So I still really feel like the played has a pretty sizable advantage over the undead… at really any difficulty level.
From my observations, Orcs and humans are the most dangerous of the immortal races overall, and trolls are some of the weakest.
I feel like part of that it that speed is an incredibly important stat in this game, because it really makes a difference as to who gets to the resources (villages and mana pools) first.
Immortals do not benefit from playing defensively. As their only resource is the number of bodies that exist in a village, claiming more than 50% of the villages is probably the only way they stand a chance, and even then, I’ve won games where undead claimed more than 50% of the map.
Also those bodies only ever produce standard units, unless they reach a mana pool where they get 1 (albeit a very powerful one) hero.
Meanwhile the player has a deck full of hero cards that do not require reaching a specific point (mana pool) to produce.
I feel like my thoughts are getting a little scattered here, and I don’t want to make too many suggestions but rather propose a thought experiment:
If the immortals were a player, what would the player need to have a balanced chance of beating the other players.
In my mind, based on difficulty levels, On normal I’d want the immortals to have say a 30% chance of winning, a 50% chance on hard, and a 70-80% chance on nightmare.
So, if you were playing as the undead, what would you want to counter balance the other players advantages?
I would want base units that are stronger and faster than their mortal counterparts. I’d also like some way to produce boss units come mid to late game when all mana pools are typically blighted or deep in player territory.