Scary how a lot of those fixes apply to me! Although, not sure if I want to use a beta patch especially since I use Impulse.
Does anyone know if it will work ok? I'm very curious how strong the new infernal dragon is since it will play a huge role in my demonish build.
Also, how can it be compatible if you "lose" the goblin shaman? Maybe they mean nerf it.
To be fair, there are too many orc units as it stands.
Of note
- This might revive the Paladin Class as a true powerhouse vs a shadow of the warrior class.
- With favorite enemy working per-battle, this means a Paladin, using Paladins and Inquisitors will potentially OUT damage the Warrior by about 20% (since favorite enemy works per unit type, this is sort of a rough number).
- Rune mages even stronger?
- From what I read, it seems to make the rune usage more efficient. It is possible you need less runes to get their maximum capabilities. I never found this to be a big deal to be honest. I almost always have spare runes.
- Goblins even stronger
- Wow. Just wow. Currently my goblins are the most overpowered unit in my team, and now they are about to get stronger?

OK.
- Orcs stronger?
- OK. I won't complain as I am currently demolishing the game with both goblins and orcs.
- Leaders stronger?
- If they mean Orc Chieftain, yes. He seriously needs a buff. As it stands the Ogre is nearly a better fighter.
- Infernal Dragon stronger
- YES. I am not going to spend 60 mana for a piece of junk unit. Their saving grace is the +1 morale bonus for demons, but who the hell uses demons? (well I will in my next game haha). I hope they lower the mana requirements, but I doubt it. By end game, summons are almost never worth it compared to say phantom.

If the mana requirements aren't lowered, it won't be used competitively.
I sort of miss beating White Kraken with a "weak" team and getting lots of relatively easy XP.

I hope they up the reward then.