1) How strong is the guard that separates 2 players? Provide an approximate number of creatures.
2) How strong is the largest guard on the map in the early game?
Has the weekly percentage increase in guard strength changed?
I am not comparing the mod to Heroes V because Heroes V maps do not have the gameplay depth. Basically in a month or two the game was over and you just have one castle.
Added after 10 minutes
In theory it sounds good but in practice it can't work. This means the Knowledge hero should wait until his max mana gets up to certain number to start utilizing magic he is not certain he will get. Your example is about Destruction, it can work with Dark too, but what about Light? Summoning?
Also how is this hero going to clear creatures on the map when he has to spend all his mana in one battle to compensate for lack of other skills?
Does he have to return to castle to reload mana every time? there are a lot of holes to cover.
1) mana regeneration = 2 per unit of knowledge (not 1)
2) spells are not just more expensive, but also more powerful, i.e., for the same price as before, we get the same power, but on lower-level spells
An example with Light - see a few messages above, I described the entire school in detail.
Level 4 regeneration is greatly enhanced, level 5 spells are greatly enhanced.
Righteous Might, Endurance, Deflect Arrows are enhanced.