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I read the latest posts in the thread and have a general understanding of what you're getting at – no major changes are needed (some even say: absolutely no changes at all, not even minor ones). Perhaps you're right, although I will never agree with those who are against any changes, whether they are for the better or worse.
I'll say it again, why I needed to write such rules:
- To adjust the balance, which the current rules have failed to achieve, even by 98-99% (it's not a fact that my rules have it either, but we have to try, right? Or should we continue playing with losses due to the 2000 damage Explosion on the 3rd week; due to the Lollipop against your artifacts, only affecting magical parameters; due to Kiryuha getting control early with gloves (boots); due to the native secondary skills and weeks of "needed" monsters, etc.?) I understand that Heroes is not chess, but in its current state, it's almost a lottery:rolleyes:!
- To "unban" Necropolis and Conflux, which are constantly excluded – you have to agree that it's better to play more or less evenly with 9 castles than with 6-7 (something needs to be done with Inferno as well – perhaps popularize it somehow...), otherwise, we might end up with only 2 castles – and from there, it's not far to chess:D!
- To bring back some of the excitement from the single-player game, which is why I introduced points about the Grail, joining, shifted guards, the cartographer with the hill fort, and others.
- To minimize the list of absolutely useless artifacts and skills – what's wrong with that idea, even if it's poorly thought out for now?
- To get rid of "cumbersome" points that are not understandable to most people (I asked about some of these when I first started playing, and the moderators couldn't really explain them to me, they didn't remember or understand): first of all, this is Mullich with his fun, incredibly confusing rules (as they say, you need a bottle of vodka to figure it out:) ) – my initial version about Izru/Vidomina, I admit, was also in this vein, but I adapted it for easier understanding to "my" Mullich, and now it seems to be quite clear and concise; I will express my opinion on the fly, the 100 gnomes, and the handcuffs again: yes, it's a pain to load the save, but firing BOTH heroes (although you can, if you have nothing else to do, and replay:D), which Andrei suggests (retreating with the fly) is also quite rational in my opinion.
- To bring mages back into the game – at least in every 5th or 10th game – because right now, Conflux players cast spells, rarely take towers, and dungeons mean a miner! It's boring, gentlemen:(! Every day is the same, and some claim that mages are completely unnecessary, a normal player will never take them anyway:) – but maybe this is one of the measures of the famous "skill" – can you or can't you play with a starting mage, can you or can't you come early and kill a fighter?;)
In general, the topic remains open. Thank you for the criticism and suggestions. I understand the main father of the real Rules – respected invisible – in his struggle against innovations, but new is not always bad, right? I think that over time, the situation with the rules, both for our resource and for interportal games, will be resolved positively – and why shouldn't my attempt at "reforms" be one of the important steps towards these historical events?:cool: The main thing is to help – and everything will work out:smile02:!
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)
Кто к нам с пером придёт, тот от пера и погибнет!:smile51: