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#25
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I played the map with the "hero" and kept trying to win, but I couldn't, and I played for exactly three months. It's completely unclear what I need to focus on to win. Nevertheless, many things are annoying. First, the joining units, which I already mentioned. They are so small that if they weren't there, it wouldn't change much. And when these units are guarded by such a large force, as if they were a rare artifact, it's beyond reason. Second, this relates to the special feature of the main hero, the appearance of PvP with custom spells. This helps a little at the start, reducing the guard, but after a month of playing, the fireballs become a theatrical element. In reality, they don't help at all. Moreover, the key artifacts are guarded by creatures with immunity to fire. So, the author has devalued the special feature he gave to the main hero. Considering that the PvP effect puts a heavy load on the map and it doesn't run well for all users (it ran normally for me), wouldn't it be easier to abandon it, while simultaneously reducing the guard in the starting area? I really don't like the limitations in choosing upgrades in the Castle. They've already surrounded the demon like the Swedes at Poltava, and there's still no way to use the most valuable features of the Castle's creatures. The demonic Castle is located in the snow, and the green boots are in such a place and under such guard that it's impossible to take them at first because of the hero's weakness, and then it's simply impossible to get to that place. The same applies to the scrolls with the city portal. The fantastic garrisons in the treasure rooms of the mages and utopias were surprising. The Barbarian turned out to be noticeably stronger than the others. In the field, all battles against him are one-sided. In the city, hiding behind the walls, if you try hard, you can defeat him. The main special ability of the demon – the ballista – doesn't give anything against the Barbarian on the plains.