In the article, Vic mentioned a difficulty of 160%, not 200%. At 200%, the current Multiplayer templates are unplayable. This is due to the following reasons: firstly, the impact of one player having chests and resources directly near their castle becomes too significant, allowing them to quickly buy an entire army, start fighting and leveling up, and even hire helpers, while the other player has nothing nearby (only one minor chest), forcing them to skip turns for almost the entire first week (obviously, in a game between players of equal skill, this is critical). Secondly, the game itself takes much longer (although the initial turns are very fast). This is because at 160%, many heroes are bought on the very first day, who, in a chain reaction, clear the starting area in a couple of turns, conduct reconnaissance, while at 200%, due to the lack of money and, as a result, an army, on the second day, they have to do things that would be done in the first week at 160%, and on the third day, they do things that would be done on the second day at 160%. Thirdly, at 200%, a lot of time is spent on restarts, as, in addition to the standard restarts (on the 1st and 3rd days), there are also restarts based on the mine block, if a chest is not found within a certain time, and so on. As a result, it becomes less of a game and more of a series of restarts... That's why people don't play at 200% anymore.
Thank you for the detailed explanation; we already tried 160% yesterday. Everything became clear on the second week on Medium, and on the third week on Large