better than War Dancer by a good margin, displaying relatively better offensive capabilities (but not so situationally versatile), much better defensive capabilities and better speed. Consequently, I've lowered their
initial defence by 1, because among other things I can't accept its being superior to that of the stony hide of the Gargoyles family; they gain enough defence already by their movement. Finally, because it’s the more defence oriented unit of the two upgrades, I've also decreased their initiative by 1.
Hunter
Attack:
5 (4)
Defence:
2 (1)
Damage:
3-
6 (4-7)
HP:
12 (10)
Initative:10
Speed:5
Shots:12
Master Hunter
Attack:
6 (5)
Defence:4
Damage:
4-
7 (5-8)
HP:
16 (14)
Initative:10
Speed:5
Shots:16
Arcane Archer
Attack:
7 (6)
Defence:
4 (5)
Damage:
5-
6 (8-9)
HP:14
Initative:11
Speed:5
Shots:16
Comments: Hunters' damage is a bit too much, keeping into consideration their double shot special and the high chance at least one of their shots has to be a lucky one, that's why I've lowered their minimum and maximum damage by 1. +1 in attack and defence and +2 HP so that they are more in line with their level (especially their HP, which is the average for a level 2 shooter, while their defence is below average even for a tier 1 shooter).
Master Hunters receive the same reduction of their minimum/maximum damage by 1, while they've gained +1 in attack and +2 HP, basically for the same reasons mentioned above and for the extra reason that I wanted their HP to be superior to that of the more attack oriented Arcane Archers.
If Hunters and Master Hunters are excessive offensively, Arcane Archers are
pawnage incarnate! Even without the Force Arrow special, their damage is easily the best of their level (save Minotaur Guards’ Double Attack) and essentially unretaliated, since we have to do with a ranged unit; if their ability comes into play they become probably the most distorting element of the game. A few days ago I pitted Sylvan (Anwen) against Dungeon (Eruina); in the ensuing final battle (which was a hell of a battle by the way, with an edge to Dungeon after about 20 replays), MY version of 483 Arcane Archers shot at 42 Black Dragons; favoured enemy kicked in, my modified luck kicked in and the result was…15.009 damage…bye bye 300 HP-Black Dragons! Keep in mind that on one hand my 34-level Anwen didn’t have Attack skill (therefore Arcane Archers didn’t have Archery subskill) but on the other hand Anwen’s specialty increased damage inflicted upon favoured enemies by 34*2%=68%. I can’t begin to imagine what damage they would have inflicted if their damage rating was 8-9 and luck at 100%. Having these in mind, I’ve reduced it by 3. Furthermore, to keep the difference between Master Hunters’ and Arcane Archers’ attack I’ve increased it by 1, but I find no reason why its defence should be equal to the
initial defence of Iron Golems for example.
Druid
Attack:
11 (7)
Defence:7
Damage:
8-
11 (7-9)
HP:34
Initative:10
Speed:5
Shots:
7 (5)
Mana:
17 (12)
Druid Elder
Attack:12
Defence:
8 (9)
Damage:9-
13 (9-14)
HP:
41 (33)
Initative:10
Speed:4
Shots:
9 (7)
Mana:
22 (15)
High Druid
Attack:12
Defence:
9 (8)
Damage:
11-14 (10-14)
HP:
44 (34)
Initative:10
Speed:4
Shots:
9 (7)
Mana:
18 (15)
Comments: Druids are good spellcasters but their offensive characteristics, compared to Druid Elders and High Druids are substantially weaker. Therefore, I've brought them closer to their upgraded counterparts by increasing their minimum damage by 1 and their maximum damage by 2, whereas their attack has risen by 4. Given their lower weekly population among other level 4 creatures, the highest attack rating of their tier is justifiable, as is the case with Druid Elders and High Druids. Number of shots and spellpoints have also increased accordingly, for the already mentioned reasons in previous entries.
Being far better spellcasters than their alternate upgrades, Druid Elders should have clearly worse physical traits than those of High Druids, hence, -1 defence and -1 maximum damage, while High Druids gain +1 minimum damage and +1 defence. However, both their HP are inexplicably low for their growth, being on a par with that of Druids and most other upgraded level 4 creatures; therefore, Druid Elders have become more durable by 8 HP and High Druids by 10 HP. Again, shots and spellpoints are improved, but as regards Druid Elders' spellcasting ability, they carry a far better version of Stone Spikes, being able to cast it on Expert level now.
Uinicorn
Attack:
13 (12)
Defence:
13 (12)
Damage:10-20
HP:57
Initative:12
Speed:7
Comments: Very well thought stats for the Unicorns family and the only modification that was needed is an increase of Unicorns’ attack and defence by 1 to keep the difference with those of Hell Chargers.
Treant
Attack:19
Defence:27
Damage:
8-
18 (7-17)
HP:175
Initative:
8 (7)
Speed:6
Ancient Treant
Attack:19
Defence:29
Damage:
11-
21 (10-20)
HP:181
Initative:
8 (7)
Speed:6
Savage Treant
Attack:21
Defence:27
Damage:
13-
21 (12-20)
HP:175
Initative:
8 (7)
Speed:6
Comments: More for differentiation reasons (currently Ancient Treants have the same damage as Unicorns and Silver Unicorns) rather, than great substance, I've given the Treants family 1 extra point of minimum and maximum damage, while their initiative has risen to 8, because as I've said multiple tmes now, all creatures with initiative 7 move to 8. In RPG stats folder though, Savage Treants' initiative increase by 5, due to their Rage of the Forrest special, should change to 4, so that their total initiative still remains at 12.
Green Dragon
Attack:
29 (27)
Defence:
26 (25)
Damage:30-50
HP:
190 (200)
Initative:12
Speed:9
Emerald Dragon
Attack:31
Defence:27
Damage:
30-57 (33-57)
HP:
225 (200)
Initative:14
Speed:
10 (9)
Crystal Dragon
Attack:
33 (30)
Defence:26
Damage:
33-60 (30-60)
HP:
225 (200)
Initative:
15 (14)
Speed:9
Green Dragon, Emerald Dragon:
Weakening Strike
Crystal Dragon:
Magic Proof 50%
Comments: +2 attack for Green Dragons, because I wanted them to be the second best unupgraded unit in that department, after Devils and to partially make up for their low average damage, +1 defence to keep the difference with my version of Shadow Dragons, but -10 HP, because I didn't want them to be equal to the latter. However, they've gained a new ability, which is perfectly fitting to their standard ability, that is Acid Breath. Wishing to differentiate Acid Breath from Fire Breath and because acid generally tends to eat away flesh or any other substance, that is weaken them every passing moment, what's better choice for a supplement than Weakening Strike? Bear in mind that my version of Weakening Strike reduces attack and defence by 4, not by 2. If in Plague Zombies it just becomes an ok special, in Green and Emerald Dragons' case (with their very good to excellent initiative respectively) it's particularly potent!
Due to the effectiveness of Weakening Strike and for a reason that I'm going to analyse in Crystal Dragons comment, I've reduced Emerald Dragons minimum damage by 3, while their HP has risen by 25, in line with other upgraded tier 7 creatures, but much closer to the bottom of their level by dint of their fastness.
Crystal Dragons confront a serious problem with their Prismatic Breath skill; it hardly ever kicks in! I've played with them quite many times and honestly, I've seen Prismatic Breath in action no more than 5-6 times (it's fun when it does so though). Conseqently, I had to modify them so that they are a worthy alternate upgrade to the Emerald Dragons. +3 attack, +3 minimum damage and most importantly and +1 initiative, however their speed remains at 9. This way they act quicker, deal better average damage to one target but they don't have the Emerald Dragons' speed (and to tell you the truth, they don't need it, because their special doesn't need a specific angle as Acid Breath does). Emerald Dragons on the other hand, with 10 speed are bound to (depending on the obstacles of the battlefield) attack two enemy creatures simultaneously at the beginning of combat (Hero vs Hero situation). Finally, since Crystal Dragons have no Acid Breath and Immunity to Earth Magic, Emerald Dragons' Weakening Strike is replaced by partial resistance to Destructive magic at 50%.