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#20
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The nerf to the logic bonus for offense and defense is too strong. You are simply killing the specialization at its root. Because at level 20 with a 10+ boost, there will be 240 moves. 240 is just nothing. Diplomacy is still as strong in rules mode, while under anarchy rules it's actually great to get lucky and join, so I believe it shouldn't be touched. The same goes for offense and defense. IF YOU MUST NERF, THEN TO 3.5%-4% MAXIMUM

Categorically against starting with 3 stacks; too strong an up for the dungeon

Property up to 1000 is cool, I think it should be up to 750, but overall I agree;
Mysticism should be done in percentages, otherwise an already strong tant will be able to spin even harder;
Eagle Eye was a piece of sh*t and will remain so;
Nerfing the portal simplifies the game, making it more linear, so I am against it;
Increasing spell duration is generally a nice bonus, I agree;
Morale and fields remain just as unplayable;

<<improved protection of artifacts and scrolls from the possibility of theft without flight>> - a debatable point; seemingly everyone plays by the rules, but this will spoil gameplay under anarchy rules, and if this fix prevents stealing resources, then I believe it is bad

I don't like the AI improvement; they will ruin the tempo, though there are still few situations where this mana will decide the outcome

AND MOST IMPORTANTLY: Leave some part of soda, even a tiny bit, and cut Necromancer by 33% instead of 50%

As for what I didn't mention, I basically agree; halfway through the review I stopped mentioning everything I agreed with

P.S. dendoids and harpies are not a bug, but a feature; don't fix this

P.P.S. Sorry for the caps, it's to highlight certain ideas
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