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TBM - Tournaments balance mod

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#69
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Ment
There's no need to take offense at a rather neutral expression of opinion.

I had no intention of taking offense at you or Andrail. Don't get upset over nothing. It's just that after your criticism was countered, you and Andrail simply started repeating the same arguments, saying that invisibility should be removed, stats should be reduced, the duration of invisibility should be shortened, etc. And this can only be perceived by me as
Ment
blah-blah-blah-blah-blah

as nothing more than empty talk.

It has already been said that giving invisibility to low-level creatures of a magical faction, which has a lot of summoning points, can lead to terrible consequences. Answer honestly, how quickly can you personally break through a horde of archmages, druids, and forest snipers *insert any ultra-annoying neutral creature here* with, for example, demons? In 4-5 weeks? But a summoner or chaos warlock, with minimal investment in the army (7 level 1 hunters costing 100 gold each), can break through them in the 2nd-3rd week. If you didn't know, in the original balance, the Dungeon is the most tempo-based faction, which surpasses even the Sylvan in terms of tempo. This is an unhealthy situation, so invisibility was removed from, I emphasize, low-level units. Nothing prevents the Dungeon from breaking through with invisibility through Night Hags, but in the 3rd-4th week, when they can be built. The Dungeon does not lose invisibility in the endgame, because the same Night Hags remain. THE DUNGEON DOES NOT LOSE INVISIBILITY!!! It's just that this invisibility becomes unavailable in the early stages of the game, which is why this faction was overpowered at the start.
The increase in the growth rate of scouts and beasts is due to two factors:
1. Since invisibility has been removed, the Dungeon will have to lose units, divide its forces, and engage in exchanges with neutrals. With growth rates of 7 and 5 units per week, respectively, the Dungeon is forced into very tight limits in terms of units, which will greatly complicate the gameplay for it.
2. Increasing the overall combat potential. Those who have tried to develop a warlock build in the standard game understand that this is not an easy task: a very difficult start; long breakthroughs; no room for error, because for one missed attack, you will have to pay with several weeks of growth. And even as a result, you could only win with such a build by surprise, and nothing more. So, by increasing the growth rates, I would like to make the combat-focused Dungeon an effective build, and not an exotic or crazy one.

Let's not return to this topic without solid arguments, because, frankly, I'm tired of it :smile35: