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NHF – new heroes for Heroes V 3.1.

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#2531
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Dyrman
The dynamic nature of the game depends more on the map. And many people like to savor the game before the finale.
It's not just about the map. The same city development in regular Heroes 5 shows that a player won't be able to build top-tier structures before the end of the second week, let alone upgrade them. So, what kind of dynamic gameplay can we talk about? Only about rushes.

Those who enjoy a long game can do so on any mod; the question is, what is the balance tailored for? In the original game, the balance is clearly designed for a relatively long game with a finale around 2 months. This means that at shorter timeframes, the balance is disrupted (for example, Chaos magic), and therefore, the game becomes less interesting.

An example is the perk for "Recruiting." What is +5% troops per day, rounded down? Not that much, if we're talking about a dynamic game and short timeframes. But what if the game lasts for a month? It's overpowered. On the other hand, if it's, for example, +2%, it could be a good perk in a long game, but absolute garbage in a fast-paced game. Are we suggesting that we should consider long timeframes when creating useless perks? No, quite the opposite; if the opponent drags the game out, they are to blame. Dragging the game out is also a strategy that should have its counters.

Although, in principle, this is exactly the kind of perk that could simply have different numbers for different projects, but the same general meaning.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат