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#85
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You can discuss this in this section. I suggest we end the discussion about whether Nival needs a beta and also the economic feasibility of Heroes of Might and Magic V. Here are the results: The fact that Heroes of Might and Magic V will bring huge profits to the developers (and the publisher, of course) is undeniable. As for the beta, Fizik, I think I'll stick to my opinion. Although your point of view has every right to be true:)
VORON
how experienced people in this field do it
Does Nival have much experience in creating Turn-Based Strategy games? Or did Nival create even one real strategic masterpiece? They have hit games, but "hit" and "masterpiece" are very different concepts. IMHO.
VORON
Although Katrine's experience in the beta is worrying: "And with 20 gargoyles, I cleared the entire map using only one turn. Fireball, and that's it. And so on."
No, of course, during the whole campaign, I lost about five gargoyles :) And sometimes a second fireball was needed :) But there are facts. 1. A hero specializing in fire magic is available for hire at the Academy. And he initially has Fireball. 2. He has plenty of mana, and at a cost of 6 per spell, it recovers quickly. 3. The Necromancer ability (miss) does not work with fire magic. They always take damage. (This relates to the balance of necromancers – IMHO, the weakest and most useless race in 5). 4. Gargoyles, like golems, withstand magical attacks well:) i.e., they are indispensable against mages. 5. I didn't encounter any monsters with resistance to fire. 6. The Sylvian aura of magic resistance doesn't work on unicorns. 7. If you equip the Academy army with mini-artifacts (what a bunch of crap all other artifacts are compared to them), they just keep moving around constantly and are practically invincible. 8. Magic Mirror often works. It was fun when 20 druids caught themselves in a reflected Ice Arrow. It's unclear why my unit didn't take damage, but the druids took full damage. IMHO, this is cheating. I don't understand why all the charms were removed? Now I really don't see any point in casting group blessing and curse spells. Because in the first turn, something massive is simply cast on a cluster of units that haven't moved yet, destroying tents and ballistas. Also, the duration of spells is unclear. I couldn't identify any patterns. But as strength increases, so does the duration, but how? The map is small and frankly doesn't allow for any tactics. But even a child will be able to play the game. But getting pleasure from it... I didn't get any pleasure. And it seems like the gameplay here will be even more monotonous than in part 4. IMHO :)

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