Arnuz: * Swordsmen +2 def seems overkill, how about parry instead?
Parry doesn't do anything against archers, which was the point of buffing swords in the first place.
Arnuz: * Druid: Lifestealing, lol, no pls
I'm amused you triggered on Lifestealing Druids but not Entangle Strike Druids, which is the FAR more devastating ability. XD
Life Stealing might extend a unit's lifespan proportionally with how durable the unit already is, but Entangle Strike can be an instant death sentence and it works on both attacks and retaliations.
Arnuz: Charlatan: DEF 3 to 4, RES 5 to 6, Dispel Magic I/II/III, Parry, Marks II/III/IV, True Seeing, MV 26 to 30, Cost 64 to 44
lol heavy handed much? Charm is a very good ability. Good as it is, or just add MM. Maybe parry? No cost reduction...
I've never considered Charm very powerful, especially on a Charlatan. He simply isn't durable enough. The Resist nerf across the board might change this some, but generally Charlatans mostly aren't worth building when you could build Cavaliers instead.
Arnuz: AZRACS
* Scorpion: ..it's already a pretty good unit
I've never considered a very good unit. It is slower than standard infantry, and it had some extra defense and poison strike instead of the extra azrac offense.
Arnuz: * Priest: ATK 3 to 4 = why should priests be better swordsmen than swordsmen?
Azracs have increased attack over other races. The Azrac priest still isn't a better swordsman than the Azrac Swordsman, and having the A. Priest be on par with other races swords in attack sort of reflects the Azrac focus on better attack values.
Arnuz: FROSTLINGS
Dire Penguin: RES 3 to 5 = no need, Doom Gaze at Gold = how about life-stealing instead? doom gaze is used to force AI to move units towards you in tactical.
It is useful in auto combat, giving them a ranged attack that can be used from round 1. Also, Doom Gazing Dire Penguins are amusing.
Please please please don't anything except multiples of 5 for ability costs. Trying to get full value from your skill points becomes a nightmare otherwise.
Arnuz: Entangle Strike: 30.1 -> 30
too much? Not that much different from lightning
Entangle Strike is far better than Lightning because ES can stun for 3 rounds. 1v1, it is pretty much a death sentence.
Arnuz: Cave Crawling: 5 -> 5
IMHO better than the other speed modifiers - this gives permanent haste in every cave. You put mountaneering 10, I'd put this 15
Eh. Cave Crawling only functions in caves and it doesn't actually give any new movement options. Mountaineering gives a whole new movement option.
Arnuz: Flying: 100.1 -> 100
:) imho too much, equivalent to swimming+mountaneering+wall climbing more or less. 50?
I have the impression you haven't fought ranged flyers very much. 50 is stupidly cheap for true flying. If you want your hero to be straight up immune to all non-ranged walkers, then you need to be paying an arm and a leg for it. 50 would mean to always, always, always take this ability so your leader becomes immune to Titans, Warlords, Nature Elementals, First Born, Dread Reapers, Karaghs, and a whole host of other units that might otherwise be worrisome.
Arnuz: Swimming: 30.1 -> 30
too much? In games lizards have 4 MP less, so that's 8 points.
That movement reduction is important, and Lizards also have lower resistance. Have you fought Lizards much? Swimming is a PITA to deal with when you don't have it yourself.
Arnuz: Ug. Concealment: 10 -> 10
IMHO better than steppe, snow, etc - those are situational, this is an entire map level so it's even better than grass conceal.
Eh. Depends heavily on the map. A lot of maps don't have the lower levels are important layers.
Arnuz: Magic Protection: 10.1 -> 10
combines with physical prot. To make heroes impervious to magic weapon attacks. IMHO more.
That's protection (half damage), not immunity. It is an okay resistance, but like all resists you have to get a lot of them to really get that damage reduction.