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Blitz, you're not entirely right. The first week, or rather the first 5-6 days, when the timer reserve is established for the future, 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 conduct 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 3-4 minutes, not just one, to clear a graveyard with a starting army. In such cases, the short timer is definitely to blame. But 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.
p.s. WHERE IS MY MEDAL FOR BLITZ-JEBUS???!!!:smile24:
Vic's main goal in reducing the timer is to increase the spectacle and dynamics in the game. I think he has said this many times himself, and many others will probably confirm it.
I agree that it can be reduced from the standard accepted values, but everything has its limits. Heroes is not Dota or PUBG, after all.
Стрим-канал: https://www.twitch.tv/blitz7777/