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Balance in HotA.

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#65
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It seems we're talking about different things.

Here, look – what problems does guild restructuring solve:
1) You're cornered, and you need damage dealers/flying units to break out.
2) You've taken half the map, have 8 Merfolk, built 4 Growth Mines, but have no control.

Problem #1 can be solved in an alternative way – by creating additional roads so that if you're attacked on one, you can escape along another.

Problem #2 can be solved in an alternative way – by increasing the chance of finding control. I've already listed ideas for new objects that grant spells. You can also go the route of increasing the chances of control in the guild; these percentages can be adjusted. And new control spells for Fire-Water also increase the chances of finding something.

Also, don't forget that guild restructuring not only solves problems but also creates them. For example, resource trading becomes less profitable; in many scenarios, it's more advantageous not to do a full trade and rush headlong into the unknown, but to slow down a bit, finish off the territory, and start building a guild in the 2nd week, postponing territorial expansion for a few days.

I remember watching a bo3 series in the final of the Favorites tournament, Javdet vs GoD on the Wargaming mirror, and both players played like that – they didn't force the issue but built and restructured their towers. It looked a bit boring. In Heroes, there's already a significant bias towards grinding; 95% of the game time is spent in battles with neutrals. I don't see the point in reinforcing this trend. It's much more exciting to have an aggressively attacking game instead, with attempts to rush the opponent or grab some tasty territories before them.