1. The iconic status of Tyraxor means you can play him without really thinking. The fundamental difference with Shakti, however, is that if we call a spade a spade, the Dungeon town is trash on its own and is carried solely by its starting hero. In the Barbarian's case, this is not so.
You shouldn't confuse the strength of Stronghold on average across the board with the strength of Stronghold in, say, my hands. The fact that I can beat various swamps on Jebus with my eyes closed using them doesn't mean that's how it will usually go.
Moreover, I'm well aware of Stronghold's weak points, first and foremost its very poor respawns. Even on Jebus, you can easily find yourself penniless. Actually, their hitting power is compensation for the scarce resource drops; you have to leave the respawn early and seek fortune abroad.
So if you nerf Tyraxor without giving compensation, people will simply stop playing Stronghold. It's a rather vulnerable town.
uh-huh. I always thought Explorer was the same as Spd [Logistics]. in that case, I don't see the point in taking Nav [Navigation] at all.
Though I'd think twice before taking Nav purely for the speed.
Still, the original point of Navigation is sailing the seas. Why invent something that doesn't fit?
Removing it entirely wouldn't be good; Spd's functionality is interesting and should be kept in some form. The Nav option seems the most successful to me.
P.s.: And what's planned for Dungeon? After these changes, will it only be playable for nostalgia or with a mandatory Griffin Conservatory unit in front of the town?
Plus, Laura (Scout + Tactics and more Harpies) is debatable, and maybe some changes in the build tree. For example, Medusas as a dead-end branch.
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4. With Explorer disappearing, shouldn't we think about increasing the artifact bonus on MP?
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I'll defend my opinion on the armored guys. On XL templates, I'll take even a nerfed Brogha because I greatly value scouting. A nerfed Tazar looks worse than Alkin to me, which just means shoving the hero into the trash bin.