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#490
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Marmot
AmberSoler, all of this is true, but if in online play, individual skills aren't that important, then in offline play, especially on custom maps of sizes L and XL, they often become decisive, i.e., to complete the game, you need a specific skill. And the phrase "finding the optimal skill build for a hero through trial and error" is not a very nice way to put it – it's called "grinding." I'm just expressing my opinion about the system created by the game developers.
Don't get me wrong, but if the developers had made a mistake by allowing the player to control the recruitment of the desired hero and the construction of secondary skills, then even now, Solmyr and Tanty would still rule the world. It was the need to delve into and optimize the game scheme, which was initially written "poorly," that allowed our hero community to emerge. I disagree – because if you were given the choice of having a deterministic set of skills or a probabilistic one, I believe you would leave chance as the only acceptable option. The guarantee of obtaining the desired skill at a certain level would kill all the interest in the game "for fun." If the goal is to win, then whether you like it or not, you will have to use all the skills of "grinding." I called offline play a game against a real opponent – a game focused on results, where optimization is necessary. We consider playing against AI as a game for fun; preliminary preparation is, of course, not relevant there. There, a random outcome is much more interesting, which at least slightly increases the chances of the poor AI..

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