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Blitz, you're not entirely right. The first week, or rather the first 5-6 days, when the timer reserve for the future is established, is no different in single-player than in multiplayer. I tried this format a bit in single-player, and the timer is quite relevant if you can quickly and efficiently handle trivial battles. For example, in dungeons and graveyards. Streams from most players show that people don't know how to fight at all. And it takes not a minute, but 3-4 minutes to clear the same graveyard with a starting army. In such cases, a short timer is definitely the problem. And wasting time on chains when you have 3-4 or even 2-3 heroes at your disposal is just ridiculous. Vic certainly sometimes goes too far in his experiments, but he's right about one thing - reducing the timer develops players. Those who want to develop.