Katrine, the links are a bit off. I mean, if you dig deep enough, you'll find the picture, but... Just post the pictures! If they're too big, resize them...
Here are the comments.
1st picture. The battlefield.
What we see. The Paladins only have one movement option: straight ahead, because all other routes are blocked. It's enough to send any stack into the passage, and that's it. The Paladins are engaged.
The Hive built all its troops, and they occupied all 16 squares. If Meteor Shower is cast on the griffins, 6 stacks will take damage. Similarly, if a Lich fires.
And the most interesting thing is that the position is unchangeable. That is, with this size, there is no room for maneuver. So, the battlefield needs to be significantly increased. Although, for weak players, such a battlefield is advantageous. A professional (if, for example, he is playing as the Hive in this situation) is simply constrained by obstacles and his own units. All his moves are visible as plain as day. Leveling the playing field by reducing the size of the battlefield is the result of Nival's work.
2nd picture. The hero.
1. The hero screen is terribly small.
2. Only 9 artifacts can be carried. This means there will be no more artifacts like the Clover of Fortune, etc.
3. Was it really that difficult to make a hero figure? I was expecting it to be like in M&M, where when you put artifacts on a hero, he changes his appearance.
4. The screen is not informative. Only one of the 5 possible hero types is displayed. Horrible. This is a terrible slowdown in the game. You need to cycle through 5 screens instead of one, as before.
3rd picture. Recruitment.
1. It's inconvenient; the figures can be confused.
2. There is no recruitment based on buildings.
3. There is no unit animation.
4. The process takes more time than in the other parts.
Katrine
Третьи или пятые? Теперь Вы сами выбираете иконки
Диалоги с Модераторами
Сейчас играю в Diablo II LoD
:cool: