Talk:Development/@comment-14486206-20130907195639/@comment-5395153-20130909152103

I like the Cleric idea, though I'd say it could be a bit overpowered if it had Heal Group. I tend to find that tough units such as Dwarves and Knights last a long time and are difficult enough to deal with for many races. Same with the Berserker Life spell really, HP regeneration stuff could upset the game balance a bit on a tanky unit like that.

I have a feeling that Flaming Arrows for the Dwarf Crossbowmen may not be in tune with the game's balancing - 25+ Fire Arrow damage to buildings is in the same league as  Moonguards and those things used to be completely mad before their accessibility got nerfed (not to mention Crossbowmen have 12 Range so they would be capable of outranging ungarrisoned towers).

I definitely agree with mana upgrades and the Dwarf Runner upgrade, although maybe not too much Summon Mana for the Dwarves otherwise there'd be a constant stream of Earth Elementals pelting the map ;). I would like to see various races getting access to mana upgrades, such as Orcs, Knights etc. I've always found that the researches which increased mana regeneration were way more powerful than the ones which gave a bonus to spellcasting too :o.

Stoneskin on the Dwarf Lord would be pretty fun but the more balanced side in me shouts no lol :D. Those things are already supertanks imo, with tons of every resistance and armour except to Magic damage.

Thanks again for your ideas, I just wish I could get the source code faster lol :S.