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An arena for unprecedentedly accurate skill assessment – a skill test.

#18
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Xocenk
The whole point of the skill test is to make your units move with -3 morale.
So, even with these +3 morale, they mostly move with the same -3 morale. In the original skill test, you get -6 morale, but here it's -3. Okay, if -6 morale is the essence of the skill test, then what's the point of leadership, artifacts, and spells that boost leadership? You could remove the event that gives +3 morale, but then you'd also have to remove leadership, artifacts, and spells related to it.
Xocenk
If the opponent has a unit in their army for which this terrain is native, the game prevents the use of the minefield spell. This is an unnecessary restriction on an already rarely used spell. Sand (or wasteland) helps in this regard.
So, the situation with -6 morale and the spell doesn't bother you? What is the actual chance of a scenario where the minefield can significantly affect the outcome? It seems strange to me to try to balance such a minor thing in something that is already incredibly random, where one player might have four upgraded 7th-level and 3 6th-level creatures + stats + powerful magic, while the other has only 1-2 level creatures with 0 stats + completely useless spells. In my version, the same crazy randomness exists, but situations where you loot something that is fundamentally impossible to use on the map instead of something that can at least be used are eliminated. When you loot something that is at least somewhat applicable, it's not as frustrating as looting something completely useless.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

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