Hundreds of games on the test server have shown that the timer isn't a reliable indicator here. A timer that's set too low often benefits less skilled players because they play using simpler, default strategies. A more skilled player might be able to (and need to) devise a complex plan on the test server, taking into account 8-10 heroes and numerous small battles on different fronts with different troops, but a low timer won't allow them to implement this physically. And then they have to play according to a simpler plan, which, in my opinion, unfairly equalizes the chances. So, the timer should simply be optimally calibrated for each specific template. This is why different standards have emerged for Jebus and HL+U, for example.
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