I mean that Necromancer is much easier against Dwarf in the early stages, while Dwarf is easier in the late game. Yes, Dwarves rarely survive an early rush, but it's very difficult to play against them in the late game. I think that's where the balance lies.
Regarding the early rush and late game, you are absolutely right! If you think that this is where the balance lies, then you might be right!
My theory is that the true strength of a faction can only be tested in the late game on a map with equal opportunities and a specific development time. This is as objective as possible because it averages out all the weak and strong sides of a particular faction and brings the player's skill and the faction's features to the forefront!
If you pay attention, most tournaments are played by experienced players, and here is the answer that a larger number of tournaments are not entirely objective, so the winners of the tournament (and one of them is my acquaintance, a participant in the Donetsk 2007 Heroes 5 championship) will never claim that the winning faction is the best!
Added 6 minutes ago
Well said that the imbalance is only in certain stages...
and in the next post, you talked about the possibility of rushing Necromancer against Dwarf... aren't these imbalances?! The problem with Dwarves is that they rarely survive an early rush.
It depends on which week the rush is! If it's in the first week, then maybe, but if it's in the second or third week, then if the defending Dwarf is Ingvar, you have to work hard, and in the base, it's practically impossible!
Added 14 minutes ago
:smile24: :smile24: :smile24: What does "кого" mean? We take everyone. Regarding new strategies, how about a defense with stone strength? Necromancer tactics are mainly focused on magic, not troops, because statistically, they are almost complete underdogs. The main task is to prolong the battle, use as much plague as possible, dispel is a must, berserk and mind control are not very useful against Dwarves (too bad about the elemental dragons). The main difficulty is the dragons, so they need to be barricaded somehow, maybe with a Phoenix. Also, if the hero is a spellcaster, it's better to quickly eliminate the tent that removes blindness. I think you can also cast weakness and definitely scream. Well, then it's simple - vampirism on ghosts, and unholy word.
Regarding skills, we take defense, darkness, summoning, spell power, and wisdom. Standard for Necromancer, nothing better. I've already calculated that 30% defense is better than 3 luck.
Dreamer, come down to earth, you're listing more than ten spells, how and with whom are you playing? Even in the late game, with hero levels of 20-25 and a numerous Necromancer army with spell power, you can cast at best three or four spells before being completely defeated, and even then, with Dwarven luck (+50%) and magic resistance (+15%), they will only work in 35% of cases! These are obvious facts! And practice shows that with the presence of an energy rune, even before the first turn of the Necromancer hero Erla, Bear Riders and especially Dragons destroy at least 50% of the undead army!