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#6783
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=Lizard=
Hmm. I think countering dungeons with dungeons is the best approach, especially in the early game. It's a shame to waste Necropolis heroes right away, and I don't want to rely on a less stable castle from the start. As for the heroes, that's what restarts are for. There are plenty of good heroes; why focus only on the Miner and Gunnar?
We're talking about strong starting heroes. The probability of them appearing is the same. So why rely on chance? Even in "Operation Y," we didn't allow ourselves to do that. Why ruin a very strong dungeon in the early game, where the probability of encountering a weaker opponent is high? (For example, what was the reasoning behind Javdet's choice of a Citadel against a red Inferno with an unknown opponent?) We could have a separate discussion about these restarts. No matter how many restarts you take, you'll always end up in the same situation as if you hadn't restarted at all. So, what's the point of these restarts – they're just a waste of time. Especially this use of an "extra" restart per block when the restarts are already over – it's an unjustified privilege. They should revert the game to the last playable state, for example. As for the restart upon encountering an enemy in the current version, there are no words to describe it – it's a game-killer.
Summer 2013