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You don't need an overpowered ballista – three of them is enough. This is actually a plus.
etc.
You can argue about this endlessly.
Please, write concisely. I don't want to read everything.
The logic of the scheme itself is important. I wrote about the ideal that should be strived for, but whether it is achieved or not is another question.
Added 3 minutes ago
Once again, there should be perks on the base that affect all subsequent ones – two.
Any scheme has its pros and cons; I have revealed the cons of your (binary) scheme, as well as pointed out some of the pros (simplicity of leveling). Reveal other pros.
Added 1 minute ago
And can a perk be changed – that is, can you not permanently discard, for example, the protection of Askh and luck on the road, but turn them into something more delicious?
Added 3 minutes ago
And here's another thing – I once suggested linking a number of spells to skills, removing them from free access, and this idea was successfully banned (in the symmetry thread), but now I see, for example, vampirism, regeneration, earthquake, and something else attached to skills... and now, attention, the question: what prompted the revision of this point?
Here, not just any spells are added, but exactly those that are not given in the guild. Grief, vampirism, regen, revenge, frostbite, wall of fire, earthquake, and elementals cannot be obtained in the guild (formally, they are in the level 6 mod).
There are also some other spells that are in the guild, but are added for perks. These are classic mass stone skin, mass haste, as well as teleport and heavenly shield. I haven't added any other spells to reduce the role of the guild. Except perhaps for random ones, such as for wisdom, or logical enhancements of perks like scholar.
Remind me of that post where I criticized your approach; perhaps there were completely different reasons, I don't remember the nuances. Most likely, this concerned exactly those spells that are already in the guild (and in the original, they all are).
Added 3 minutes ago
Nargott has a single-player wheel; it's not very good for multiplayer, just like my example.
When I start implementing the planned on the map, then I will actively play on it, respectively, many things may change (where I was wrong), but the focus will always be on multiplayer – I won't play and test with the computer. I can say for sure that I have multiplayer experience in leveling in RTA, and I even took second place in one tournament, so I have a practical understanding of what should be in the wheel and what should not be – from the point of view of multiplayer and the interest of leveling. However, not when playing on the map.