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The point of the argument is unclear – it's a basic strategy that any experienced player would use. I provided the most normal and straightforward way to have a dynamic game on the map without unnecessary complications (note the word "more").
Furthermore, if we're going to discuss this, it shouldn't be in this thread.
majestic
Make it so that Erin (the Necromancer) starts the game with 1 Witch, because right now she only gets one after a week, while other heroes get them right away.
A Witch is a level 6 creature. Giving her one at the start would be too strong.
Just like Axel getting a Knight, Shaka getting a Wyvern, etc.
The idea came to me to create 2 hero classes for each Faction, and each hero could choose a class immediately after purchase.
This is how I envision the class system.
It would just be a different percentage chance for stat distribution (the skill tree remains unchanged, so there's no point in changing the percentage chance for skills).
Pros:
- No need for a modified executable file;
- Any hero can become a representative of any class within their Faction;
- The original class will remain, and you can play as before by agreeing not to change it.
Even not immediately after purchase, but only at level 1 (or at least at level 1 for free).
It can be easily implemented through a scripted travel spell.
Unfortunately, it won't be possible to surprise the opponent, because we have the tavern