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#10
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I'm playing as a hero, and I'm on the 3rd mission. I'm not focusing on magic; I'm building him more as a warrior [link]. I'm enjoying the campaign, although there are few difficulties, but sometimes you have to think, especially if you let the vampires multiply in the first mission.
I have a couple of questions:
  • Why force the player to run in the wrong direction, leading them into a dead end (in some places, there are secrets with a set of dwarven artifacts, and that's justified)?
  • It would be good to add roads or paths; this could even be partially explained by the plot, since 300 years have passed. Running across rough terrain, especially considering the map is large and without Boots of Swiftness, isn't a fun experience, even with a special ability.
  • In my opinion, the artifacts in the Dungeon are not very good because devils guard the Amulet of Mastery, and I doubt that +5% to counterattack will be useful, since the knight specialization is mainly chosen for cavalry or archers (re-training).
  • I don't quite understand the purpose of the "stash" in the first Dungeon in the second mission; it would be better to give stat boosts instead. The enemy hero in the 2nd mission is already weak, to put it mildly, and you can just hire 200 or more swordsmen, as I did, although I only picked them up along the way, making one loop. At the beginning, the mission is very difficult, but once you get to the open area [link]
  • I won't comment on the plot, as I haven't finished it yet, but I would like some moments to be explained, because the reason for Breme's attack is unknown, and so on.
  • Farming galleons is too overpowered. I got a cloak that gives +10% to the initiative of griffins, and it also speeds them up – that's too strong. I saw that a bow could drop there, which removes penalties, but that doesn't help much: inquisitors are weak as archers, and there are only 15 crossbowmen.