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I don't think that if you choose to develop a certain path, you should completely abandon the use of skills from another path, and especially not from joining units. Developing two paths goes in parallel. You can get the most reputation by killing/releasing units (even more in Multiplayer), and for special scripted moments in the Campaign.
So, the biggest problem in your playthrough is refusing to join units :). I don't understand that.
In general, the path of blood seems more difficult to me, precisely because of the need to kill joining and fleeing units. And for Inferno, it is twice as difficult, due to the reduced number of healing spells. The balance needs to be adjusted. In single-player, of course, it will work (it's like hardcore), but in Multiplayer, few people will risk it.
Now I often have to reload - the price of mistakes in battle is high, and before the battle, I forget to separate the single madmen (damn, it was so convenient in the fifth game).
Although, even in the fifth game, players who played Inferno in the average Multiplayer matches were considered masochists. I know from experience - indeed, the greatest pleasure was tearing apart Necromancers and Elves with Inferno :)))))) True, I also lost quite often.
P.S.: I read the manual - the developers are incredibly disappointing... bonuses only come from leveling up blood/tears (that is, only 2 characteristic increases - when you take 1 level of the path for 250 points and 2 levels of the path for 1000).
Too bad.
Can you tell me more about the cheat "up to 1000 in 1 battle"?
Here are some options for reducing this: make the Lilim ability 1 time per battle instead of 1 time every three turns, or introduce an alternative "mana" for battle cries. Or limit the number of cries, for example, 10-20 per battle.