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"Necropolis" - changes to creatures of levels 6-7.

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#260
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It's impossible to complete a map designed for absolute domination in 6 weeks (please look at the map – I can't imagine how maps like this can be completed so quickly), but the majority of Multiplayer maps can be. I agree, I'm not saying that all maps take a long time to play, but in the cases I mentioned, I doubt they can be completed quickly. Besides, we've strayed from the topic, which can be continued with feedback from other mod testers or new ideas that haven't emerged yet. I suggest we leave it for now, and everything is fine unless someone suggests something, and then...
I admit that if all the guards in the new zones on the map consist of 50 dragons each, then this will indeed slow down progress, because to break through them on week 4, you would already need strong artifacts and a well-developed hero, which is impossible without venturing into the Treasury. But I would classify such maps as unsuitable for Multiplayer. It is impossible to create a balance suitable for any time frame without total equalization, so usually, they are limited to common time frames of 3-6 weeks.

Regarding the map itself, unfortunately, I can't give an expert opinion because I haven't played the classic (map) mode on the original Heroes 5 for a long time.

Furthermore, tournament practice shows that the Necromancer loses in long games (and dominates in rush games), so maybe these +1 deaths per week, against strong level 6 and 7 units, compensate for his weakness.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат