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Moscow qualifier.

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#146
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Oelm
Starting with identical armies turns the first week into a tedious and frustrating experience.
This is the only valid argument. I've thought about it many times...
For example, the CM template is completely unplayable for me in TE.
I don't think that's a significant drawback...
2 - Monster specialists, now you mostly have to play as them.
"Monster specialists"... haha...
- Honey, were you unfaithful to me?
- Only once.
- With whom?
- With a football team.

Compare the range of heroes you start with in TE to the range you start with in SoD. The difference is probably about twice as much.
As a result, mages have completely disappeared from the game.
1) Why did they disappear?
2) Were they even there in the first place? (not counting Solmyr and his colleagues)
For Inferno, the only effective strategy is demonology.
Considering that there is no effective strategy for Inferno in SoD, I think this is more of a plus.
RP-3 rules completely transform the game into something else. The general idea is that the games become very similar to each other. And that doesn't appeal to me at all.
On CMs, definitely. But with a wide range of templates, absolutely not. I haven't even played on 8mm6 lately; I always play on different and rare templates. And I play both full-random and 200% start.

Every time, there's a lot of information to think about. I don't think that years of playing CMs gives you even a semblance of this.
The only important plus for me in TE full is the ability to play with strong players.
Well, that's exactly what initially drew me to TE. Let's just say it's factor number one.

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