And now can you spell it out for the dumb? What exactly is this specificity of playing in standard? What is its sacred value, worthy of defense and keeping the flame war going?
Read the previous comments in plain Russian and you won't need to ask stupid questions.
And the main stumbling block is that TE balance is built not with a focus on the endgame, but with a focus on breakthroughs. In standard, the culmination of the entire game is the fight between main armies, not a broken ГО in the main treasure zone.
As a result, the approach to the game is significantly different from TE, because you need to break through, relying on the build you want to field in the endgame against your opponent. If you remember, I was breaking through for 40 minutes in a game against you, because I was playing as demon without machines, cursed sign, БДП and other tempo things, since they don't help much against a mage in the endgame. You need to turn on your brain to figure out how to break through 27 trees with sorrow, plague, and gating. And the principle "I see Deleb - I level Deleb", quite common among TE players, doesn't work, because the ballista gets disabled on cooldown even by a fifty-stack of gremlins. Also, you need to consider the resource distribution at the respawn, because on most original templates there is no main treasure zone where you can clearly gear up and leave your opponent empty-handed. And you need to plan your build so that it synergizes as much as possible with what was dealt to you.
Or maybe it's in a circular marathon around your own area, through labyrinths of poorly generated landscape?
Or in tons of clovers, bags of gold, and crowns of the all-seeing lying around like trash here and there.
But it's quite possible in the deliberate dragging out of games due to a lack of resources for buying and building.
Vlad, these are complaints of the "make the maps and mod so that I start winning" variety. Wouldn't it be more prudent for you to learn how to win in such conditions, since there are a number of players who excel at tempo and systematically reach the endgame by 2-2/2-3, which, as it were, hints at where the root of the problem is :)
Oh nooo. The point of a 15-minute endgame after 6-7 hours of monotonous breakthroughs. A 15-minute endgame between crippled heroes, since mister mentor goes out for a walk on the maps once every six months.
And who asked you to rely on the mentor? Plan your breakthroughs based on the final build. Here you need to decide, either you take and maintain tempo with machines, logistics, chaos, etc., i.e., you play a rush, or you play for development. Again, the mod author can't fix the players' shaky hands :)
Samvan, you, Sir, have apparently already decided for yourself that your mod is wonderful a priori and you filter any constructive feedback offered in this thread through a prism of bias and mistrust, completely forgetting why you even came here in the first place.
No, no, and again no. I decided that our mod should not become a new TE, and this very thesis is being imposed on me. Hence the quarrels are flaring up.
Let the people who want to turn everything into TE keep their constructive feedback to themselves. But if they, like KillAndAction, understand the goals and objectives of the mod, and can offer something within the context of these goals, then, as they say, you are welcome