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#57
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Yes, it's possible to implement a different anti-hint algorithm in WT. But it will inevitably be simple and straightforward, meaning that formulations like "magic that caused damage to the opponent" are difficult to algorithmize.

As for resistance, this skill is already useless, so treating the resistance of combat magic as a lack of casting, which gives the right to pay to avoid the effect, makes this skill even more useless. Therefore, I strongly disagree – if the opponent resisted your cast in the first round, they should be given the opportunity to benefit from it.

1. If it's just about the wording, then we can try to fix it. These are details. If it's simply that combat magic that hits an opponent's unit doesn't allow them to pay to avoid the effect in the first round.

2. I disagree with the approach regarding resistance. The usefulness or uselessness of a skill is one thing, but here we are specifically discussing hit-and-run tactics. It's like creating a principle for yourself and then following it only because it's a principle, and not because it makes sense. The benefit already exists in the fact that you get information about the opponent's hero, stats, magic, upgrades, etc.

A player who casts combat magic on an opponent is already faced with a non-trivial task: to survive one round and also get a turn in the second. And it's often difficult to calculate this with certainty, especially if the opponent doesn't keep all their powerful units in one stack. Forbidding them to pay to avoid the effect in case of resistance is just too harsh. There is already a risk of getting hit by a "Gauntlets of Power" spell.

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