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Heroes of Might & Magic: Olden Era - Обсуждение

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In the second campaign book, the tactics are also good; the quest battles for heroes from the past are a good example of this, as they seem to deliberately show you that you can do things in different ways...

Of course, there are always some imbalances, and in this case, the clear favorites are high-level units + high-defense units; with any of these combinations, you can switch off your brain. But where isn't that the case?

In Heroes 3, everything is destroyed by high-speed creatures, like phoenixes. In Heroes 4, there's no point in tactics if you level up uber-heroes with combat skills or gather a doomstack of vampires. In the fifth game... Well, in the fifth game, it's probably a bit more difficult, although even there, in the late game, you can become overpowered if you're a necromancer with five castles or an orc with upgraded rage.

Unfortunately, a good game can always be broken, and the task here is to make it so that it's interesting in a normal working scenario, rather than always. Of course, for this, you need to make a suitable base, and not one that immediately filters out a lot of options as impossible or useless.
 

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